WATCH DOGS Merged MOD

Discussion in 'Game Tweaks and Modifications' started by Marduk, Sep 6, 2014.

  1. ThatGuyOverTher

    ThatGuyOverTher Guest

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    Does anyone know how to change the animations without making it all bugged
     
    Last edited: Nov 30, 2014
  2. Marduk

    Marduk Guest

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  3. Jay_ombie

    Jay_ombie Guest

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    Ahh thanks, I have always thought the patches incorporated the updates you see.
     
    Last edited: Dec 3, 2014
  4. ThatGuyOverTher

    ThatGuyOverTher Guest

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    Can you guys find more fog presets that interact with the light? Sorta like volumetric fog...
    http://imgur.com/S4YjhAq,cABUydf#0 Here is an example from what essenthy posted some time ago which is " 3074291143"
    here is a shot of it
    http://imgur.com/S4YjhAq,cABUydf#0
    hopefully we can find more fog settings similar to this interms of lighting but not the thickness of the fog since it is too much......
     

  5. Essenthy

    Essenthy Guest

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    E3 trailer as menu intro video

    [​IMG]
     
  6. ThatGuyOverTher

    ThatGuyOverTher Guest

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    That is pretty cool and the fact that it is so simple to do means that anyone really can mess with the main story files such as the ones involving lena, or they could change the loading screens too ( i think there are five of those)
     
  7. shadow85

    shadow85 Active Member

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    Hey guys I am new to WD. I have not even played 5 mins of it yet, because I am trying to find the best graphic mod(s) out there. There are so many big ones such as this and TheWorse etc.

    Can someone tell me which mod(s) gives the best image with least bugs. Performance does not have to matter the most but it is preferred, my system should be ok with any mod hopefully:

    x99S MSI Gaming 7 / i7-5930K @ 4.2 GHz / 4x4GB HyperX Pred @ 2400MHz
    Corsair AX860 / 2x MSI GTX 980 Gamings / 2x Samsung 850 PRO 256GB / Windows 8.1

    So if anyone can direct me to best quality mod thanks.
     
    Last edited: Dec 5, 2014
  8. shadow85

    shadow85 Active Member

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    I am having a problem downloading from this mega site. It get's to 100% it took me over an hour to download the 1.71 GB. But when it has finished downloading it appears in my download folder as only 6.3MB ?????

    Where is the 1.71GB file that it was suppose to be downloading?
     
  9. shadow85

    shadow85 Active Member

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    is there any normal site I can download these files from?
     
  10. KuroTenshi

    KuroTenshi Guest

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    If you are under Firefox, you can try with Chrome. I had issues with downloads from Mega too.
     

  11. walbobo

    walbobo Guest

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    can u please upload only less fog fix ?
     
  12. shadow85

    shadow85 Active Member

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    I am already using chrome. I also have IDM installed (internet download manager).

    I am wasting time trying to download this, I have no idea where mega is downloading it too. But when it finishes downloading it only gives me a 6.3 MB file even after 1.5 hours of downloading the 1.71GB file.

    This really sux.
     
  13. shadow85

    shadow85 Active Member

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    Finally i downloaded it with the stupid mega app. Trying to sync my folders n stuff, bloddy annoying, i just want to download one file LOL.
     
  14. shadow85

    shadow85 Active Member

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    im a little bit confused on exactly what files i need to install this mod. I keep hearing sweetFX for windows 8.1 and radeonPro software.

    Do I need those things to get this mod playing? I am a windows 8.1 user, and nvidia card user, do I need RadeonPro?
     
  15. shadow85

    shadow85 Active Member

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    Sorry I am very new to WD and WD modding.

    On page 1 of this thread it says under instructions

    'choose your prefered mod files copy the mods folder into the patcher folder'

    what are the these prefered mods? and where is the mods folder and patcher folder?
     

  16. shadow85

    shadow85 Active Member

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    ok sorry I did not realise we had to download the other 1.4GB file. I now know where patcher and mods folder is and how to copy mods folder to the patcher folder.

    But I have one question to ask, what do we do with the main merged file that was 1.7GB.

    The instructions does not tell us where to put these files.

    EDIT: I think I have installed the mods now. I don't know how to tell if it worked or not.

    Is there a way I can check if sweetFx is working at all ingame?
     
    Last edited: Dec 6, 2014
  17. shadow85

    shadow85 Active Member

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    ahh it seems I cant get sweetFx to work in watch dogs with windows 8.1 x64.

    Can anyone help me here please?
     
  18. gerardfraser

    gerardfraser Guest

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    RadeonPro with sweetFX Watch Dogs

    SweetFX can work on Windows 8.1(64) With DX11. Watch_Dogs

    There are a couple of ways to get SweetFX to work with DX11.This guide which will show you how to enable SweetFX on Watch_Dogs. Hope this helps you out.

    This guide will work for Nvidia cards and AMD cards.

