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[GSDX_FX] Comic style

Created by MartinBFFan
Added Dec. 8, 2017
Shader used: Other
Preset description:
This preset is aimed at making the game look very comic-ish using Cel shading. Installation Rename the preset file to GSDX_FX_settings.ini and place it in "shaders" folder in your PCSX2 directory. Then open up PCSX2 and enable external shaders. Thats it! Enjoy!
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/*===============================================================================*\ |######################## [GSdx FX Suite v2.40] ########################| |########################## By Asmodean ##########################| || || || This program is free software; you can redistribute it and/or || || modify it under the terms of the GNU General Public License || || as published by the Free Software Foundation; either version 2 || || of the License, or (at your option) any later version. || || || || This program is distributed in the hope that it will be useful, || || but WITHOUT ANY WARRANTY; without even the implied warranty of || || MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the || || GNU General Public License for more details. (c)2016 || || || |#################################################################################| \*===============================================================================*/ //#NOTICE: GSdx FX is not compatible with GSdx9. Use GSdx OGL or DX10/11. /*------------------------------------------------------------------------------ [DEFINITIONS & ON/OFF OPTIONS] ------------------------------------------------------------------------------*/ //--------------------------#[CHOOSE EFFECTS]#--------------------------------\\ //#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use gsdx fx antialiasing OR filtering. Not both together. #define UHQ_FXAA 0 //# High Quality Fast Approximate Anti Aliasing. If GSdx's internal FXAA is also enabled, this equals FXAA2x.[3D] //#[FS SCALING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both. #define BILINEAR_FILTERING 0 //# Bilinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures.[2D] #define BICUBIC_FILTERING 0 //# Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures.[2D] #define GAUSSIAN_FILTERING 0 //# Gaussian Fullscreen Texture Filtering. Gaussian filtering - strong to extra strong filtering of textures.[2D] #define BICUBLIC_SCALER 0 //# Bicubic Interpolation Scaling. Uses BCS on up scaling, and downsampling of games, for smoother scaling. #define LANCZOS_SCALER 0 //# Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling. //#[LIGHTING & COLOUR] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) use Bloom & Tonemapping together] #define BLENDED_BLOOM 1 //# High Quality SP Bloom. Soft lighting with blending techniques, for a natural looking bloom. #define SCENE_TONEMAPPING 1 //# HDR Scene Tonemapping. Layered component conversion, and applies scene tone mapping. #define COLOR_CORRECTION 0 //# Component Color Correction. Colorspace conversion, with correction curves, and multiple palette types. #define CROSS_PROCESSING 0 //# Filmic Cross Processing. Alters the tone of the scene, crossing the game's color set, with another. #define GAMMA_CORRECTION 0 //# RGB Gamma Correction. Fixed expansion to variable compression gamma correction curve. #define PIXEL_VIBRANCE 0 //# Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original color saturation. #define COLOR_GRADING 0 //# Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones. #define TEXTURE_SHARPEN 0 //# Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity. #define CURVE_CONTRAST 0 //# S-Curve Scene Contrast Enhancement. Locally adjusts contrast using a four-point cubic bezier spline. #define CEL_SHADING 1 //# PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games. #define PAINT_SHADING 0 //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy. //#[TV EMU TECHNIQUES] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc. #define LOTTES_CRT 0 //# Timothy Lottes CRT emulation effect. Similar to scanlines, but with more control options. Ported by request. #define SCANLINES 0 //# Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res. #define VIGNETTE 1 //# Darkens the edges of the screen, to make it look more like it was shot with a camera lens. #define DEBANDING 0 //# Applies a debanding effect, to minimize banding artifacts. Which is usually very prevalent in skyboxes (for example). #define SP_DITHERING 1 //# Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding. #define PX_BORDER 0 //# Creates a pixel border, as a workaround for the bright edge that using hardware antialiasing(MSAA) can cause. (Ported by request from SFX). /*------------------------------------------------------------------------------ [EFFECT CONFIG OPTIONS] ------------------------------------------------------------------------------*/ //##[UHQ_FXAA] #define FxaaSubpixMax 0.00 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only. #define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra. #define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. When enabled: Only luma edge pixels are antialiased. When disabled: the entire scene is antialiased(FSAA). //##[BILINEAR_FILTERING] #define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering. #define