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SweetFX Shader Suite release and discussion thread #2

Discussion in 'Games, Gaming & Game-demos' started by Hilbert Hagedoorn, Jan 8, 2013.

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  1. Marcel

    Marcel Maha Guru

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    Last edited: Jan 14, 2013
  2. Wanny

    Wanny Ancient Guru

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    GTX 980 Ti GAMING 6G
    Textures can't save Ubisoft games. lol
     
  3. Gembel

    Gembel Master Guru

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    GPU:
    Asus GTX660 DirectCU 2
    Use lift gamma gain #define RGB_Lift float3 and raise the value ...
    Happy tweaking :)
     
  4. zerowalker

    zerowalker Master Guru

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    GPU:
    AMD R9 380
    Anyway to prevent DPX to, soften dark places?
    They are currently making them, well how to put it, "noisy", not Concrete?

    I think it´s cause it removes real colors there and it becomes, uneven or something, and dithering doesn´t help it.

    I mean from Shadow dark to very dark, those gradients get´s smashed into a washy darkish look. While the brighter colors looks good.
     

  5. sexus

    sexus Master Guru

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    GPU:
    EVGA GF GTX 680 sli
    heres the tweaks

    Code:
       /*-----------------------------------------------------------.
      /                      Choose effects                         /
      '-----------------------------------------------------------*/
    
    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
    #define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_BLOOM         1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR           1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #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           1 //[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_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP       1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
    #define USE_VIBRANCE      0 //[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_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
    
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.05           // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 12      // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 10  // [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.
    
    // -- 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.
    
    
       /*-----------------------------------------------------------.
      /                       LumaSharpen settings                  /
      '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 1.75   // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp    0.600  // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern 2        // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.0  // [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)
    
    
       /*-----------------------------------------------------------.
      /                       Bloom settings                        /
      '-----------------------------------------------------------*/
    #define BloomThreshold 47.50 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 0.8500     //[0.0000 to 8.0000] Strength of the bloom
    #define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
    
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.10  //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2  1.00  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.11        //[0.0 to 1.0]
    #define TechniPower  2.8         //[0.0 to 8.0]
    #define redNegativeAmount   0.88 //[0.0 to 1.0]
    #define greenNegativeAmount 0.88 //[0.0 to 1.0]
    #define blueNegativeAmount  0.88 //[0.0 to 1.0]
    
    
       /*-----------------------------------------------------------.
      /                      Cineon DPX settings                    /
      '-----------------------------------------------------------*/
    #define Red   7.0  //[1.0 to 15.0]
    #define Green 6.0  //[1.0 to 15.0]
    #define Blue  8.0  //[1.0 to 15.0]
    
    #define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.43  //[0.6 to 0.2]
    #define GreenC 0.44  //[0.6 to 0.2]
    #define BlueC  0.45  //[0.6 to 0.2]
    
    #define Blend 0.1    //[0.0 to 0.1] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(0.945, 1.000, 1.010)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.040, 0.940, 0.940)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(0.990, 0.990, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.0        //[0.00 to 2.00] Adjust midtones
    
    #define Exposure -0.05    //[-1.00 to 1.00] Adjust exposure
    
    #define Saturation -0.40  //[-1.00 to 1.00] Adjust saturation
    
    #define Bleach 0.00      //[0.00 to 1.00] Brightens the shadows and fades the colors
    
    #define Defog 0.025  //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.50, 1.80, 0.00) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
    
    
       /*-----------------------------------------------------------.
      /                       Vibrance settings                     /
      '-----------------------------------------------------------*/
    #define Vibrance 0.15 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast 0.40  //[-1.0 to 1.0] The amount of contrast you want
    
    // -- Advanced curve settings --
    #define Curves_formula 7      //[1|2|3|4|5|6|7] The constrast s-curve you want to use. 
    
