35 minutes ago
WildStar Boost
Preset description:
I've been using this for awhile and I'm not 100% thrilled with it but thought I'd share.
Most of the time it looks fine, but snowy areas still have way too much bloom sometimes.
Installation is a little tricky, I'm using the 64-bit client and DirectX 11.
My profile.ini is:
dxgi
uses dx11
ProfileName:WildStar64
ProfileModule:d3d11.dll
ProfilePath:C:\Games\WildStar\Client64\WildStar64.exe
ProfileDll:ReShade64.dll
ProfilePreset:Wildstar
ProfileDisplay:WildStar
I'm using shaders by Ganossa.
////---------------//
///**MOTION_BLUR**///
//---------------////
#define USE_MOTION_BLUR 0 //[MotionBlur] //-Motion Blur: Cheap pseudo mution blur
//>Motion Blur Settings<\\
#define mbRecall 0.40 //[0.00:1.00] //-Motion blur intensity
#define mbSoftness 1.00 //[0.00:2.00] //-Blur strength of consequential streaks
#define MotionBlur_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
#define MotionBlur_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
////-------------------//
///**ADV_MOTION_BLUR**///
//-------------------////
#define USE_ADV_MOTION_BLUR 0 //[AdvMotionBlur] //-Advanced Motion Blur: More accurate and advanced motion blur.
//>Advanced Motion Blur Settings<\\
#define ambDepth_Check 0 //[0:1] //-Depth dependent motion blur
#define ambDepthRatio 0.7 //[0.0:1.0] //-Amount of addition MB due to distance; Lower Value => Higher Amount
#define ambRecall 0.4 //[0.0:1.0] //-Increases detection level of relevant smart motion blur
#define ambPrecision 0.0 //[0.0:1.0] //-Increases relevance level of detected smart motion blur
#define ambSoftness 3.5 //[0.0:10.0] //-Softness of consequential streaks
#define ambSmartMult 3.5 //[0.0:10.0] //-Multiplication of relevant smart motion blur
#define ambIntensity 0.07 //[0.00:1.00] //-Intensity of base motion blur effect
#define ambSmartInt 0.94 //[0.00:1.00] //-Intensity of smart motion blur effect
#define AdvancedMB_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
#define AdvancedMB_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given
////----------------//
///**MOTION_FOCUS**///
//----------------////
#define USE_MOTION_FOCUS 0 //[MotionFocus] //-Smart movement of the camera following motion on the screen for a cinematic look
//>Motion Focus<\\
#define mfDebug 0 //[0:1] //-Activates debug mode of MF, top 4 bars show motion in each screen section, the center points show strength and direction of zoom
#define mfFocusStrength 1.00 //[0.00:1.00] //-The intensity with which the camera will follow motion
#define mfZoomStrength 0.60 //[0.00:1.00] //-The intensity of camera zoom to objects in motion
#define MotionFocus_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
#define MotionFocus_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
////-----------------//
///**AMBIENT_LIGHT**///
//-----------------////
#define USE_AMBIENT_LIGHT 0 //[AmbientLight] //-Ambient Light: Adds scene dependent ambient light with specific dirt and lens effects
//>Ambient Light Settings<\\
#define alDebug 0 //[0:1] //-Activates debug mode of AL, upper bar shows detected light, lower bar shows adaptation
#define alInt 10.15 //[0.00:20.00] //-Base intensity of AL
#define alThreshold 15.00 //[0.00:100.00] //-Reduces intensity for not bright light
//>AL Adaptation Parameters<\\
#define AL_Adaptation 1 //[0:1] //-Activates adaptation algorithm for the following features
#define alAdapt 0.70 //[0.00:4.00] //-Intensity of AL correction for bright light
#define alAdaptBaseMult 1.00 //[0.00:4.00] //-Multiplier for adaption applied to the original image
#define alAdaptBaseBlackLvL 2 //[0|1|2|3|4] //-Distinction level of black and white (lower => less distinct)
#define alAdaptBloomMult 1.0 //[0.0:4.0] //-Multiplier for adaption applied to the bloom shader
#define alAdaptFlareMult 3.0 //[0.0:4.0] //-Multiplier for adaption applied to the anam flare shader
#define AL_HeatHazeControle 1 //[0:1] //-Controles the HeatHaze effect with the AL shader
