SweetFX Shader Suite release and discussion thread

Discussion in 'Games, Gaming & Game-demos' started by CeeJay.dk, Sep 23, 2012.

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  1. kaicooper

    kaicooper Master Guru

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    u mean i can use Dolphin games with Sweetfx !!!!! i can do that?
     
  2. Shuggatank

    Shuggatank Member

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    Are you using bmlauncher.exe to run the game? For me if i try to run bmlauncher.exe it will crash with sweetfx. Instead I just run batmanac.exe directly and that seems to work. (btw i have the retail version of batman ac. don't know if steam will allow you to run the game without the launcher.)
     
  3. ninjafada

    ninjafada Master Guru

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    when i start with the launcher in BAA i don't crash but
    sweetfx isn'tl loaded

    log.log:
    Code:
    redirecting CreateDevice
    redirecting CreateDevice
    if i alt tab
    redirecting device->Reset


    strange if i use scroll lock it toggle fullscreen/windowed and reload the shader
    all the keybin i tried don't work

    gonna test B AC now

    edit ok working for both now
    only the keybind from the injector aren't working

    look like because each time i bought a game on steam it installed dx after 15 games i got some game with sweetfx who crashed, last game i installed put dx too but this time everything works ...
     
    Last edited: Dec 28, 2012
  4. evohan

    evohan Member Guru

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    in dx11 ? settings file pls ?
     

  5. Scorpio82Co

    Scorpio82Co Member Guru

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    Another config for AC II downsampled 1440p 8x AA

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG] this is 1080p 8xAA

    [​IMG]
     
    Last edited: Dec 29, 2012
  6. OrdinaryOregano

    OrdinaryOregano Master Guru

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    Looks sweet, config please.

    By the way, I mess around with AC a lot, and I think you should check your config in every city, it's the main challenge with the game.
     
  7. (.)(.)

    (.)(.) Banned

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    Why didnt you just add a - in front of: #define sharp_strength 2.60

    eg:#define sharp_strength -2.60.

    Works for me, but you effort is much appreciated.
     
  8. Scorpio82Co

    Scorpio82Co Member Guru

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    this is the worst look is here in toscana is very bright. thats is why i upload the images.

    the config is enb 0.76 for black mesa (only effect, color pallete and bloom on) + effect.txt +color palletes done for matso (from skyrim) +sweet fx 1.3 + forced SSAO


    sweet fx settings


    /*-----------------------------------------------------------.
    / 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.
    #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 1//[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 1 //[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 40 // [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 60 // [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 1.60 // [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 1.50 // [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 0.0042 //[0.0000 to 1.0000] Width of the bloom


    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 0.85 //[0.0 to 8.0] Strangely lowering this makes the image brighter
    #define radius2 0.75 //[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 8.0 //[0.0 to 8.0]
    #define redNegativeAmount 0.58 //[0.0 to 1.0]
    #define greenNegativeAmount 0.58 //[0.0 to 1.0]
    #define blueNegativeAmount 0.88 //[0.0 to 1.0]


    /*-----------------------------------------------------------.
    / Cineon DPX settings /
    '-----------------------------------------------------------*/
    #define Red 14.0 //[1.0 to 15.0]
    #define Green 12.0 //[1.0 to 15.0]
    #define Blue 13.0 //[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 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

    #define RedC 0.31 //[0.6 to 0.2]
    #define GreenC 0.33 //[0.6 to 0.2]
    #define BlueC 0.31 //[0.6 to 0.2]

    #define Blend 0.25 //[0.0 to 0.1] How strong the effect should be.


    /*-----------------------------------------------------------.
    / Lift Gamma Gain settings /
    '-----------------------------------------------------------*/
    #define RGB_Lift float3(1.050, 1.050, 1.050) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(1.100, 1.100, 1.100) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain float3(0.900, 1.000, 1.100) //[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 -0.08 //[-1.00 to 1.00] Adjust exposure

    #define Saturation 0.20 //[-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 0.020 //[0.00 to 1.00] How much of the color tint to remove
    #define FogColor float3(0.90, 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 0.30 //[-1.0 to 1.0] The amount of contrast you want

    // -- Advanced curve settings --
    #define Curves_formula 2 //[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 -0.50 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 4 //[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
     
    Last edited: Dec 29, 2012
  9. OrdinaryOregano

    OrdinaryOregano Master Guru

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    Oh boy I'm never touching ENB ever :/
     
  10. TonyTurbo

    TonyTurbo Master Guru

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    dx9 mate and to be fair, playing on ultra I don't even miss dx11.