    =========================================================================================================================================


    What You'll Need

    You'll need the following software, save it anywhere you like but remember where you saved it all

    1) RadeonPro[http://downloads.radeonpro.info/RadeonPro_Preview_R.exe]

    2) SweetFX v1.5.1 (This version contains support for 64 bit games)[http://www.mediafire.com/download/5...s.1.5.1.Shader_ChromaticAberrationShader.rar]

    3) SweetFX Database[http://sfx.thelazy.net/games/?page=1]

    4) 14 different SweetFX settings for Watch_Dogs[http://www.mediafire.com/download/keaqdc5vf87u56b/14++SweetFX_settings.7z]

    ==========================================================================================================================================

    Install Radeon Pro

    1) Install and start RadeonPro.

    2) In the bottom right hand corner it will say "32 bit" highlighted in blue. Click on it, wait a second then repeat until the blue text changes to "32/64 bit".
    [​IMG]


    ==========================================================================================================================================

    Install SweetFX

    1) Navigate to the download folder and find the file called

    "Boulotaur2024.Injector_CeeJay.dks.1.5.1.Shader ChromaticAberrationShader.rar"

    2) Extract this archive into your My Documents folder

    *I cant really provide help with this as it depends on what your using to extract with (I use 7zip)

    ==========================================================================================================================================

    Setup Radeon Pro (I used The Golf Club for screens awhile ago.Just use Watch_dogs for new Profile)

    1) Go back to RadeonPro and click on the little plus sign to add new profile

    2) Follow prompt to where Watch_dogs is installed and click on Watch_dogs.exe and click open

    3) Result will be Watch_dogs profile added to RadeonPro

    [​IMG]

    4) Click on the settings button

    5) Click on SweetFX

    6) Click on change button and place check mark SweetFX intergration

    7) Go to where you unzipped (SweetFX v1.5.1 Boulotaur2024.Injector_CeeJay.dk%27s.1.5.1.Shader) and click ok, then click save. The window will now close.
    [​IMG]


    ==========================================================================================================================================

    Configure SweetFX

    1) Find my SweetFX_Settings file in the download folder

    2) In RadeonPro click on the profile you created for Watch_dogs, then click on the SweetFX tab on the right hand side and check mark in enable SweetFX

    3) Click on import settings select my SweetFX_Settings file then click open.

    4) Right click on profile for Watch_dogs and hit apply now. When finished it will say in bottom left of RadeonPro Watch_dogs.exe [useSFX=1]
    [​IMG]

    =============================================================================================================================================

    All Done & Extra Stuff

    Now your done and The Golf Club should look pretty awesome

    Extra info:
    In Radeonpro you can apply hotkeys to toggle SweetFX on and off

    Also in most SweetFX settings file they have a key mapping section

    If its not working or you get weird stuff uncheck the CA option within the SweetFX settings file

    [​IMG]
     
    Last edited: Dec 7, 2014
  19. shadow85

    shadow85 Active Member

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    Thank you kind sir. So is those sweetfx settings good for this mod, or should I use the one included in the merged mod?
     
  20. gerardfraser

    gerardfraser Guest

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    You can use anyone you want.Its all up to you.People have different taste.I like this one.
    Code:
    /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
    #define USE_EXPLOSION     0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
    #define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
    #define USE_ADVANCED_CRT      0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
    #define USE_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR               0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_LUMASHARPEN       0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_GAUSSIAN          1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
    #define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
    #define USE_TECHNICOLOR       0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
    #define USE_DPX               0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
    #define USE_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
    #define USE_LIFTGAMMAGAIN     0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP           0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, 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 original 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 banding artifacts.
    #define USE_DITHER            0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
    #define USE_BORDER            0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
    #define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    
       /*-----------------------------------------------------------.
      /                  Film grain settings                        /
      '-----------------------------------------------------------*/
    #define FilmGrainIntensity 0.35  //[0.00 to 1.00] Intensity of grain. Default is 0.46
    #define FilmGrainExposure 23     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
    #define FilmGrainSize 5.2          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)
    
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.12           //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
    #define SMAA_MAX_SEARCH_STEPS 98      //[0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 100       //[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 COLOR_EDGE_DETECTION 1        //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0  //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
                                          //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
    
    
       /*-----------------------------------------------------------.
      /                  FXAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
    #define fxaa_Subpix 0.700            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
    #define fxaa_EdgeThreshold 0.400     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
    #define fxaa_EdgeThresholdMin 0.030  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
    
       /*-----------------------------------------------------------.
      /                     Explosion settings                      /
      '-----------------------------------------------------------*/
    #define Explosion_Radius    0.5     //[0.2 to 100.0] Amount of effect you want.
    