#define Depth_HeatHazeControle 1 //[0:1] //-Controles the HeatHaze effect with the depth buffer
#define alAdaptHeatMult 1.0 //[0.0:1.0] //-Multiplier for adaption applied to the HeatHaze shader
//>Additional AL Settings<\\
#define AL_Dirt 1 //[0:1] //-No description given
#define AL_DirtTex 0 //[0:1] //-Defines if dirt texture is used as overlay
#define AL_Vibrance 0 //[0:1] //-Vibrance of dirt effect
#define AL_Adaptive 0 //[0|1|2] //-0 = Warm, 1 = Cold, 2 = Light Dependent
#define alDirtInt 1.0 //[0.0:2.0] //-Intensity of dirt effect
#define alDirtOVInt 1.0 //[0.0:2.0] //-Intensity of colored dirt effect
#define AL_Lens 0 //[0:1] //-Lens effect based on AL
#define alLensThresh 0.5 //[0.0:1.0] //-Reduces intensity of lens effect for not bright light
#define alLensInt 2.0 //[0.0:10.0] //-Intensity of lens effect
#define AmbientLight_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
#define AmbientLight_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
////-----------------//
///**TUNINGPALETTE**///
//-----------------////
#define USE_TUNINGPALETTE 0 //[TuningPalette] //-Allows to use color maps (like in ENB) or color palettes
//>Tuning Palette Settings General<\\
#define TuningColorPalette 0 //[0:1] //-ColorPalette
#define TuningColorMap 0 //[0:1] //-ColorMap
#define TuningColorLUT 1 //[0:1] //-ColorLUT
#define TuningPaletteDependency 0 //[0:1] //-0: PixelColor; 1: PixelBrightness (0 is recommended for the ColorPalette effect)
#define TuningPalettePower 0.075 //[0.000:1.000] //-Strength of the Tuning Palette effect
#define TuningPalette_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given
//>Color Palette Parameters<\\
#define TuningColorPaletteSmoothMix 0.3 //[0.0:1.0] //-Amount of smooth integration into original image
#define TuningTileAmountX 5 //[1:16] //-Amount of tiles the selected palette has on the X-axis
#define TuningTileAmountY 1 //[1:16] //-Amount of tiles the selected palette has on the Y-axis
#define TuningColorPaletteTexture "Ganossa_vintage.png" //[undef] //-Define the color palette for palette effect (e.g. Ganossa_quake.png, Ganossa_vintage.png)
#define TuningColorPalettePower 1/float3(1.0,1.0,1.0) //[undef] //-Defines the impact of red, green and blue when applying palette colors
//>Color Map Parameters<\\
#define TuningColorMapTexture "Ganossa_TuningPalette.bmp" //[undef] //-needs to have 256x256 pixels
//>Color LUT Settings<\\
#define TuningColorLUTIntensityChroma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on chroma
#define TuningColorLUTIntensityLuma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on luma
#define TuningColorLUTDstTexture "Ganossa_ColorLUTDst.png" //[undef] //-Needs to have 256x16 pixels
#define TuningColorLUTTileAmountX 256 //[undef] //-LUT Width
#define TuningColorLUTTileAmountY 16 //[undef] //-LUT Height
#define TuningColorLUTTileAmountZ 1 //[undef] //-LUT Levels (to select various 3d LUTs dependent on scene brightness)
////-------------//
///**GR8MMFILM**///
//-------------////
#define USE_GR8MMFILM 0 //[Gr8mmFilm] //-Applies cutomized 8mm film overlays
//>Gr8mm Film Settings<\\
#define Gr8mmFilmTileAmount 7.0 //[2.0:20.0] //-Amount of frames used in the Gr8mmFilm.png
#define Gr8mmFilmPower 0.95 //[0.00:1.00] //-Overall intensity of the effect
#define Gr8mmFilmVignettePower 1.0 //[0.0:2.0] //-Strength of the effect at the edges
#define Gr8mmFilmAlphaPower 1.2 //[0.0:2.0] //-Takes gradients into account (white => transparent)
#define Gr8mmFilmBlackFrameMix 0 //[0:1] //-0: Adds a black frame into the mix; 1: No black frame added
#define Gr8mmFilmScroll 0 //[0:1] //-0: Jumps from frame to frame; 1: Scrolls from frame to frame
#define Gr8mmFilmTexture "Ganossa_Gr8mmFilm.png" //[undef] //-Defines the texture which contains the single frames
#define Gr8mmFilmTextureSizeX 1280 //[undef] //-Size of the defined texture (Width)
#define Gr8mmFilmTextureSizeY 5040 //[undef] //-Size of the defined texture (Height)
#define Gr8mmFilm_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given
////-------------//