OffsetAmount 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off. //##[BICUBIC_FILTERING] #define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering. #define BicubicStrength 0.75 //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering. #define PixelOffset 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off. //##[GAUSSIAN_FILTERING] #define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering. #define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering. //##[BLENDED BLOOM] #define BloomType BlendGlow //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark. #define BloomStrength 0.220 //[0.000 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type. #define BlendStrength 1.000 //[0.000 to 1.000] Strength of the blending. This is a modifier based on bloom. 1.0 equates to 100% strength. #define BloomDefocus 2.000 //[1.000 to 4.000] The initial bloom defocus value. Increases the softness of light, bright objects, etc. #define BloomWidth 3.200 //[1.000 to 8.000] Width of the bloom. Adjusts the width of the spread and soft glow. Scales with BloomStrength. #define BloomReds 0.040 //[0.000 to 1.000] Red channel correction of the bloom. Raising will increase the bloom of reds. #define BloomGreens 0.030 //[0.000 to 1.000] Green channel correction of the bloom. Raising will increase the bloom of greens. #define BloomBlues 0.020 //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues. //##[SCENE TONEMAPPING] #define TonemapType 1 //[0|1|2|3] The base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 & 3 are Filmic HDR(slight grading). #define TonemapMask 0 //[0 or 1] Enables an ALU tone masking curve. Produces a nice cinematic look. Suits some games more than others. #define MaskStrength 0.25 //[0.000 to 1.000] Strength of the tone masking. Higher for a stronger effect. This is a dependency of TonemapMask. #define ToneAmount 0.300 //[0.050 to 1.000] Tonemap strength (tone correction). Higher for stronger tone mapping, lower for lighter. #define BlackLevels 0.060 //[0.000 to 1.000] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them. #define Exposure 1.000 //[0.100 to 2.000] White correction (brightness). Higher values for more scene exposure, lower for less. #define Luminance 1.000 //[0.100 to 2.000] Luminance average (luminance correction). Higher values will lower scene luminance average. #define WhitePoint 1.000 //[0.100 to 2.000] Whitepoint average (wp lum correction). Higher values will lower the maximum scene white point. //##[COLOR CORRECTION] #define CorrectionPalette 1 //[1|2|3|4|5] The colorspace palette type. 1: RGB, 2: YXY, 3: XYZ, 4: HSV, 5: YUV. Each one will produce a different combination of shades & hues. #define ChannelR 1.20 //[0.00 to 8.00] R(1), Y(2), X(3), H(4), Y(5) component channel varies with the colorspace used. Higher values increase correction strength. #define ChannelG 1.60 //[0.00 to 8.00] G(1), X(2), Y(3), S(4), U(5) component channel varies with the colorspace used. Higher values increase correction strength. #define ChannelB 1.80 //[0.00 to 8.00] B(1), Y(2), Z(3), V(4), V(5) component channel varies with the colorspace used. Higher values increase correction strength. #define PaletteStrength 2.00 //[0.00 to 4.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation. //##[CROSS PROCESSING] #define FilmicProcess 1 //[1|2|3] The color conversion type for the cross process. 1: cool, 2: warm, 3: dusk. You can achieve different results with each. #define RedShift 0.50 //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift. #define GreenShift 0.50 //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift. #define BlueShift 0.50 //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift. #define ShiftRatio 0.50 //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect. //##[TEXTURE SHARPEN] #define SharpenStrength 0.75 //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used. #define SharpenClamp 0.015 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping. #define SharpenBias 1.20 //[0.50 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen. #define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly. //##[PIXEL VIBRANCE] #define Vibrance 0.10 //[-1.00 to 1.00] Overall vibrance strength. Locally adjusts the vibrance of pixels depending on their original saturation. #define RedVibrance 1.00 //[-8.00 to 8.00] Red channel coefficient of the vibrance strength. Adjusting the vibrance of the red channel independently. #define GreenVibrance 1.00 //[-8.00 to 8.00] Green channel coefficient of the vibrance strength. Adjusting the vibrance of the green channel independently. #define BlueVibrance 1.00 //[-8.00 to 8.00] Blue channel coefficient of the vibrance strength. Adjusting the vibrance of the blue channel independently. //##[COLOR_GRADING] #define RedGrading 1.20 //[0.00 to 3.00] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones. #define GreenGrading 1.10 //[0.00 to 3.00] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones. #define BlueGrading 1.10 //[0.00 to 3.00] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones. #define GradingStrength 0.25 //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount. #define Correlation 1.00 //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded. //##[CEL SHADING] #define EdgeStrength 1.00 //[0.00 to 4.00] Overall strength of the cel edge outline effect. Affects the overall density. 