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Metal Gear Solid V /*-----------------------------------------------------------.

/ Description /
'------------------------------------------------------------/

Game: Metal Gear Solid V: Phantom Pain v2.0


Preset: Da ReLLiK's Ultra Realistic CiNE FX v1.0
SweetFX: v2.0
API hook: Reshade & SweetFX 2.0

*If the game seems to dark for your monitor.. change LEVELS in black to ( -7 ) and
save!

/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines
using the SMAA technique.
#define USE_FXAA 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_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a
cheap camera lens, by distorting the colors.
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV
display. (has a very high performance cost)
#define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high
performance cost)
#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_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.
#define USE_LEVELS 1 //[0 or 1] Levels : Sets a new black and white point.
This increases contrast but causes clipping. Use Curves instead if you want to
avoid that.
#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_TECHNICOLOR2 0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor
effect - not sure if this stays or not. Let me know if you like it.
#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_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification
using a user-defined color matrix.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and
color of shadows, midtones and highlights.
#define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure,
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_FILMGRAIN 0 //[0 or 1] Film Grain : Adds (static) film grain to the
image.
#define USE_DITHER 1 //[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 : Can be used to create letterbox
borders around the image.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after
splitscreen comparison mode.

#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing


custom.h, and then enable it here.

#define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then


transitions to the regularly scheduled programming

/*-----------------------------------------------------------.
/ Transition /
'-----------------------------------------------------------*/

#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"

/*-----------------------------------------------------------.
/ 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 36 //[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 95 //[0 to 100] Determines the percent of
antialiasing to apply to corners. 0 seems to affect fine text the least so it's the
default.

// -- Advanced SMAA settings --


#define SMAA_EDGE_DETECTION 3 //[1|2|3] 1 = Luma edge detection, 2 =
Color edge detection, 3 = Depth edge detection
#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.

// -- SMAA Predication settings --


#define SMAA_PREDICATION 1 //[0 or 1] Enables predication which uses
BOTH the color and the depth texture for edge detection to more accurately detect
edges.
#define SMAA_PREDICATION_THRESHOLD 0.01 // Threshold to be used in the depth
buffer.
#define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold
used for luma or color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the
threshold.

// -- Debug SMAA settings --


#define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 =
blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need
to mess with this.

/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is
the highest quality.
#define fxaa_Subpix 0.000 //[0.000 to 1.000] Choose the amount of
sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.166 //[0.000 to 1.000] Edge detection
threshold. The minimum amount of local contrast required to apply algorithm.
Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin 0.000 //[0.000 to 1.000] Darkness threshold.
Pixels darker than this are not processed in order to increase performance.

/*-----------------------------------------------------------.
/ 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.
//For a slightly blurred look try
fractional values (.5) between two pixels.
#define Chromatic_strength 1.0 //Adjust the strength of the effect.

/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.5 //[0.1 to 8.0] Raise this to filter out
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 CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low
values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT
(default 2.2)
#define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor
(typically 2.2 is correct)
#define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a
little. Default is 1.0
#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use
integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian
scanlines bloom effect". Default is on

#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled


(1) or off (0)
#define CRTCurvatureRadius 2.0 //[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 1.00 //[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)

/*-----------------------------------------------------------.
/ Pixel Art CRT /
'-----------------------------------------------------------*/

// -- 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

// -- Type of shadow mask --


#define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV
style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 =
VGA style shadow mask

// -- Amount of shadow mask --


#define PixelArtCRT_maskDark 0.5 //
#define PixelArtCRT_maskLight 1.5 //

// -- 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 26.20 //[0.00 to 50.00] Threshold for what is a
bright light (that causes bloom) and what isn't.
#define BloomPower 2.10 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0242 //[0.0000 to 1.0000] Width of the bloom

/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.10 //[0.00 to 8.00] Strangely lowering this makes
the image brighter
#define radius2 0.90 //[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 0.125 //[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 1.38 //[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)

/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point -6 //[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 263 //[0 to 255] The new white point. Everything
brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but
details above and below the points are lost (this is called clipping).