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

    // Set to 1 for ON or 0 for OFF
    #define USE_SMAA_ANTIALIASING 1
    #define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
    #define USE_BLOOM 0 // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
    #define USE_HDR 0 // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
    #define USE_TECHNICOLOR 0
    #define USE_TONEMAP 1
    #define USE_VIBRANCE 1 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    #define USE_SEPIA 0
    #define USE_VIGNETTE 0 //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
    #define USE_DITHER 1 //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts.


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

    #define SMAA_THRESHOLD 0.08 // (0.08-0.20) Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 32 // [0-98] Determines the radius SMAA will search for aliased edges
    #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0-16] Determines the radius SMAA will search for diagonal aliased edges
    #define SMAA_CORNER_ROUNDING 25 // [0-100] Determines the percent of antialiasing to apply to corners.

    // -- Advanced SMAA settings --
    #define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
    #define SMAA_DIRECTX9_LINEAR_BLEND 0 // 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 2.0 // (0.2-2.0)Strength of the sharpening
    #define sharp_clamp 0.050 // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.050

    // -- Advanced sharpening settings --
    #define pattern 2 // Choose a sample pattern [ 1, 2, 3 or 4 ] - I suggest 2
    #define offset_bias 1.0 // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
    // I designed the pattern for offset_bias 1.0, but feel free to experiment.

    // -- Debug settings --
    #define splitscreen 0 // Enables the before-and-after splitscreen comparison mode. Left side is before.
    #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)


    /*-----------------------------------------------------------.
    / Bloom settings /
    '-----------------------------------------------------------*/
    #define BloomThreshold 20.25
    #define BloomPower 1.446
    #define BloomWidth 0.4142

    /*-----------------------------------------------------------.
    / HDR settings /
    '-----------------------------------------------------------*/
    #define HDRPower 1.40 //Strangely lowering this makes the image brighter
    #define radius2 0.95 //Raising this seems to make the effect stronger and also brighter


    /*-----------------------------------------------------------.
    / TECHNICOLOR settings /
    '-----------------------------------------------------------*/
    #define TechniAmount 0.11
    #define TechniPower 2.8
    #define redNegativeAmount 0.88
    #define greenNegativeAmount 0.88
    #define blueNegativeAmount 0.88


    /*-----------------------------------------------------------.
    / Tonemap settings /
    '-----------------------------------------------------------*/
    #define Gamma 1.0
    #define Exposure -0.1
    #define Saturation 0
    #define Bleach 0.3
    #define Defog 0.01
    #define FogColor float4(4.55, 2.55, 3.55, 0)


    /*-----------------------------------------------------------.
    / Vibrance settings /
    '-----------------------------------------------------------*/
    #define Vibrance 0.6 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


    /*-----------------------------------------------------------.
    / Sepia settings /
    '-----------------------------------------------------------*/
    #define ColorTone float3(1.12, 0.66, 0.20)
    #define SepiaPower 0.11
    #define GreyPower 0.88


    /*-----------------------------------------------------------.
    / Vignette settings /
    '-----------------------------------------------------------*/
    #define VignetteRadius 1.05 // lower values = stronger radial effect from center
    #define VignetteAmount -1.0 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
    #define VignetteSlope 8 // 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) // Center of screen for effect.


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

  11. Wanny

    Wanny Guest

    LOL. The exact same problem I got. I gave up.

    I was an ENB hater until I learned to use it. Highly recommended.
     
    Last edited by a moderator: Dec 29, 2012
  12. (.)(.)

    (.)(.) Banned

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    This is the issue i had with Deus EX. Who do these devs think they are(sarcasm)....

    Come now Watson, we have work to do.
     