    
       /*-----------------------------------------------------------.
      /                         Sepia settings                      /
      '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
    #define GreyPower  0.11                    //[0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower 0.58                    //[0.0 to 1.0] How much to tint the image
    
    
    
       /*-----------------------------------------------------------.
      /                       Vignette settings                     /
      '-----------------------------------------------------------*/
    #define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8       //[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)  //[0.00 to 1.00] Center of effect.
    
    
       /*-----------------------------------------------------------.
      /                        Dither settings                      /
      '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    
    //Note that the checkerboard pattern used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.
    
    
       /*-----------------------------------------------------------.
      /                     Splitscreen settings                    /
      '-----------------------------------------------------------*/
    #define splitscreen_mode 3  //[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
    
    
    
    -----------------------------------------


    thou hd light sources seem like they got a dimmed overlay , thats a job for marcel , perhaps he could help us out on that one
     
    Last edited: Jan 14, 2013
  6. ninjafada

    ninjafada Master Guru

    Messages:
    308
    Likes Received:
    0
    GPU:
    pny 670
    perhaps it's the #define radius2 1.00 to high
    hdr setting doesn't have a neutral value, so more than 0.8 you start having artefact, loosing details on most of the game
     
  7. tony_almeida

    tony_almeida Active Member

    Messages:
    65
    Likes Received:
    0
    GPU:
    Videocard
    Vampire The Masquerade Bloodlines Unofficial 8.4.2 Patch
    Fov=60

    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/


    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
    #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #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_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_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
    #define USE_TONEMAP 1 //[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_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.




    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/


    #define SMAA_THRESHOLD 0.12 // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 16 // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [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.


    // -- 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.




    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 2.00 // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.035 // [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 1.0 // [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)




    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.446 //[0.0000 to 8.0000] Strength of the bloom
    #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom




    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 1.30 //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2 0.87 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter




    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.11 //[0.0 to 1.0]
    #define TechniPower 2.8 //[0.0 to 8.0]
    #define redNegativeAmount 0.88 //[0.0 to 1.0]
    #define greenNegativeAmount 0.88 //[0.0 to 1.0]
    #define blueNegativeAmount 0.88 //[0.0 to 1.0]




    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/
    #define Red 8.0 //[1.0 to 15.0]
    #define Green 8.0 //[1.0 to 15.0]
    #define Blue 8.0 //[1.0 to 15.0]


    #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.


    #define RedC 0.36 //[0.6 to 0.2]
    #define GreenC 0.36 //[0.6 to 0.2]
    #define BlueC 0.34 //[0.6 to 0.2]


    #define Blend 0.2 //[0.0 to 0.1] How strong the effect should be.




    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(1.000, 1.000, 1.000) //[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 midtones for Red, Green and Blue
    #define RGB_Gain float3(1.000, 1.000, 1.300) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue




    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.00 //[0.00 to 2.00] Adjust midtones


    #define Exposure 0.25 //[-1.00 to 1.00] Adjust exposure


    #define Saturation 0.00 //[-1.00 to 1.00] Adjust saturation


    #define Bleach 0.00 //[0.00 to 1.00] Brightens the shadows and fades the colors


    #define Defog 0.000 //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue




    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance -0.20 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.




    /*-----------------------------------------------------------.
    / Curves settings /
    '-----------------------------------------------------------*/
    #define Curves_contrast 0.40 //[-1.0 to 1.0] The amount of contrast you want


    // -- Advanced curve settings --
    #define Curves_formula 7 //[1|2|3|4|5|6|7] The constrast s-curve you want to use.




    /*-----------------------------------------------------------.
    / Sepia settings /
    '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
    #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image






    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8 //[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) //[0.00 to 1.00] Center of effect.




    /*-----------------------------------------------------------.
    / Dither settings /
    '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.


    //Note that the checkerboard pattern used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.