///**TILTSHIFT**///
//-------------////
#define USE_TILTSHIFT 0 //[TiltShift] //-TiltShift effect based of GEMFX
//>TiltShift Settings<\\
#define TiltShiftPower 5.0 //[0.0:100.0] //-Amount of blur applied to the screen edges
#define TiltShiftCurve 3.0 //[0.0:10.0] //-Defines the sharp focus / blur radius
#define TiltShiftOffset -0.6 //[-5.0:5.0] //-Defines the sharp focus aligned to the y-axis
#define TiltShift_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
#define TiltShift_ToggleKey VK_SPACE //[undef] //-
////----------//
///**UIMask**///
//----------////
#define USE_UIMask 0 //[UIMask] //-A mask that defines which areas of the screen will have no effects applied
//>UI Mask Settings<\\
#define UIMask_Helper 1 //[0:1] //-Helps to automatically create a UI - Mask for static elements
#define UIMask_Direct 0 //[0:1] //-1: loads the mask from memory; 0: loads the mask from disk
#define UIMask_Tolerance 5 //[0|1|2|3|4|5] //-Defines the tolerance level of the algorithm when detecting UI elements
#define UIMask_HelperKey VK_F12 //[undef] //-When pressed, starts to create a UI - Mask for static elements
#define UIMaskReset_HelperKey VK_F11 //[undef] //-Resets the automatically created UI - Mask (press again to release)
#define UIMask_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given
////----------//
///**Border**///
//----------////
#define USE_Border 0 //[Border] //-A mask that defines where a border effect is drawn
//>Border Shader Settings<\\
#define Border_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggles the border shader
////---------------//
///**SplitScreen**///
//---------------////
#define USE_SplitScreen 0 //[SplitScreen] //-Allows the various comparisons with the original image
//>Split Screen Shader Settings<\\
#define SScomparable 1 //[0:1] //-Splits the screen in the middle and draws the same image twice.
#define SScomparableStretch 0 //[0:1] //-Shows the full image on each side of the comparable splitscreen
#define SSslider 0 //[0:1] //-Activates an active transition between original and shader image
#define SSsliderSpeed 0.01 //[0.00:1.00] //-Defines the speed of the transition
#define SSaxis 0 //[0:1] //-To select the splitscreen axis; 0 => y; 1 => x
#define SSborderWidth 0.002 //[0.000:1.000] //-Width of the border between original and shader image
#define SS_ToggleKey VK_F12 //[undef] //-Toggles the split screen shader
////-----------//
///**Magnify**///
//-----------////
#define USE_Magnify 0 //[Magnify] //-
//>Magnify Shader Settings<\\
#define magnifyStartPixelWidth 100 //[undef] //-
#define magnifyStartPixelHeight 100 //[undef] //-
#define magnifyEndPixelWidth 400 //[undef] //-
#define magnifyEndPixelHeight 400 //[undef] //-
#define Magnify_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggles the magnify shader
////---------//
///**BLOOM**///
//---------////
#define USE_BLOOM 0 //[Bloom] //-Bloom, based on MasterEffects & asmodean bloom
//>Bloom Settings<\\
#define Ganossa_HDR_MODE 0 //[0|1|2] //-HDR Level Rendering bitrate. 0 = RGBA8, 1 = RGBA16F, 2 = RGBA32F
#define BLOOM_MIXMODE 2 //[1|2|3|4] //-1 = Linear add | 2 = Screen add | 3 = Screen/Lighten/Opacity | 4 = Lighten
#define fBloomThreshold 0.97 //[0.1:1.0] //-Every pixel brighter than this value triggers bloom.
#define fBloomAmount 20.0 //[0.0:20.0] //-Intensity of bloom.
#define fBloomSaturation 0.0 //[0.0:2.0] //-Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom.
#define fBloomTint float3(1.0,1.0,1.0) //[0.0:1.0] //-R, G and B components of bloom tintcolor the bloom color gets shifted to. X = Red, Y = Green, Z = Blue.
#define Bloom_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
#define Bloom_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggle key for Bloom and Bloom dependent shaders.
////------------//
///**LENSDIRT**///
//------------////
#define USE_LENSDIRT 0 //[Bloom] //-Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
//>Lens Dirt Settings<\\
#define fLensdirtIntensity 0.4 //[0.0:2.0] //-Intensity of lensdirt.