  13. OrdinaryOregano

    OrdinaryOregano Master Guru

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    ENB is what I used before SweetFX, but it too much of a hassle, I just don't enjoy playing with it as much as I enjoy this.

    One of the probably reasons is because there is no "clean" ENB, it's always catered to a specific game.
     
    Last edited: Dec 29, 2012
  14. Kutsuduracell

    Kutsuduracell New Member

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    Hello everyone. As you can see i am quite "noobish" in this forum but could anyone post sweetfx settings for crysis 1 and crysis 2 ? :thumbup:

    Jürgen
     
  15. zerowalker

    zerowalker Master Guru

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    Marcel, have you tried Dungeon Defender with SweetFX?

    Cause that´s one very hard game to tweak for me, as it already has some extreme Cartoon effects (which i don´t complain about).

    But changing stuff had some weird effect thanks to that, though Technicolor seems to be the way to go i think.
     

  16. 4hwgenxx

    4hwgenxx New Member

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    i'm a ghost... :cry:
     
  17. ninjafada

    ninjafada Master Guru

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    zerowalker i have a config still in tweaking:
    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 using the SMAA technique.
    #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
    #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           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       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        0 //[0 or 1] Curves : Contrast adjustments using S-curves.
    #define USE_CARTOON       1 //[0 or 1] Cartoon : "Toon"s the image
    #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        1 //[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.
    
    
       /*-----------------------------------------------------------.
      /                  SMAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    
    #define SMAA_THRESHOLD 0.05           //[0.05 to 0.20] Edge detection threshold
    #define SMAA_MAX_SEARCH_STEPS 32      //[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 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 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.
    
    
       /*-----------------------------------------------------------.
      /                  FXAA Anti-aliasing settings                /
      '-----------------------------------------------------------*/
    #define FXAA_QUALITY__PRESET 9       //[1 to 9] Choose the quality preset
    #define fxaa_Subpix 0.400            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal
    #define fxaa_EdgeThreshold 0.250     //[0.000 to 1.000] The minimum amount of local contrast required to apply algorithm
    #define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Trims the algorithm from processing darks
    
    
       /*-----------------------------------------------------------.
      /                       LumaSharpen settings                  /
      '-----------------------------------------------------------*/
    // -- Sharpening --
    #define sharp_strength 1.20   //[0.10 to 3.00] Strength of the sharpening
    #define sharp_clamp    0.025  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
    
    // -- Advanced sharpening settings --
    #define pattern 3        //[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     //[0.000 to 8.000] Strength of the bloom
    #define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
    
    
       /*-----------------------------------------------------------.
      /                        HDR settings                         /
      '-----------------------------------------------------------*/
    #define HDRPower 1.20  //[0.00 to 8.00] Strangely lowering this makes the image brighter
    #define radius2  0.85  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
    
    
       /*-----------------------------------------------------------.
      /                      TECHNICOLOR settings                   /
      '-----------------------------------------------------------*/
    #define TechniAmount 0.4         //[0.0 to 1.0]
    #define TechniPower  4.0         //[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   15.0  //[1.0 to 15.0]
    #define Green 15.0  //[1.0 to 15.0]
    #define Blue  15.0  //[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 1.35  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
    
    #define RedC   0.36  //[0.60 to 0.20]
    #define GreenC 0.36  //[0.60 to 0.20]
    #define BlueC  0.34  //[0.60 to 0.20]
    
    #define Blend 0.14    //[0.00 to 1.00] How strong the effect should be.
    
    
       /*-----------------------------------------------------------.
      /                      Lift Gamma Gain settings               /
      '-----------------------------------------------------------*/
    #define RGB_Lift  float3(0.970, 0.970, 0.970)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
    #define RGB_Gamma float3(0.980, 0.980, 0.980)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
    #define RGB_Gain  float3(1.050, 1.050, 1.050)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
    
    
       /*-----------------------------------------------------------.
      /                        Tonemap settings                     /
      '-----------------------------------------------------------*/
    #define Gamma 1.02        //[0.000 to 2.000] Adjust midtones
    
    #define Exposure 0.00    //[-1.000 to 1.000] Adjust exposure
    
    #define Saturation -0.20  //[-1.000 to 1.000] Adjust saturation
    
    #define Bleach 0.00      //[0.000 to 1.000] Brightens the shadows and fades the colors
    
    #define Defog 0.000  //[0.000 to 1.000] How much of the color tint to remove
    #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 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
    
    
       /*-----------------------------------------------------------.
      /                        Curves settings                      /
      '-----------------------------------------------------------*/
    #define Curves_contrast 0.20  //[-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] The constrast s-curve you want to use. I prefer 2 myself.
    