    /*-----------------------------------------------------------.
    / Splitscreen settings /
    '-----------------------------------------------------------*/
    #define splitscreen_mode 3 //[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
    Off
    http://s9.postimage.org/r24sej5kt/vampire_2013_01_14_19_20_43_60.png
    On
    http://s9.postimage.org/o4ceyknb1/vampire_2013_01_14_19_20_45_51.png

    Off
    http://s9.postimage.org/oyyyklv5p/vampire_2013_01_14_19_23_01_31.png
    On
    http://s9.postimage.org/ip3oxlvr1/vampire_2013_01_14_19_23_02_78.png

    Off
    http://s9.postimage.org/nrpm64uf1/vampire_2013_01_14_19_24_15_87.png
    On
    http://s9.postimage.org/54m3pyupp/vampire_2013_01_14_19_24_17_74.png

    Off
    http://s9.postimage.org/58fx68071/vampire_2013_01_14_19_34_07_93.png
    On
    http://s9.postimage.org/i52g056nx/vampire_2013_01_14_19_34_09_51.png

    Off
    http://s9.postimage.org/cjg0w35z1/vampire_2013_01_14_19_42_24_90.png
    On
    http://s9.postimage.org/8pmkmxon1/vampire_2013_01_14_19_42_25_72.png
     
  8. kaicooper

    kaicooper Master Guru

    Messages:
    519
    Likes Received:
    41
    GPU:
    GTX 780 SC ACX
    guys anyone tried sweetfx with Amensia
    i did download the OpenLG emulator and tried it with sweetfx
    but the game crashed

    plz if sombody could make it let me know
     
  9. tony_almeida

    tony_almeida Active Member

    Messages:
    65
    Likes Received:
    0
    GPU:
    Videocard
    Left 4 Dead 2
    mat_postprocess_enable 0

    /*-----------------------------------------------------------.
    / Choose effects /
    '-----------------------------------------------------------*/


    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
    #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #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_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_LIFTGAMMAGAIN 1 //[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_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.




    /*-----------------------------------------------------------.
    / SMAA Anti-aliasing settings /
    '-----------------------------------------------------------*/


    #define SMAA_THRESHOLD 0.12 // [0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 16 // [0 to 98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [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.


    // -- 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.




    /*-----------------------------------------------------------.
    / LumaSharpen settings /
    '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 2.00 // [0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035


    // -- Advanced sharpening settings --
    #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
    #define offset_bias 1.0 // [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)




    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
    #define BloomPower 1.446 //[0.0000 to 8.0000] Strength of the bloom
    #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom




    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 1.30 //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2 0.87 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter




    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.11 //[0.0 to 1.0]
    #define TechniPower 2.8 //[0.0 to 8.0]
    #define redNegativeAmount 0.88 //[0.0 to 1.0]
    #define greenNegativeAmount 0.88 //[0.0 to 1.0]
    #define blueNegativeAmount 0.88 //[0.0 to 1.0]




    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/
    #define Red 8.0 //[1.0 to 15.0]
    #define Green 8.0 //[1.0 to 15.0]
    #define Blue 8.0 //[1.0 to 15.0]


    #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
    #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.


    #define RedC 0.36 //[0.6 to 0.2]
    #define GreenC 0.36 //[0.6 to 0.2]
    #define BlueC 0.34 //[0.6 to 0.2]


    #define Blend 0.2 //[0.0 to 0.1] How strong the effect should be.




    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(1.000, 1.000, 1.000) //[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 midtones for Red, Green and Blue
    #define RGB_Gain float3(1.000, 1.000, 1.150) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue




    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.00 //[0.00 to 2.00] Adjust midtones


    #define Exposure 0.00 //[-1.00 to 1.00] Adjust exposure


    #define Saturation 0.00 //[-1.00 to 1.00] Adjust saturation


    #define Bleach 1.00 //[0.00 to 1.00] Brightens the shadows and fades the colors


    #define Defog 0.000 //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue




    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance -0.25 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.




    /*-----------------------------------------------------------.
    / Curves settings /
    '-----------------------------------------------------------*/
    #define Curves_contrast 0.33 //[-1.0 to 1.0] The amount of contrast you want


    // -- Advanced curve settings --
    #define Curves_formula 7 //[1|2|3|4|5|6|7] The constrast s-curve you want to use.




