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//============================================//

//
Quentin Tarantino
//
//
Presents
//
//============================================//
// Effects are listed in the order that they are applied.
// Set to 1 for ON or 0 for OFF
#define USE_ASCII
0 //[0 or 1] Ascii : Converts the image
to Ascii-art.
#define USE_CARTOON
0 //[0 or 1] Cartoon : "Toon"s the image
.
#define USE_SMAA
0 //[0 or 1] SMAA Anti-aliasing : Smooth
ens jagged lines using the SMAA technique.
#define USE_FXAA
1 //[0 or 1] FXAA Anti-aliasing : Smooth
ens jagged lines using the FXAA technique.
#define USE_EXPLOSION
0 //[0 or 1] Explosion : Scatters the pi
xels, making the image look fuzzy.
#define USE_CA
0 //[0 or 1] Chromatic Aberration : Mimi
cs 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 fo
r pixel art (high performance cost)
#define USE_BLOOM
0 //[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 j
ust tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN
1 //[0 or 1] LumaSharpen : Sharpens the
image.
#define USE_LENS_DISTORTION
0 //[0 or 1] Cubic Lens Distortion : Dis
torts the lens cubicly.
#define USE_PALETTE
0 //[0 or 1] Palette : Matches the color
to a constrained palette.
#define USE_LEVELS
1 //[0 or 1] Levels : Sets a new black a
nd 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 m
imic the look of an old movie using the Technicolor three-strip color process (T
echicolor Process 4)
#define USE_DPX
1 //[0 or 1] Cineon DPX : Should make th
e image look like it's been converted to DXP Cineon - basically it's another mov
ie-like look similar to technicolor.
#define USE_MONOCHROME
0 //[0 or 1] Monochrome : Monochrome mak
es the colors disappear.
#define USE_COLORMATRIX
0 //[0 or 1] Color Matrix : Allows color
modification using a user-defined color matrix.
#define USE_LIFTGAMMAGAIN
0 //[0 or 1] Lift Gamma Gain : Adjust br
ightness and color of shadows, midtones and highlights.
#define USE_TONEMAP
1 //[0 or 1] Tonemap : Adjust gamma, exp
osure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE
1 //[0 or 1] Vibrance : Intelligently sa
turates (or desaturates if you use negative values) the pixels depending on thei
r original saturation.
#define USE_CURVES
1 //[0 or 1] Curves : Contrast adjustmen
ts using S-curves.
#define USE_SEPIA
0 //[0 or 1] Sepia : Sepia tones the ima
ge.
#define USE_FILMICPASS
0 //[0 or 1] Filmic Pass: Applies some c

ommon color adjustments to mimic a more cinema-like look.


#define USE_REINHARDLINEAR
0 //[0 or 1] Reinhard: Reinhard mixed wi
th some linear tonemapping.
#define USE_VIGNETTE
0 //[0 or 1] Vignette : Darkens the edge
s of the image to make it look more like it was shot with a camera lens. May cau
se banding artifacts.
#define USE_FILMGRAIN
0 //[0 or 1] Film Grain : Adds film grai
n 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 arti
facts (mostly caused by Vignette)
#define USE_BORDER
0 //[0 or 1] Border : Can be used to cre
ate letterbox borders around the image.
#define USE_SPLITSCREEN
0 //[0 or 1] Splitscreen : Enables the b
efore-and-after splitscreen comparison mode. (Only partially working right now)
#define USE_Transition
0 //[0 or 1] Transition : Shows transiti
ons to the regularly scheduled programming
//===========================================//
//
Ascii
//
//
Settings
//
//===========================================//
#define Ascii_input_image
1 //[1 or 2] 1 = Color buffe
r, 2 = Depth buffer.
#define Ascii_spacing
1 //[0 to 9] Determines the
spacing between characters. I feel 1 to 3 looks best.
#define Ascii_font
2 //[1 or 2] 1 = 5x5 font, 2
= 3x5 font
#define Ascii_font_color
float3(255, 255, 255) //[0 to 255, 0 to 255, 0 t
o 255] What color the font should be. In integer RGB colors.
#define Ascii_background_color float3(0, 0, 0)
//[0 to 255, 0 to 255, 0 t
o 255] What color the background should be. In integer RGB colors.
#define Ascii_swap_colors
0 //Swaps the font and backg
round color when you are too lazy to edit the settings above (I know I am)
#define Ascii_invert_brightness
#define Ascii_font_color_mode
1 = image color, 2 = colorized grayscale
#define Ascii_ToggleKey

0
1

//[0 or 1]
//[0 to 2] 0 = font_color,

RFX_ToggleKey

//===========================================//
//
Transition
//
//
Settings
//
//===========================================//
#define Transition_time
5000 //[1 to 60000] Milliseconds the tr
ansition lasts (1000 milliseconds is 1 second)
#define Transition_texture
"Winners_Dont_Use_Drugs.png" //["filenam
e"] Filename for the texture to use. Put your custom textures in SweetFX/Texture
s/
#define Transition_texture_width
720 //Image width.
#define Transition_texture_height
480 //Image height.
#define Transition_type
ImageFadeOut //Can be "FadeIn", "FadeOut
", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
#define Transition_ToggleKey

