Professional Documents
Culture Documents
/*==============================================================================*\
| GLOBAL PARAMETERS |
\*==============================================================================*/
/*==============================================================================*\
| ENABLE EFFECTS |
\*==============================================================================*/
//COLOR
#define USE_LUT 0 //[0 or 1] Color Lookup Table: Uses a gradient
texture to adjust the colors of the image.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s 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. Algorithm
from prod80
#define USE_SWFX_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to
mimic the look of an old movie using the Technicolor three-strip color process.
Algorithm from SweetFX
#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. No control values.
#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_SKYRIMTONEMAP 0 //[0 or 1] Skyrim Tonemap: Applies color
correction/tonemapping based on tonemappers of popular Skyrim ENB's.
#define USE_COLORMOOD 0 //[0 or 1] Color Mood: Applies a "mood" to
the color, tinting mainly the dark colors.
#define USE_CROSSPROCESS 0 //[0 or 1] Cross Processing: Simulates wrong
chemistry in color processing.
#define USE_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common
color adjustments to mimic a more cinema-like look.
#define USE_REINHARD 0 //[0 or 1] Reinhard: This is the Reinhard
tonemapping shader, if you are interested, google how it works.
#define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some
linear tonemapping.
#define USE_COLORMOD 0 //[0 or 1] Colormod: Contrast, Saturation and
Brightness ported from colormod.asi.
#define USE_SPHERICALTONEMAP 0 //[0 or 1] Spherical Tonemap: Another approach
on tonemapping, uses some sphere algorithms.
#define USE_HPD 0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping:
Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
#define USE_FILMICCURVE 0 //[0 or 1] Filmic Curve: Improved version of
the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
#define USE_WATCHDOG_TONEMAP 0 //[0 or 1] Watch Dogs Tonemap: Enables one of
the numerous watch dogs tonemapping algorithms. No tweaking values.
#define USE_SINCITY 0 //[0 or 1] Sin City: Effect from the movie "Sin
City" - everything else than red is grey.
#define USE_COLORHUEFX 0 //[0 or 1] Color Hue FX: Desaturates everything
but colors from a fixed hue mid and the range around it. Similiar to Sin City but
much better. Thanks, prod80!
//LIGHTING
#define USE_LENSDIRT 0 //[0 or 1] Lensdirt: Simulates a dirty camera
lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the
dirt!
#define USE_GAUSSIAN_ANAMFLARE 0 //[0 or 1] Gaussian Anamflare: Applies a
horizontal light beam to bright pixels.
#define USE_BLOOM 1 //[0 or 1] Bloom: Makes bright lights bleed
their light into their surroundings. NOT the SweetFX way to do bloom but a more
proper way.
#define USE_LENZFLARE 0 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim
Lensflare with custom offsets, ported to MasterEffect.
#define USE_CHAPMAN_LENS 0 //[0 or 1] Chapman's lensflare: Simple
lensflare shader with one big halo.
#define USE_GODRAYS 0 //[0 or 1] Godrays: Adds some light rays
rotating around screen center.
#define USE_ANAMFLARE 0 //[0 or 1] Anamorphic Lensflare: adds some
horizontal light flare, simulating the use of an anamorphic lens while recording.
//DEPTH BASED
#define USE_AMBIENTOCCLUSION 0 //[0 or 1] Ambient Occlusion: Enables
physically incorrect shading that most newer gen games use. Multiple algorithms
available.
#define USE_DEPTHOFFIELD 0 //[0 or 1] Depth of Field: Simulates out of
focus blur of a camera. Multiple algorithms available.
#define USE_REFLECTIONS 0 //[0 or 1] Reflections: Adds screen space
reflections similiar to those used in Half-Life 3.
//IMAGE ENHANCEMENTS
#define USE_SHARPENING 1 //[0 or 1] Sharpen: Sharps the image but may
increase aliasing
#define USE_FISHEYE_CA 0 //[0 or 1] Fisheye lens & Chromatic Abberation:
Adds some RGB shift in colors and distorts image to look like the "fisheye" effect.
