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// Description //
//===========================================//
LEVELS
LUMASHARPEN
LIFTGAMMAGAIN
VIBRANCE
TONEMAP
CURVES
//===========================================//
// Optional //
//===========================================//
I made this preset with the ingame SMAA2x Filmic setting.. thing
So it might be a bit too sharp if you use the simple ingame SMAA
//===========================================//
// Updates //
//===========================================//
//===========================================//
// Miscellaneous //
//===========================================//
DOWNLOAD HERE
sfx.thelazy.net - http://goo.gl/Pl0csS
While you're at it.. why aren't you following me on Twitter or FlickR yet?
Twitter - https://twitter.com/Kputt
FlickR - https://www.flickr.com/photos/k_putt/
//============================================//
// Choose //
// Effects //
//============================================*/
//===========================================//
// Ascii //
// Settings //
//===========================================//
#define Ascii_input_image 1 //[1
or 2] 1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing 1
//[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks
best.
//===========================================//
// SMAA Anti Aliasing //
// Settings //
//===========================================//
#define SMAA_THRESHOLD 0.08
//[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_DEPTH_THRESHOLD 0.100
//[0.001 to 0.100] Depth edge detection threshold. Same as above but for the
depth edge detection. This can go insanely low and still look good.
#define SMAA_MAX_SEARCH_STEPS 5
//[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 8
//[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 50 //[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.
//===========================================//
// Explosion //
// Settings //
//===========================================//
#define Explosion_Radius 2.0 //[0.2
to 100.0] Amount of effect you want.
//===========================================//
// Chromatic Aberration //
// Settings //
//===========================================//
#define Chromatic_shift float2(2.5,-0.5) //[-
100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color
components.
//===========================================//
// Levels //
// Settings //
//===========================================//
#define Levels_black_point 2
//[0 to 255] The black point is the new black - literally. Everything darker
than this will become completely black. Default is 16.0
#define Levels_white_point 255
//[0 to 255] The new white point. Everything brighter than this becomes
completely white. Default is 235.0
// -- Debug settings --
#define Levels_highlight_clipping 0
//[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the
highlights, Yellow = All detail is lost in the highlights,
// Blue = Some detail is lost in the shadows, Cyan = All
detail is lost in the shadows.
//===========================================//
// Cartoon //
// Settings //
//===========================================//
#define CartoonPower 1.5 //[0.1
to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.5 //[0.1
to 8.0] Raise this to filter out 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
//===========================================//
// Pixel-Art CRT //
// Settings //
//===========================================//
// -- Emulated input resolution --
#define PixelArtCRT_resolution_mode 1
//[1 or 2] 1 = Ratio, 2 = Fixed resolution
#define PixelArtCRT_resolution_ratio (1.0/4.0) //
#define PixelArtCRT_fixed_resolution float2(320.0,160.0)
// -- Hardness --
#define PixelArtCRT_hardScan -24.0
// Hardness of scanline : -8.0 = soft, -16.0 = medium
#define PixelArtCRT_hardPix -24.0
// Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
// -- Display warp --
#define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) //
Display warp : 0.0 = none , 1.0/8.0 = extreme
// -- Falloff shape --
#define PixelArtCRT_shape 3.0
// Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 =
more square
// -- Amp signal --
#define PixelArtCRT_overdrive 1.25
//
//===========================================//
// 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 1.30 //
[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 0.45
//[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.03
//[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves -
Default is 0.035
//I designed the pattern for offset_bias 1.0, but feel free to
experiment.
//===========================================//
// Nostalgia //
// Settings //
//===========================================//
//Nothing here yet, but you will get to set the palette to use and toggle
dithering, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette
//===========================================//
// Technicolor //
// Settings //
//===========================================//
#define TechniAmount 0.40 //
[0.00 to 1.00]
#define TechniPower 4.00 //
[0.00 to 8.00]
#define redNegativeAmount 0.88 //
[0.00 to 1.00]
#define greenNegativeAmount 0.88 //
[0.00 to 1.00]
#define blueNegativeAmount 0.88 //
[0.00 to 1.00]
//===========================================//
// Technicolor2 //
// Settings //
//===========================================//
#define Technicolor2_Red_Strength 0.2
//[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more
intense colors.