#define fLensdirtSaturation 2.0 //[0.0:2.0] //-Color saturation of lensdirt.
#define fLensdirtTint float3(1.0,1.0,1.0) //[0.0:1.0] //-R, G and B components of lensdirt tintcolor the lensdirt color gets shifted to. X = Red, Y = Green, Z = Blue.
#define iLensdirtMixmode 1 //[1:4] //-1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
#define lensDirtTex "Ganossa_origdirt.png" //[undef] //-
////----------------------//
///**GAUSSIAN_ANAMFLARE**///
//----------------------////
#define USE_GAUSSIAN_ANAMFLARE 1 //[Bloom] //-Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
//>Gaussian Anamorphic Lens Flare Settings<\\
#define fAnamFlareThreshold 0.975 //[0.10:1.00] //-Every pixel brighter than this value gets a flare.
#define fAnamFlareWideness 1.0 //[1.0:2.5] //-Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible
#define fAnamFlareAmount 1.0 //[1.0:20.0] //-Intensity of anamorphic flare.
#define fAnamFlareCurve 1.0 //[1.0:2.0] //-Intensity curve of flare with distance from source
#define fAnamFlareColor float3(0.012,0.313,0.588) //[0.000:1.000] //-R, G and B components of anamorphic flare. Flare is always same color.
////-------------//
///**LENZFLARE**///
//-------------////
#define USE_LENZFLARE 1 //[Bloom] //-Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect.
//>Lenz Flare Settings<\\
#define LENZ_DEPTH_CHECK 1 //[0:1] //-If 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR
#define fLenzIntensity 2.5 //[0.2:3.0] //-power of lens flare effect
#define fLenzThreshold 0.985 //[0.6:1.0] //-Minimum brightness an object must have to cast lensflare
////----------------//
///**CHAPMAN_LENS**///
//----------------////
#define USE_CHAPMAN_LENS 0 //[Bloom] //-Chapman's lensflare: Simple lensflare shader with one big halo.
//>Chapman Lens Settings<\\
#define CHAPMAN_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR
#define ChapFlareTreshold 0.90 //[0.70:0.99] //-Brightness threshold for lensflare generation. Everything brighter than this value gets a flare.
#define ChapFlareCount 15 //[1:20] //-Number of single halos to be generated. If set to 0, only the curved halo around is visible.
#define ChapFlareDispersal 0.25 //[0.25:1.00] //-Distance from screen center (and from themselves) the flares are generated.
#define ChapFlareSize 0.45 //[0.20:0.80] //-Distance (from screen center) the halo and flares are generated.
#define ChapFlareCA float3(0.00,0.01,0.02) //[-0.50:0.50] //-Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA.
#define ChapFlareIntensity 100.0 //[5.0:200.0] //-Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result.
////-----------//
///**GODRAYS**///
//-----------////
#define USE_GODRAYS 0 //[Bloom] //-Godrays: Adds some light rays rotating around screen center.
//>God Rays Settings<\\
#define GODRAY_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR
#define fGodrayDecay 0.9900 //[0.5000:0.9999] //-How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
#define fGodrayExposure 1.0 //[0.7:1.5] //-Upscales the godray's brightness
#define fGodrayWeight 1.25 //[0.80:1.70] //-weighting
#define fGodrayDensity 1.0 //[0.2:2.0] //-Density of rays, higher means more and brighter rays
#define fGodrayThreshold 0.9 //[0.6:1.0] //-Minimum brightness an object must have to cast godrays
#define iGodraySamples 128 //[undef] //-2^x format values; How many samples the godrays get
////-------------//
///**ANAMFLARE**///
//-------------////
#define USE_ANAMFLARE 0 //[Bloom] //-Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording.
//>Anamorphic Lens Flare<\\
#define FLARE_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR
#define fFlareLuminance 0.095 //[0.000:1.000] //-bright pass luminance value
#define fFlareBlur 200.0 //[1.0:10000.0] //-manages the size of the flare
#define fFlareIntensity 2.07 //[0.20:5.00] //-effect intensity
#define fFlareTint float3(0.137,0.216,1.000) //[0.000:2.000] //-effect tint RGB
////-------------//
///**TEXDITHER**///
//-------------////
#define USE_TEXDITHER 0 //[TexDither] //-TexDither effect
//>TexDither Settings<\\
#define fTexDitherSize 4.0 //[0:10] //-TexDither size
#define TexDither_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggle key for TexDither