#define USE_GRAIN 0 //[0 or 1] Grain: Adds some image grain, looks like
when a TV has no signal.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels,
making the image look fuzzy.
#define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged
lines using the SMAA technique.
#define USE_HEATHAZE 0 //[0 or 1] Heat Haze: Convection in heated air
causes the temperature of the air to vary and causes a shimmery effect that
distorts whatever is behind.
//OVERLAYS
#define USE_HD6_VIGNETTE 0 //[0 or 1] HeliosDoubleSix Vignette: Adds some
advanced vignette (darkening shader) to lead focus to screen center
#define USE_COLORVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple
colorable version of vignette, darkens/tints the image at the corners
#define USE_BORDER 0 //[0 or 1] Border: Can be used to create
letterbox borders around the image.
#define USE_MOVIEBARS 0 //[0 or 1] Movie Bars: blackens the image on
the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect
ratio.
/*==============================================================================*\
| EFFECT PARAMETERS - COLOR |
\*==============================================================================*/
//CARTOON
#define CartoonPower 4.5 //[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.
//LEVELS
#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
//TECHNICOLOR
#define ColStrengthR 0.2 //[0.05 to 1.0] Color Strength of Red
channel. Higher means darker and more intense colors.
#define ColStrengthG 0.2 //[0.05 to 1.0] Color Strength of Green
channel. Higher means darker and more intense colors.
#define ColStrengthB 0.2 //[0.05 to 1.0] Color Strength of Blue
channel. Higher means darker and more intense colors.
#define TechniBrightness 1.0 //[0.5 to 1.5] Brightness Adjustment,
higher means brighter image.
#define TechniStrength 1.0 //[0.0 to 1.0] Strength of Technicolor
effect. 0.0 means original image.
#define TechniSat 0.7 //[0.0 to 1.5] Additional saturation
control since technicolor tends to oversaturate the image.
//SWEETFX TECHNICOLOR
#define TechniAmount 0.4 //[0.00 to 1.00] Amount of color
change you want
#define TechniPower 4.0 //[0.00 to 8.00] Power of color
change
#define redNegativeAmount 0.88 //[0.00 to 1.00] controls for different
technicolor power on the respective color channels
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount 0.88 //[0.00 to 1.00]
//DPX
#define DPXRed 8.0 //[1.0 to 15.0] Amount of DPX applies on Red
color channel
#define DPXGreen 8.0 //[1.0 to 15.0] ""
#define DPXBlue 8.0 //[1.0 to 15.0] ""
#define DPXColorGamma 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 DPXRedC 0.36 //[0.60 to 0.20]
#define DPXGreenC 0.36 //[0.60 to 0.20]
#define DPXBlueC 0.34 //[0.60 to 0.20]
#define DPXBlend 0.2 //[0.00 to 1.00] How strong the effect should
be.
//LIFTGAMMAGAIN
#define RGB_Lift float3(1.006, 1.000, 0.993) //[0.000 to 2.000]
Adjust shadows for Red, Green and Blue.