#define Technicolor2_Green_Strength 0.2
//[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more
intense colors.
#define Technicolor2_Blue_Strength 0.2
//[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more
intense colors.
#define Technicolor2_Brightness 1.0
//[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define Technicolor2_Strength 1.0
//[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation 0.7
//[0.0 to 1.5] Additional saturation control since technicolor tends to
oversaturate the image.
//===========================================//
// 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]
//===========================================//
// Monochrome //
// Settings //
//===========================================//
#define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to
1.00] Percentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation 0.00 //[0.00 to
2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost
saturation above normal.
//===========================================//
// Color-Matrix //
// Settings //
//===========================================//
// Red Green Blue
#define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to
1.00] How much of Red, Green and Blue the new red value should contain
#define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to
1.00] How much of Red, Green and Blue the new green value should contain
#define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to
1.00] How much of Red, Green and Blue the new blue value should contain
//===========================================//
// Lift Gamma Gain //
// Settings //
//===========================================//
#define RGB_Lift float3(1.01, 1.0, 1.0) //
[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.0, 1.0, 1.0) //
[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.99, 1.0, 1.0) //
[0.000 to 2.000] Adjust highlights for Red, Green and Blue
//===========================================//
// Tonemap //
// Settings //
//===========================================//
#define Gamma 0.935
//[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does
exactly the same as the one in Lift Gamma Gain, only with less control.
#define Exposure 0.000
//[-1.000 to 1.000] Adjust exposure
#define Saturation -0.2
//[-1.000 to 1.000] Adjust saturation
#define Bleach 0.0
//[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.400
//[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(-0.01, 0.004, 0.013) //
[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 0.25
//[-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(1.4, 1.0, 1.1) //[-10.00 to
10.00,-10.00 to 10.00,-10.00 to 10.00]
//===========================================//
// 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 0.26
//[-1.00 to 1.00] The amount of contrast you want
//===========================================//
// Sepia //
// Settings //
//===========================================//
#define ColorTone float3(1.40, 1.10, 0.90)
//[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 0.58
//[0.00 to 1.00] How much to tint the image
//===========================================//
// Daltonize //
// Settings //
//===========================================//
#define Daltonize_type 1
//[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 =
Deuteranopia (missing green spectrum)
//===========================================//
// Film Grain //
// Settings //
//===========================================//
#define FilmGrain_intensity 0.55 //
[0.00 to 1.00] How visible the grain is. Higher is more visible.
#define FilmGrain_variance 0.40 //
[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look
smoother.
#define FilmGrain_SNR 4
//[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter
pixels. 0 disables this feature.
//You don't need both the Film Grain and the Dither effect
enabled at the same time.
//===========================================//
// Vignette //
// Settings //
//===========================================//
#define VignetteType 1
//[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00
//[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 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 2
//[2 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 for VignetteType 1. 2 and 3 do
not obey this setting.
//===========================================//
// Dither //
// Settings //
//===========================================//
#define dither_method 1
//[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random
dithering (different but slightly slower dithering)
//===========================================//
// Splitscreen //
// Settings //
//===========================================//
#define splitscreen_mode 1
//[1|2|3] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 =
Vertical 50/50 angled split,
//===========================================//
// Transition //
// Settings //
//===========================================//
#define Transition_time 5000
//[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1
second)
#define Transition_texture "curtain.jpg"
//["filename"] Filename for the texture to use. Put your custom textures in
SweetFX/Textures/
#define Transition_texture_width 720
//Image width.
#define Transition_texture_height 480
//Image height.
#define Transition_type CurtainOpen //Can
be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
//===========================================//
// Display //
// Depth //
//===========================================//
#define Depth_z_near 0.08
//[0.00001 to 100000.0] Camera z near
#define Depth_z_far 100.00 //
[0.00001 to 100000.0] Camera z far, must be further than the near value.
//===========================================//
// Custom //
// Settings //
//===========================================//
#define custom_strength 1.0
//[0.00 to 1.00] Adjust the strength of the effect