    /*-----------------------------------------------------------.
    / Sepia settings /
    '-----------------------------------------------------------*/
    #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
    #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it
    #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image






    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
    #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8 //[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) //[0.00 to 1.00] Center of effect.




    /*-----------------------------------------------------------.
    / Dither settings /
    '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.


    //Note that the checkerboard pattern used by Dither, makes an image harder to compress.
    //This can make your screenshots and video recordings take up more space.




    /*-----------------------------------------------------------.
    / Splitscreen settings /
    '-----------------------------------------------------------*/
    #define splitscreen_mode 3 //[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
    Off
    http://s2.postimage.org/b2zmrchhz/hl2_2013_01_14_22_00_47_02.png
    On
    http://s2.postimage.org/nb8pokzvb/hl2_2013_01_14_22_00_48_40.png

    Off
    http://s2.postimage.org/e8otvaphz/hl2_2013_01_14_22_03_55_24.png
    On
    http://s2.postimage.org/3zwcph1g7/hl2_2013_01_14_22_03_57_37.png

    Off
    http://s2.postimage.org/kq7qeszvb/hl2_2013_01_14_22_22_20_65.png
    On
    http://s2.postimage.org/xivueqbh3/hl2_2013_01_14_22_22_22_17.png

    Off
    http://s2.postimage.org/5mlkapdhz/hl2_2013_01_14_22_24_18_76.png
    On
    http://s2.postimage.org/u724z693r/hl2_2013_01_14_22_24_20_65.png

    Off
    http://s14.postimage.org/ebqyefren/hl2_2013_01_14_22_45_32_89.png
    On
    http://s14.postimage.org/uqkvr09dr/hl2_2013_01_14_22_45_34_52.png
     
    Last edited: Jan 14, 2013
  10. Maken

    Maken Master Guru

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    GPU:
    Gigabyte 980Ti 6GB
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     

  11. sexus

    sexus Master Guru

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    EVGA GF GTX 680 sli
    now please in english again :3eyes:
     
  12. jim2point0

    jim2point0 Maha Guru

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    GPU:
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    Some people just don't know when to quit with the sharpening values...

    2.0? lol
     
  13. tony_almeida

    tony_almeida Active Member

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    :D
    I agree I pushed the limits.

    For 1280 x 720 resolution maximum could be up to 1.00
    For 1920 x 1080 resolution maximum could be up to 2.00

    Well, that is my opinion.
    Cuz with higher resolutions, the effect of sharpening reduces.
    Also there is no sharpening artifact in screenshots.
    Alright alright there is but only little acceptable bit. :D
     
  14. marcosamerio

    marcosamerio Master Guru

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    Thanks for reply me, tonight i ll download it.

    Ty
     
  15. goma

    goma Member

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    GPU:
    AMD Sapphire 7970 VaporX
    The Witcher 2

    Please, I need a good settings for the Witcher 2.
    Anyone could post a valid set?
    Thanks
     

  16. marcosamerio

    marcosamerio Master Guru

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    Someone can explain me please, ¿what is the diferences between the 7 methods of

    S-Curve contrast?

    Bye all
     
  17. Zomgerd

    Zomgerd Master Guru

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    Asus R9 280X DC2T
    Have you tried the settings here?
     
  18. goma

    goma Member

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    GPU:
    AMD Sapphire 7970 VaporX
    I tried, but both seem to be totally wrong. The second one is very very dark, I cannot see everythings.
    Perhaps, I have to turned off any settings in game?
    To clarify, I tried to apply the effects by Radeon Pro.
     
    Last edited: Jan 15, 2013
  19. ninjafada

    ninjafada Master Guru

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  20. Zomgerd

    Zomgerd Master Guru

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    Hmm, what kind of changes are you looking for exactly?

    Don't know if changing any settings will have an effect on how you see the game via Radeon Pro. Gamma/brightness in game could have an affect as well as your monitor settings. Probably more down to your taste if anything.
     
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