#define RGB_Gain float3(1.005, 1.000, 0.995) //[0.000 to 2.000]
Adjust highlights for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.005) //[0.000 to 2.000]
Adjust midtones for Red, Green and Blue
//TONEMAP
#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 0.000 //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.100 //[-1.000 to 1.000] Adjust
saturation
#define Bleach 0.000 //[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(-0.002, 0.00, 0.01) //[0.00 to 2.55, 0.00 to
2.55, 0.00 to 2.55] What color to remove - default is blue
//VIBRANCE
#define Vibrance 0.20 //[-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(0.30, 0.40, 0.60) //[-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
#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 0.30 //[-1.00 to 1.00] The amount of contrast
you want
//SEPIA
#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
//SKYRIM TONEMAPPING
#define POSTPROCESS 6 //[1 to 6] Mode of postprocessing you
want. Mode 1 uses V1 values, Mode 2 uses V2 values etc
//
#define EAdaptationMinV1 0.05
#define EAdaptationMaxV1 0.125
#define EContrastV1 1.0
#define EColorSaturationV1 1.0
#define EToneMappingCurveV1 6.0
//
#define EAdaptationMinV2 0.36
#define EAdaptationMaxV2 0.29
#define EToneMappingCurveV2 8.0
#define EIntensityContrastV2 2.5
#define EColorSaturationV2 3.2
#define EToneMappingOversaturationV2 180.0
//
#define EAdaptationMinV3 0.001
#define EAdaptationMaxV3 0.025
#define EToneMappingCurveV3 30.0
#define EToneMappingOversaturationV3 111160.0
//
#define EAdaptationMinV4 0.2
#define EAdaptationMaxV4 0.125
#define EBrightnessCurveV4 0.7
#define EBrightnessMultiplierV4 0.45
#define EBrightnessToneMappingCurveV4 0.3
//
#define EAdaptationMinV5 0.08
#define EAdaptationMaxV5 0.20
#define EToneMappingCurveV5 8
#define EIntensityContrastV5 3.475
#define EColorSaturationV5 4
#define HCompensateSatV5 2
#define EToneMappingOversaturationV5 180.0
//
#define EBrightnessV6Day 2.5
#define EIntensityContrastV6Day 1.5
#define EColorSaturationV6Day 2.0
#define HCompensateSatV6Day 3.0
#define EAdaptationMinV6Day 0.64
#define EAdaptationMaxV6Day 0.24
#define EToneMappingCurveV6Day 8
#define EToneMappingOversaturationV6Day 2500.0
//COLORMOOD
#define fRatio 0.4 //[0.00 to 3.00] Amount of moody coloring
you want
#define moodR 1.0 //[0.0 to 2.0] How strong dark red colors
shall be boosted
#define moodG 1.1 //[0.0 to 2.0] How strong dark green
colors shall be boosted
#define moodB 0.5 //[0.0 to 2.0] How strong dark blue
colors shall be boosted
//CROSSPROCESS
#define CrossContrast 0.95 //[0.5 to 2.00] The names of these
values should explain their functions
#define CrossSaturation 1.12 //[0.5 to 2.00]
#define CrossBrightness -0.052 //[-0.3 to 0.30]
#define CrossAmount 1.0 //[0.05 to 1.5]
//FILMICPASS
#define Strenght 0.725 //[0.05 to 1.5] Strength of the color
curve altering
#define BaseGamma 1.6 //[0.7 to 2.0] Gamma Curve
#define Fade 0.2 //[0.0 to 0.6] Decreases contrast to
imitate faded image
#define Contrast 1.0 //[0.5 to 2.0] Contrast.
#define FSaturation -0.15
#define FBleach 0.005 //[-0.5 to 1.0] More bleach means
more contrasted and less colorful image
#define FRedCurve 6.0
#define FGreenCurve 6.0
#define FBlueCurve 6.0
#define BaseCurve 1.5
#define EffectGammaR 1.0
#define EffectGammaG 1.0
#define EffectGammaB 1.0
#define EffectGamma 0.75
#define Linearization 1.3 //[0.5 to 2.0] Linearizes the color curve
//REINHARD TONEMAP
#define ReinhardWhitepoint 4.0 //[1.0 to 10.0] Point above which
everything is pure white
#define ReinhardScale 0.5 //[0.0 to 2.0] Amount of applied
tonemapping
//COLORMOD
#define ColormodChroma 0.78 // Saturation
#define ColormodGammaR 1.05 // Gamma for Red color channel
#define ColormodGammaG 1.05 // Gamma for Green color channel
#define ColormodGammaB 1.05 // Gamma for Blue color channel
#define ColormodContrastR 0.50 // Contrast for Red color channel
#define ColormodContrastG 0.50 // ...
#define ColormodContrastB 0.50 // ...
#define ColormodBrightnessR -0.08 // Brightness for Red color channel
#define ColormodBrightnessG -0.08 // ...
#define ColormodBrightnessB -0.08 // ...
