Professional Documents
Culture Documents
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Description
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'------------------------------------------------------------/
Game:
Preset:
SweetFX: v2.0 Preview 8 by CeeJay.dk
API hook: Reshade by Crosire
This is a preview release meant to allow users to beta test SweetFXs 2.0 new inj
ector called ReShade.
More featuffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffff FXAA Anti-aliasing : Smoothens ja
gged lines using the FXAA technique.
#define USE_EXPLOSION
0 //[0 or 1] Explosion : Scatters the pixels, ma
king the image look fuzzy.
#define USE_gg
0 //[0 or 1] Monochrome : Monochrome makes the colors di
sappear.
#define USE_COLORMATRIX
0 //[0 or 1] Color Matrix : Allows color modific
ation using a user-defined color matrix.
#define USE_LIFTGAMMAGAIN
1 //[0 or 1] Lift Gamma Gain : Adjust brightness
and color of shadows, midtones and highlights.
#define USE_TONEMAP
1 //[0 or 1] Tonemap : Adjust gamma, exposure, s
aturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE
1 //[0 or 1] Vibrance : Intelligently saturates
(or desaturates if you use negative values) the pixels depending on their origin
al saturation.
#define USE_CURVES
1 //[0 or 1] Curves : Contrast adjustments using
S-curves.
#define USE_SEPIA
0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE
0 //[0 or 1] Vignette : Darkens the edges of the
image to make it look more like it was shot with a camera lens. May cause bandi
ng artifacts.
#define USE_FILMGRAIN
0 //[0 or 1] Film Grain : Adds film grain to the
image.
#define USE_DITHER
0 //[0 or 1] Dither : Applies dithering to simul
ate more colors than your monitor can display. This lessens banding artifacts (m
ostly caused by Vignette)
#define USE_BORDER
0 //[0 or 1] Border : Can be used to create lett
erbox borders around the image.
#define USE_SPLITSCREEN
0 //[0 or 1] Splitscreen : Enables the before-an
d-after splitscreen comparison mode. (Only partially working right now)
#define USE_TRANSITION
0 //[0 or 1] Transition : Shows a welcome screen
and then transitions to the regularly scheduled programming
#define USE_DEPTH
0 //[0 or 1] Depth : Enables the possibility to
display the depth buffer - You will still need to toogle it on/off with (*) in-g
ame
#define USE_CUSTOM
0 //[0 or 1] Custom : Write your own shader by e
diting custom.h, and then enable it here.
/*-----------------------------------------------------------.
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Ascii settings
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'-----------------------------------------------------------*/
#define Ascii_input_image
1 //[1 or 2] 1 = Color buffe
r, 2 = Depth buffer.
#define Ascii_spacing
1 //[0 to 9] Determines the
spacing between characters. I feel 1 to 3 looks best.
#define Ascii_font
2 //[1 or 2] 1 = 5x5 font, 2
= 3x5 font
#define Ascii_font_color
float3(255, 255, 255) //[0 to 255, 0 to 255, 0 t
o 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)
//[0 to 255, 0 to 255, 0 t
o 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors
0 //Swaps the font and backg
round color when you are too lazy to edit the settings above (I know I am)
#define Ascii_invert_brightness
#define Ascii_font_color_mode
1 = image color, 2 = colorized grayscale
0
1
//[0 or 1]
//[0 to 2] 0 = font_color,
/*-----------------------------------------------------------.
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SMAA Anti-aliasing settings
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'-----------------------------------------------------------*/
#define SMAA_THRESHOLD
0.10 //[0.05 to 0.20] Edge detection thresh
old. If SMAA misses some edges try lowering this slightly. I prefer between 0.08
and 0.12.
#define SMAA_DEPTH_THRESHOLD
0.002 //[0.001 to 0.100] Depth edge detectio
n threshold. Same as above but for the depth edge detection. This can go insanel
y low and still look good.
#define SMAA_MAX_SEARCH_STEPS
24 //[0 to 98] Determines the radius SMAA
will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG
8 //[0 to 16] Determines the radius SMAA
will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING
0 //[0 to 100] Determines the percent of
antialiasing to apply to corners. 0 seems to affect fine text the least so it's
the default.
// -- Advanced SMAA settings -#define SMAA_EDGE_DETECTION
Color edge detection, 3 = Depth edge
#define SMAA_DIRECTX9_LINEAR_BLEND
re version doesn't matter) if so this
#define FXAA_QUALITY__PRESET
9 //[1 to 9] Choose the quality preset. 9
is the highest quality.
#define fxaa_Subpix
0.000 //[0.000 to 1.000] Choose the amount of
sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold
0.166 //[0.000 to 1.000] Edge detection thres
hold. The minimum amount of local contrast required to apply algorithm. Similar
to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin
0.000 //[0.000 to 1.000] Darkness threshold.
Pixels darker than this are not processed in order to increase performance.
/*-----------------------------------------------------------.
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Explosion settings
/
'-----------------------------------------------------------*/
#define Explosion_Radius
2.0
//[0.2 to 100.0] Amount of effect you w
ant.
/*-----------------------------------------------------------.
/
Chromatic Aberration settings
/
'-----------------------------------------------------------*/
#define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] D
istance (X,Y) in pixels to shift the color components.
//For a slightly blurred look try fract
ional values (.5) between two pixels.
#define Chromatic_strength 1.0
//Adjust the strength of the effect.
/*-----------------------------------------------------------.