0.00: no outlines. #define EdgeFilter 0.75 //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc. #define EdgeThickness 1.20 //[0.50 to 2.00] Thickness of the cel edges. Increase for thicker outlining. Note: when downsampling, raise this to keep the same thickness. #define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base color luma calculations. Yuv luma can produce a better shaded look. #define ColorRounding 0 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others. //##[PAINT SHADING] #define PaintMethod 2 //[1 or 2] The algorithm used for paint effect. 1: water painting, 2: oil painting. You may want to readjust the radius between the two. #define PaintRadius 4 //[2 to 8] Radius of the painted effect, increasing the radius also requires longer loops, so higher values require more performance. #define PaintStrength 1.00 //[0.00 to 1.00] The overall interpolated strength of the paint effect. Where 1.0 equates to 100% strength. //##[CURVE_CONTRAST] #define CurveType 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define CurvesContrast 0.35 //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening. //##[GAMMA_CORRECTION] #define Gamma 2.20 //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2) //##[LOTTES_CRT] #define MaskingType 1 //[1|2|3|4] The type of CRT shadow masking used. 1: compressed TV style, 2: Aperture-grille, 3: Stretched VGA style, 4: VGA style. #define CRTSizeX 512.0 //[128 to 2048] A workaround for arbitrary render target scaling. Either set it to a fixed width, or set it to screenSize.x #define CRTSizeY 448.0 //[128 to 2048] A workaround for arbitrary render target scaling. Either set it to a fixed height, or set it to screenSize.y #define ScanBrightness -8.00 //[-16.0 to 1.0] The overall brightness of the scanline effect. Lower for darker, higher for brighter. #define FilterCRTAmount -1.00 //[-4.0 to 1.0] The amount of filtering used, to replicate the TV CRT look. Lower for less, higher for more. #define HorizontalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the horizontal (x) axis of the screen. Use small increments. #define VerticalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the verticle (y) axis of the screen. Use small increments. #define MaskAmountDark 0.80 //[0.0 to 1.0] The value of the dark masking line effect used. Lower for darker lower end masking, higher for brighter. #define MaskAmountLight 1.50 //[0.0 to 2.0] The value of the light masking line effect used. Lower for darker higher end masking, higher for brighter. #define ResolutionScale 2.00 //[0.1 to 4.0] The scale of the image resolution. Lowering this can give off a nice retro TV look. Raising it can clear up the image. #define MaskResolutionScale 0.80 //[0.1 to 2.0] The scale of the CRT mask resolution. Use this for balancing the scanline mask scale for difference resolution scaling. #define UseShadowMask 1 //[0 or 1] Enables, or disables the use of the CRT shadow mask. 0 is disabled, 1 is enabled. //##[SCANLINES] #define ScanlineType 0 //[0|1|2] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy) #define ScanlineScale 0.50 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems. #define ScanlineIntensity 0.18 //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.18 for ScanlineType 0|1|2, 0.50 for ScanlineType 3. #define ScanlineBrightness 1.02 //[0.50 to 2.00] The brightness of the scanlines. Defaults: 2.00 for ScanlineType 0|1|2, 1.50 for ScanlineType 3. //##[VIGNETTE] #define VignetteRatio 1.77 //[0.15 to 6.00] Sets the espect ratio of the vignette. 1.77 for 16:9, 1.60 for 16:10, 1.33 for 4:3, 1.00 for 1:1. #define VignetteRadius 1.10 //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center #define VignetteAmount 0.25 //[0.00 to 1.00] Strength of black edge occlusion. Increase for higher strength, decrease for lower. #define VignetteSlope 12 //[2|4|8|10|12|16] How far away from the center the vignetting will start. //##[SUBPIXEL DITHERING] #define DitherMethod 2 //[1 or 2] 1: Ordered grid dithering(faster), 2: random dithering(higher quality). Hardware dithering is also enabled by default. #define ShowMethod 0 //[0 or 1] Shows the dithering method, based of the type of dithering selected. Useful for debugging, and confirmation of working order. //##[DEBANDING] #define DebandRadius 32.0 //[0.0 to 1024.0] Sampling radius, higher values will reduce further banding but might also reduce details. #define DebandThreshold 0.017 //[0.000 to 0.100] Threshold, higher values will reduce further banding but might also reduce details and increase noise. #define DebandSampleCount 4 //[1 to 8] Sample count, higher values are better. But also have a higher performance cost. #define DebandOffsetMode 3 //[1|2|3] 1 = cross (axis aligned, fast), 2 = diagonal (45 degrees, slower), 3 = box (fully random, slower). #define DebandDithering 1 //[0|1|2|3] Additional dithering options to smoothen the output. 0 = No dithering 1 = Ordered dithering, 2 = Random dithering, 3 = Iestyn's RGB dither (Valve). //##[PX_BORDER] #define BorderWidth float2(2, 2) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. #define BorderColor float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white. //[END OF USER OPTIONS]

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