//SPHERICAL TONEMAP
#define sphericalAmount 1.0 //[0.0 to 2.0] Amount of spherical
tonemapping applied...sort of
//COLOR HUE FX
#define USE_COLORSAT 0 //[0 or 1] This will use original color
saturation as an added limiter to the strength of the effect
#define hueMid 0.6 //[0.0 to 1.0] Hue (rotation around the color
wheel) of the color which you want to keep
#define hueRange 0.1 //[0.0 to 1.0] Range of different hue's
around the hueMid that will also kept. Using a max range of 1.0 will allow the
reverse of the effect where it will only filter a specific hue to B&W
#define satLimit 2.9 //[0.0 to 4.0] Saturation control, better keep
it higher than 0 for strong colors in contrast to the gray stuff around
#define fxcolorMix 0.8 //[0.0 to 1.0] Interpolation between the
original and the effect, 0 means full original image, 1 means full grey-color
image.
/*==============================================================================*\
| EFFECT PARAMETERS - LIGHTING |
\*==============================================================================*/
//LENSDIRT
#define fLensdirtIntensity 3.0 //[0.0 to 2.0] Intensity of lensdirt.
#define fLensdirtSaturation 4.0 //[0.0 to 2.0] Color saturation of
lensdirt.
#define fLensdirtTint float3(1.0,1.0,1.0) //[0.0 to 1.0] R, G and B
components of lensdirt tintcolor the lensdirt color gets shifted to.
#define iLensdirtMixmode 2 //[1 to 4] 1: Linear add | 2: Screen add
| 3: Screen/Lighten/Opacity | 4: Lighten
//BLOOM
#define iBloomMixmode 3 //[1 to 4] 1: Linear add | 2: Screen add
| 3: Screen/Lighten/Opacity | 4: Lighten
#define fBloomThreshold 0.995 //[0.1 to 1.0] Every pixel brighter than
this value triggers bloom.
#define fBloomAmount 1.05 //[1.0 to 20.0] Intensity of bloom.
#define fBloomSaturation 1.4 //[0.0 to 2.0] Bloom saturation. 0.0
means white bloom, 2.0 means very very colorful bloom.
#define fBloomTint float3(0.612,0.633,0.688) //[0.0 to 1.0] R, G and B
components of bloom tintcolor the bloom color gets shifted to.
//LENZ FLARE
#define LENZDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth =
1 get lens flare, this prevents white objects from getting flare source which would
normally happen in LDR
#define fLenzIntensity 1.0 //[0.2 to 3.0] power of lens flare effect
#define fLenzThreshold 0.8 //[0.6 to 1.0] Minimum brightness an
object must have to cast lensflare
//CHAPMAN LENS
#define CHAPMANDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth =
1 get lensflares, this prevents white objects from getting lensflare source which
would normally happen in LDR
#define ChapFlareTreshold 0.9 //[0.7 to 0.99] Brightness threshold for
lensflare generation. Everything brighter than this value gets a flare.
#define ChapFlareCount 15 //[1 to 20] Number of single halos to be
generated. If set to 0, only the curved halo around is visible.
#define ChapFlareDispersal 0.25 //[0.25 to 1.0] Distance from screen
center (and from themselves) the flares are generated.
#define ChapFlareSize 0.45 //[0.2 to 0.8] Distance (from screen
center) the halo and flares are generated.
#define ChapFlareCA float3(0.0,0.01,0.02) //[-0.5 to 0.5] Offset of RGB
components of flares as modifier for Chromatic abberation. Same 3 values means no
CA.
#define ChapFlareIntensity 100.0 //[5.0 to 20.0] Intensity of flares and
halo, remember that higher threshold lowers intensity, you might play with both
values to get desired result.