       /*-----------------------------------------------------------.
      /                  Cartoon settings                           /
      '-----------------------------------------------------------*/
    #define CartoonPower 4.0             //[0.1 to 10.0] Amount of effect you want.
    #define CartoonEdgeSlope     1.5     //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
    
       /*-----------------------------------------------------------.
      /                  Advanced CRT settings                     /
      '----------------------------------------------------------*/
    #define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
    
    #define CRTResolutionX       512     //[1 to 2048]     Original input width of the game (ie. 320)
    #define CRTResolutionY       304     //[1 to 2048]     Original input height of the game (ie. 240)
    #define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
    #define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
    #define CRTBrightness        0.9     //[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         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
    #define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
    #define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
    #define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
    #define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
    #define CRTAngleY            -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
    #define CRTOverScan          1.01    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
    #define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)
    
    
       /*-----------------------------------------------------------.
      /                  Bloom settings                             /
      '-----------------------------------------------------------*/
    #define BloomThreshold 16 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.046     //[0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
    
    
       /*-----------------------------------------------------------.
      /                  HDR settings                               /
      '-----------------------------------------------------------*/
    #define HDRPower 0.98 //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2  0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                  LumaSharpen settings                       /
      '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 3.00   //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp    0.546  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern 4        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 0.2  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling 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 (multiplied by 4 to see it better)
    
    
       /*-----------------------------------------------------------.
      /                  Gaussian Blur settings                     /
      '-----------------------------------------------------------*/
    #define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
    #define GaussQuality 1       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
    #define GaussSigma 2         //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
    #define GaussBloomWarmth 0   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
    #define GaussThreshold 0.50  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define GaussExposure 030.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
    #define GaussStrength 0.37   //[0.00 to 1.00]   Amount of effect blended into the final image
    
    
       /*-----------------------------------------------------------.
      /                  TECHNICOLOR settings                       /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.1         //[0.00 to 1.00]
    #define TechniPower  6.0         //[0.00 to 8.00]
    #define redNegativeAmount   0.88 //[0.00 to 1.00]
    #define greenNegativeAmount 0.88 //[0.00 to 1.00]
    #define blueNegativeAmount  0.88 //[0.00 to 1.00]
    
    
       /*-----------------------------------------------------------.
      /                  Cineon DPX settings                        /
      '-----------------------------------------------------------*/
    #define Red   1.0  //[1.0 to 15.0]
    #define Green 1.0  //[1.0 to 15.0]
    #define Blue  1.0  //[1.0 to 15.0]
    
    #define ColorGamma    1.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 1.5  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.33  //[0.60 to 0.20]
    #define GreenC 0.36  //[0.60 to 0.20]
    #define BlueC  0.35  //[0.60 to 0.20]
    
    #define Blend 0.10    //[0.00 to 1.00] How strong the effect should be
    
    
       /*-----------------------------------------------------------.
      /                  Monochrome settings                        /
      '-----------------------------------------------------------*/
    #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
    
    
       /*-----------------------------------------------------------.
      /                  Lift Gamma Gain settings                   /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(1.00, 1.01, 1.00)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.00, 1.22, 1.03)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.00, 1.32, 1.23)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                  Tonemap settings                           /
      '-----------------------------------------------------------*/
    #define Gamma 1.0                      //[0.000 to 2.000] Adjust midtones
    #define Exposure 0.0                     //[-1.000 to 1.000] Adjust exposure
    #define Saturation 0.000                   //[-1.000 to 1.000] Adjust saturation
    #define Bleach 1.00                       //[0.000 to 1.000] Brightens the shadows and fades the colors
    #define Defog 0.010                       //[0.000 to 1.000] How much of the color tint to remove
    #define FogColor float3(1.90, 2.32, 2.15) //[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 -0.30 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define Vibrance_RGB_balance float3(0.10, 1.41, 0.72) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you 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 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
    #define Curves_contrast 0.35 //[-1.00 to 1.00] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula 3     //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
                                 //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                                 //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
                                 //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                                 //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
    
    
       /*-----------------------------------------------------------.
      /                  Sepia settings                             /
      '-----------------------------------------------------------*/
    #define ColorTone float3(1.90, 1.50, 1.20) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
    #define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
    #define SepiaPower 0.90                    //[0.00 to 1.00] How much to tint the image
    
    
       /*-----------------------------------------------------------.
      /                  Vignette settings                          /
      '-----------------------------------------------------------*/
    #define VignetteRatio 30.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
    #define VignetteRadius 12.68   //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -2.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 28       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
    #define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.
    
    
       /*-----------------------------------------------------------.
      /                  Dither settings                            /
      '-----------------------------------------------------------*/
    #define dither_method 2  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
    
    //Note that the patterns used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.
    
    
       /*-----------------------------------------------------------.
      /                  Border settings                            /
      '-----------------------------------------------------------*/
    #define border_width float2(1,50)     //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
    #define border_color 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.
    
       /*-----------------------------------------------------------.
      /                  Splitscreen settings                       /
      '-----------------------------------------------------------*/
    #define splitscreen_mode 1  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
    
    
       /*-----------------------------------------------------------.
      /                  Key settings                               /
      '-----------------------------------------------------------*/
    // This is the section where you can define your own key mapping
    // See the following URL to find out what keycode a key has:
    // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
    
    // key_toggle_sweetfx = 145 =Ins
    // key_screenshot     = 44 ; 44 = PrtSrc
    // key_reload_sweetfx = 19 
    
    
       /*-----------------------------------------------------------.
      /                  Misc settings                              /
      '-----------------------------------------------------------*/
    // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
    // If the external wrapper is already named d3d9.dll, rename it into
    // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
    
    // external_d3d9_wrapper = none
    // external_dxgi_wrapper = none
     

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