    
       /*-----------------------------------------------------------.
      /                       Cartoon settings                      /
      '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    //I'm still tweaking this effect - also I'm not even sure it should be called Cartoon in the final version.
    
    
       /*-----------------------------------------------------------.
      /                         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, 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.
    
    
       /*-----------------------------------------------------------.
      /                        Border settings                      /
      '-----------------------------------------------------------*/
    //No settings yet, beyond switching it on or off in the top section.
    
    
       /*-----------------------------------------------------------.
      /                     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
    
    
    and cartoon.h changes:
    Code:
    /*------------------------------------------------------------------------------
    						Cartoon
    ------------------------------------------------------------------------------*/
    
    float4 CartoonPass( float4 colorInput, float2 Tex )
    {
      float3 CoefLuma2 = float3(0.0126, 0.3152, 0.2722);  //Values to calculate luma with 0.2126, 0.7152, 0.0722
      
      float diff1 = dot(CoefLuma2,myTex2D(s0, Tex + pixel).rgb);
      diff1 -= dot(CoefLuma2,myTex2D(s0, Tex - pixel).rgb);
      float diff2 = dot(CoefLuma2,myTex2D(s0, Tex +float2(pixel.x,-pixel.y)).rgb);
      diff2 -= dot(CoefLuma2,myTex2D(s0, Tex +float2(-pixel.x,pixel.y)).rgb);
      
      float edge = dot(float2(diff1,diff2),float2(diff1,diff2));
      
      colorInput.rgb = saturate(colorInput.rgb - edge * 1.5);
    	
    	return colorInput;
    }
    ON / OFF
    [​IMG] [​IMG]
     
    Last edited: Dec 29, 2012
  18. zerowalker

    zerowalker Master Guru

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    GPU:
    AMD R9 380
    Looks, very good, a nice start, will play around with it, thanks!
     
  19. ninjafada

    ninjafada Master Guru

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    GPU:
    pny 670
    i made a change in cartoon.h to add variables
    and in setting to adjust them:
    Cartoon.h
    Code:
    /*------------------------------------------------------------------------------
    						Cartoon
    ------------------------------------------------------------------------------*/
    
    float4 CartoonPass( float4 colorInput, float2 Tex )
    {
      float3 CoefLuma2 = float3(0.2126, 0.7152, 0.0722);  //Values to calculate luma with
      
      float diff1 = dot(CoefLuma2,myTex2D(s0, Tex + pixel).rgb);
      diff1 -= dot(CoefLuma2,myTex2D(s0, Tex - pixel).rgb);
      float diff2 = dot(CoefLuma2,myTex2D(s0, Tex +float2(pixel.x,-pixel.y)).rgb);
      diff2 -= dot(CoefLuma2,myTex2D(s0, Tex +float2(-pixel.x,pixel.y)).rgb);
      
      float edge = dot(float2(diff1,diff2),float2(diff1,diff2));
      
      colorInput.rgb = saturate(colorInput.rgb - edge * Cartoonpower);
    	
    	return colorInput;
    }
    
    SweetFX_settings.txt
    Code:
       /*-----------------------------------------------------------.
      /                       Cartoon settings                      /
      '-----------------------------------------------------------*/
    #define Cartoonpower 0.6  // [0.1 to 10.0 ] The amount of effect
    will be easier than edit the .h each time ^^


    edit: after a chat with CeeJay , just need the power
     
    Last edited: Dec 29, 2012
  20. StarvinMarvinDK

    StarvinMarvinDK Maha Guru

    Messages:
    1,356
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    GPU:
    MSI 1080Ti FE
    Where to put SweetFX files to play FarCry 3, because when I put them i the root folder of the game, it crashes upon start up ???

    Why U no work ??? :(
     
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