//GODRAYS
#define bGodrayDepthCheck 1 //[0 or 1] if 1, only pixels with depth =
1 get godrays, this prevents white objects from getting godray source which would
normally happen in LDR
#define iGodraySamples 128 //[2^x format] How many samples the
godrays get
#define fGodrayDecay 0.99 //[0.5 to 0.9999] How fast they
decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
#define fGodrayExposure 1.0 //[0.7 to 1.5] Upscales the godray's
brightness
#define fGodrayWeight 1.25 //[0.8 to 1.7] weighting
#define fGodrayDensity 1.0 //[0.2 to 2.0] Density of rays, higher
means more and brighter rays
#define fGodrayThreshold 0.9 //[0.6 to 1.0] Minimum brightness
an object must have to cast godrays
//ANAMORPHIC LENSFLARE
#define bFlareDepthCheckEnable 1 //[0 or 1] if 1, only pixels with
depth = 1 get an anamflare, this prevents white objects from getting flare source
which would normally happen in LDR
#define fFlareLuminance 0.95 //[0.6 to 1.0] bright pass luminance
value
#define fFlareBlur 200.0 // [1.0 to 9999999] manages the size of
the flare
#define fFlareIntensity 2.07 // [0.2 to 5.0] effect intensity
#define fFlareTint float3(0.137, 0.216, 1.0) // [0.0 to 2.0]
effect tint RGB
/*==============================================================================*\
| EFFECT PARAMETERS - DEPTH BASED EFFECTS |
\*==============================================================================*/
/*==============================================================================*/
//AMBIENT OCCLUSION - GLOBAL PARAMETERS
#define AO_METHOD 1 //[1 to 2] 1: SSAO | 2: Raymarch AO | 3: HBAO |
4: SSGI
#define AO_SHARPNESS 0.7 //[0.05 to 2.0] 1: AO sharpness, higher
means more sharp geometry edges but noisier AO, less means smoother AO but blurry
in the distance.
#define AO_DEBUG 0 //[0 to 2] Enables raw debug output. 1:
occlusion | 2: color bouncing (SSGI only!)
#define AO_LUMINANCE_CONSIDERATION 1 //[0 or 1] Enables dampening of AO
intensity on bright pixels, to preserve bright light sprites or beter lit areas.
Not for GI!
#define AO_LUMINANCE_LOWER 0.3 //[0.0 to 1.0] Lower brightness threshold
where AO starts to fade out. Below this threshold AO has full power.
#define AO_LUMINANCE_UPPER 0.6 //[0.0 to 1.0] Upper brightness threshold
where AO starts to fade out. Above this threshold AO is 0.
/*==============================================================================*/
//DEPTH OF FIELD - GLOBAL PARAMETERS
#define DOF_METHOD 2 //[1 to 4] 1: Ring DOF(Petka/martinsh) 2:
Magic DOF 3: GP65CJ042 DOF 4: Matso DOF
#define DOF_FOCUSPOINT float2(0.5,0.5) //[0.0 to 1.0] Screen
coordinates of focus point. First value is horizontal, second value is vertical
position. 0 is left/upper, 1 is right/lower.
#define DOF_NEARBLURCURVE 10.0 //[0.4 to X] Power of blur of closer-
than-focus areas.
#define DOF_FARBLURCURVE 0.5 //[0.4 to X] Elementary, my dear Watson:
Blur power of areas behind focus plane.
#define DOF_BLURRADIUS 15.0 //[5.0 to 50.0] Blur radius approximately
in pixels. Radius, not diameter.
#define DOF_MANUALFOCUS 1 //[0 or 1] Enables manual focus.
#define DOF_MANUALFOCUSDEPTH 0.1 //[0.0 to 1.0] Manual focus depth. 0.0
means camera is focus plane, 1.0 means sky is focus plane.
/*==============================================================================*\
| EFFECT PARAMETERS - IMAGE ENHANCEMENTS |
\*==============================================================================*/
//SHARPEN
#define fSharpBias 0.22 //[0.05 to 1.0] How big the sharpen
offset is (used to compare neighbor pixels to get sharpen amount
#define fSharpStrength 0.65 //[0.05 to 1.0] Amount of sharpening you
want.
#define fSharpClamp 0.050 //[0.2 to 2.0] Clamps the sharpening to a
maximum amount to prevent aliasing
//IMAGE GRAIN
#define fGrainSaturation 1.0 //[0.0 to 2.0] Saturation of Grain.
Higher means more colored noise, 0.0 means blacknwhite no TV signal noise.
#define fGrainIntensityBright 0.0 //[0.0 to 2.0] Intensity of Grain
in bright areas.
#define fGrainIntensityMid 0.0 //[0.0 to 2.0] Intensity of Grain in
midtone areas.