// -- Debug settings --
#define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. 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.

/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.20 //[0.00 to 1.00]
#define TechniPower 1.50 //[0.00 to 8.00]
#define redNegativeAmount 0.80 //[0.00 to 1.00]
#define greenNegativeAmount 0.68 //[0.00 to 1.00]
#define blueNegativeAmount 0.89 //[0.00 to 1.00]

/*-----------------------------------------------------------.
/ TECHNICOLOR 2 settings /
'-----------------------------------------------------------*/
#define Technicolor2_Red_Strength 0.012 //[0.05 to 1.0] Color
Strength of Red channel. Higher means darker and more intense colors.
#define Technicolor2_Green_Strength 0.015 //[0.05 to 1.0] Color
Strength of Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength 0.0215 //[0.05 to 1.0] Color
Strength of Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness 0.15 //[0.5 to 1.5] Brightness
Adjustment, higher means brighter image.
#define Technicolor2_Strength 0.25 //[0.0 to 1.0] Strength
of Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation 0.25 //[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]

#define ColorGamma -0.15 //[0.1 to 2.5] Adjusts the colorfulness of the effect
in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.0 //[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 0.2 //[0.00 to 1.00] How strong the effect should be.

/*------------------------------------------------------------.
/ 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 - Should sum to 1.000 if you
don't wish to change the brightness
#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 - Should sum to 1.000 if you
don't wish to change the brightness
#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 - Should sum to 1.000 if you
don't wish to change the brightness

#define ColorMatrix_strength 1.0 //Adjust the strength

/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.001, 1.006, 0.999) //[0.000 to 2.000] Adjust shadows
for Red, Green and Blue.
#define RGB_Gamma float3(0.996, 0.998, 1.000) //[0.000 to 2.000] Adjust midtones
for Red, Green and Blue
#define RGB_Gain float3(0.995, 0.998, 1.002) //[0.000 to 2.000] Adjust highlights
for Red, Green and Blue

//Note that a value of 1.000 is a neutral setting that leave the color unchanged.

/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral.
This setting does exactly the same as the one in Lift Gamma Gain, only with less
control.

#define Exposure -0.004 //[-1.000 to 1.000] Adjust exposure

#define Saturation 0.126 //[-1.000 to 1.000] Adjust saturation

#define Bleach 0.010 //[0.000 to 1.000] Brightens the shadows and fades the
colors

#define Defog 0.075 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.28, 0.36, 0.26) //[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 -0.14 //[-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(0.33, 0.54, 0.92) //[-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 2 //[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 0.34 //[-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|10|11] 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,
10 = Half-circles. 11 = Polynomial split.
//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(1.00, 0.96, 0.00) //[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), 3 = Tritanopia
(missing blue spectrum)

/*-----------------------------------------------------------.
/ Film Grain settings /
'-----------------------------------------------------------*/
#define FilmGrain_intensity 0.50 //[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 6 //[0 to 16] Higher Signal-to-Noise Ratio values
give less grain to brighter pixels. 0 disables this feature.

// -- Advanced Film Grain settings --


#define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian
noise. Probably best kept at the middle value (0.50)

//A sideeffect of the Film Grain effect is that it also dithers the screen.
//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)

//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(0,1) //[0 to 2048, 0 to 2048] (X,Y)-width of the
border. Measured in pixels. If this is set to 0,0 then the border_ratio will be
used instead
#define border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio
for the visible area. You MUST use floating point - Integers do not work right.
//Examples that work: (1680.0 / 1050.0),
(16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
#define border_color float3(180, 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|6] 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, 6 = Curvy vertical 50/50 split

/*-----------------------------------------------------------.
/ Custom settings /
'-----------------------------------------------------------*/
#define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect

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