/
Cartoon settings
/
'-----------------------------------------------------------*/
#define CartoonPower
1.5
//[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope
1.5
//[0.1 to 8.0] Raise this to filter out fai
nter edges. You might need to increase the power to compensate. Whole numbers ar
e faster.
/*----------------------------------------------------------.
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Advanced CRT settings
/
'----------------------------------------------------------*/
#define CRTAmount
1.00
//[0.00 to 1.00] Amount of CRT effect you
want
#define CRTResolution
2.0
//[1.0 to 8.0]
Input size coefficent (lo
w values gives the "low-res retro look"). Default is 1.2
#define CRTgamma
2.2
//[0.0 to 4.0]
Gamma of simulated CRT (d
efault 2.2)
#define CRTmonitorgamma
2.4
//[0.0 to 4.0]
Gamma of display monitor
(typically 2.2 is correct)
#define CRTBrightness
1.2
//[1.0 to 3.0]
Used to boost brightness
a little. Default is 1.0
#define CRTScanlineIntensity 2.0
//[2.0 to 4.0]
Scanlines intensity (use
integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1
//[0 or 1]
Use the "new nongaussian
scanlines bloom effect". Default is on
#define CRTCurvature
d (1) or off (0)
#define CRTCurvatureRadius
//[[0 or 1]
2.0
//[0.0 to 2.0]
'-----------------------------------------------------------*/
#define HDRPower
1.25
//[0.00 to 8.00] Strangely lowering this ma
kes the image brighter
#define radius2
0.82
//[0.00 to 8.00] Raising this seems to make
the effect stronger and also brighter
/*-----------------------------------------------------------.
/
LumaSharpen settings
/
'-----------------------------------------------------------*/
// -- Sharpening -#define sharp_strength 0.75 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp
0.038 //[0.000 to 1.000] Limits maximum amount of sharpe
ning a pixel recieves - Default is 0.035
// -- Advanced sharpening settings -#define pattern 2
//[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Norm
al, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sa
mpling pattern.
//I designed the pattern for offset_bias 1.0, but feel
free to experiment.
// -- Debug sharpening settings -#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multi
plied by 4 to see it better)
/*----------------------------------------------------------.
/
Notalgia settings
/
'----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle dither
ing, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette
/*----------------------------------------------------------.
/
Levels settings
/
'----------------------------------------------------------*/
#define Levels_black_point 16
//[0 to 255] The black point is the new black
- literally. Everything darker than this will become completely black. Default i
s 16.0
#define Levels_white_point 235
//[0 to 255] The new white point. Everything b
righter than this becomes completely white. Default is 235.0
//Colors between the two points will stretched, which increases contrast, but de
tails above and below the points are lost (this is called clipping).
// -- Debug settings -#define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. R
ed = Some detail is lost in the highlights, Yellow = All detail is lost in the h
ighlights,
//
Blue = Some detail is lost in the
shadows, Cyan = All detail is lost in the shadows.
/*-----------------------------------------------------------.
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TECHNICOLOR settings
/
'-----------------------------------------------------------*/
#define TechniAmount
0.40 //[0.00 to 1.00]
#define TechniPower
4.00 //[0.00 to 8.00]
#define redNegativeAmount 0.88 //[0.00 to 1.00]
/*------------------------------------------------------------.
/
Monochrome settings
/
'------------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] P
ercentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation
0.00
//[0.00 to 2.00] Per
centage of saturation to keep. Default is 0.00 , values above 1.00 boost saturat
ion above normal.
/*-----------------------------------------------------------.
/
Color Matrix settings
/
'-----------------------------------------------------------*/
// Red Green Blue
#define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00]
of Red, Green and Blue the new red value should contain - Should sum
if you don't wish to change the brightness
#define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00]
of Red, Green and Blue the new green value should contain - Should sum
if you don't wish to change the brightness
#define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00]
of Red, Green and Blue the new blue value should contain - Should sum
How much
to 1.000
How much
to 1.000
How much
to 1.000
/*-----------------------------------------------------------.
/
Lift Gamma Gain settings
/
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.985, 0.985, 0.985) //[0.000 to 2.000] Adjust shadows
for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtone
s for Red, Green and Blue
#define RGB_Gain float3(1.015, 1.015, 1.015) //[0.000 to 2.000] Adjust highlig
hts for Red, Green and Blue
//Note that a value of 1.000 is a neutral setting that leave the color unchanged
.
/*-----------------------------------------------------------.
/
Tonemap settings
/
'-----------------------------------------------------------*/
#define Gamma
1.000 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral.
This setting does exactly the same as the one in Lift Gamma Gain, only with les
s control.
#define Exposure
#define Defog
0.000 //[0.000 to 1.000] How much of the color tint to remo
ve
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to
2.55] What color to remove - default is blue
/*-----------------------------------------------------------.
/
Vibrance settings
/
'-----------------------------------------------------------*/
#define Vibrance
-0.10 //[-1.00 to 1.00] Intelligently saturates (or desatu
rates if you use negative values) the pixels depending on their original saturat
ion.
#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00
to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so y
ou can give more boost to certain colors over others
/*-----------------------------------------------------------.
/
Curves settings
/
'-----------------------------------------------------------*/
#define Curves_mode
0 //[0|1|2] Choose what to apply contrast to. 0 = Lum
a, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.50 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings -#define Curves_formula
2 //[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve yo
u want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp
'-----------------------------------------------------------*/
#define custom_strength 1.1 //[0.00 to 1.00] Adjust the strength of the effect