#define fGrainIntensityDark 0.1 //[0.0 to 2.0] Intensity of Grain in dark
areas.
//EXPLOSION
#define fExplosionRadius 10.5 //[0.2 to 100.0] Amount of effect you
want.
//SMAA
#define fSMAAThreshold 0.05 //[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 iSMAAMaxSearchSteps 90 //[0 to 98] Determines the radius SMAA
will search for aliased edges
#define iSMAAMaxSearchStepsDiag 16 //[0 to 32] Determines the radius
SMAA will search for diagonal aliased edges
#define iSMAACornerRounding 100 //[0 to 100] Determines the percent of
antialiasing to apply to corners. 0 seems to affect fine text the least so it's the
default.
#define iSMAAEdgeDetectionMode 2 //[1 to 3] 1: Luma edge detection
2: Color edge detection 3: Depth edge detection
#define bSMAAPredication 0 //[0 or 1] Enables predication which uses
BOTH the color and the depth texture for edge detection to more accurately detect
edges.
#define fSMAAPredicationThreshold 0.09 //[0.001 to 0.2] Threshold to be used in
the depth buffer.
#define fSMAAPredicationScale 1.0 //[0.5 to 4.0] How much to scale the
global Threshold used for luma or color edge detection when using predication
#define fSMAAPredicationStrength 20.4 //[0.1 to 1.0] How much to locally
decrease the Threshold.
#define iSMAADebugOutput 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.
//HEAT HAZE
#define fHeatHazeSpeed 2.0 //[0.5 to 10.0] Speed of heathaze waves
#define fHeatHazeOffset 5.0 //[0.5 to 20.0] Amount of image
distortion caused by heathaze effect
#define fHeatHazeTextureScale 1.0 //[0.5 to 5.0] Scale of source
texture, affecting the tile size. Use Heathaze debug effect for better visible
effect.
#define fHeatHazeChromaAmount 0.6 //[0.0 to 2.0] Amount of color
shift caused by heat haze. Linearly scales with fHeatHazeOffset.
#define bHeatHazeDebug 0 //[0 or 1] Enables raw texture output for
debugging purposes. Useful for texture experiments.
/*==============================================================================*\
| EFFECT PARAMETERS - OVERLAYS |
\*==============================================================================*/
//HD6VIGNETTE
#define fHD6VignetteMode 1 //[1 to 3] Vignette Alignment 1: Left and
right | 2: top and bottom | 3: corners.
#define fHD6VignetteTop 0.7 //[0.3 to 1.5] Top/left (depending on
mode) height of bar.
#define fHD6VignetteBottom 0.7 //[0.3 to 1.5] Bottom/right (depending on
mode) height of bar.
#define fHD6VignetteRoundness 0.0 //[0.0 to 100000.0] Amount of circularism
(new word invented hoho), 0 means linear vignette, 100000.0 means rougly total
circle.
#define fHD6VignetteColorDistort 0.0 //[0.0 to 5.0] Distorts the colors.
#define fHD6VignetteContrast 11.6 //[0.0 to 20.0] Contrast of vignette
curve.
#define fHD6VignetteBorder 6.5 //[0.0 to 5.0] Vignette Border factor.
//STANDARDVIGNETTE
#define fVignetteAmount 2.9 //[0.0 to 5.0] Amount of vignette color
change.
#define fVignetteCurve 1.5 //[0.0 to 5.0] Curve of vignette color
change.
#define fVignetteRadius 0.95 //[0.0 to 5.0] Radius from center where
vignette color change kicks in.
#define fVignetteColor float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB
vignette color.
//BORDER
#define fBorderWidth float2(10,10) //[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 fBorderRatio float(1920.0 / 1080.0) //[0.1 to 10.0] Set the desired
ratio for the visible area. You MUST use floating point - Integers do not work
right.
#define fBorderColor float3(1.0, 0.0, 0.0) //[0.0 to 1.0] What color the
border should be. In RGB colors, 0,0,0 is black, 1,1,1 is pure white.
//END
#define DISABLESPLASH 1 //[0 or 1] Disables the "MasterEffect"
splash screen everytime