RFX_ToggleKey

//===========================================//
//
SMAA Anti Aliasing
//

//
Settings
//
//===========================================//
#define SMAA_THRESHOLD
0.10 //[0.05 to 0.20] Edge detection thresh
old. If SMAA misses some edges try lowering this slightly. I prefer between 0.08
and 0.12.
#define SMAA_MAX_SEARCH_STEPS
16 //[0 to 98] Determines the radius SMAA
will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG
6 //[0 to 16] Determines the radius SMAA
will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING
0 //[0 to 100] Determines the percent of
antialiasing to apply to corners. 0 seems to affect fine text the least so it's
the default.
// -- Advanced SMAA settings -#define SMAA_EDGE_DETECTION
Color edge detection, 3 = Depth edge
#define SMAA_DIRECTX9_LINEAR_BLEND
re version doesn't matter) if so this

2 //[1|2|3] 1 = Luma edge detection, 2 =


detection
0 //[0 or 1] Using DX9 HARDWARE? (softwa
needs to be 1 - If not, leave it at 0.
//Enable this only if you use a Geforc
e 7xxx series or older card, or a Radeon X1xxx series or older card.
// -- SMAA Predication settings -#define SMAA_PREDICATION
0 //[0 or 1] Enables predication which u
ses BOTH the color and the depth texture for edge detection to more accurately d
etect edges.
#define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth b
uffer.
#define SMAA_PREDICATION_SCALE
2.0 // How much to scale the global thresh
old used for luma or color edge detection when using predication
#define SMAA_PREDICATION_STRENGTH
0.4 // How much to locally decrease the th
reshold.
// -- 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 n
eed to mess with this.
#define SMAA_ToggleKey

RFX_ToggleKey

//===========================================//
//
FXAA Anti Aliasing
//
//
Settings
//
//===========================================//
#define FXAA_QUALITY__PRESET
9 //[1 to 9] Choose the quality preset. 9
is the highest quality.
#define fxaa_Subpix
0.128 //[0.000 to 1.000] Choose the amount of
sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold
0.004 //[0.000 to 1.000] Edge detection thres
hold. The minimum amount of local contrast required to apply algorithm. Similar
to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin
0.002 //[0.000 to 1.000] Darkness threshold.
Pixels darker than this are not processed in order to increase performance.
#define FXAA_ToggleKey

RFX_ToggleKey

//===========================================//
//
Explosion
//
//
Settings
//
//===========================================//
#define Explosion_Radius
2.0
//[0.2 to 100.0] Amount of effect you w

ant.
#define Explosion_ToggleKey

RFX_ToggleKey

//===========================================//
//
Chromatic Aberration
//
//
Settings
//
//===========================================//
#define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] D
istance (X,Y) in pixels to shift the color components.
//For a slightly blurred look try fract
ional values (.5) between two pixels.
#define Chromatic_strength 0.5
//Adjust the strength of the effect.
#define CA_ToggleKey

RFX_ToggleKey

//===========================================//
//
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 fai
nter edges. You might need to increase the power to compensate. Whole numbers ar
e faster.
#define Cartoon_ToggleKey

RFX_ToggleKey

//===========================================//
//
Advanced CRT
//
//
Settings
//
//===========================================//
#define CRTAmount
0.07
//[0.00 to 1.00] Amount of CRT effect you
want
#define CRTResolution
1.15
//[1.0 to 8.0]
ow values gives the "low-res retro look"). Default is
#define CRTgamma
2.4
//[0.0 to 4.0]
efault 2.2)
#define CRTmonitorgamma
2.2
//[0.0 to 4.0]
(typically 2.2 is correct)
#define CRTBrightness
0.9
//[1.0 to 3.0]
a little. Default is 1.0
#define CRTScanlineIntensity 2.0
//[2.0 to 4.0]
integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1
//[0 or 1]
scanlines bloom effect". Default is on

Input size coefficent (l


1.2
Gamma of simulated CRT (d
Gamma of display monitor
Used to boost brightness
Scanlines intensity (use
Use the "new nongaussian

#define CRTCurvature
0
//[[0 or 1]
"Barrel effect" enable
d (1) or off (0)
#define CRTCurvatureRadius 1.5
//[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 ro
unded corner. Default is 0.001
#define CRTDistance
2.00
//[0.00 to 4.00]
Simulated distance fro
m viewer to monitor. Default is 2.00
#define CRTAngleX
0.00
//[-0.20 to 0.20]
Tilt angle in radians
(X coordinates)
#define CRTAngleY
0.00
//[-0.20 to 0.20]
Tilt angle in radians
(Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan
1.01
//[1.00 to 1.10]
Overscan (e.g. 1.02 fo

r 2% overscan). Default is 1.01


#define CRTOversample
1
//[0 or 1]
of the beam profile (warning : performance hit)
#define AdvancedCRT_ToggleKey

Enable 3x oversampling

RFX_ToggleKey

//===========================================//
//
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 = s
oft, -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 //
#define PixelArt_ToggleKey

RFX_ToggleKey

//===========================================//
//
Bloom
//
//
Settings
//
//===========================================//
#define BloomThreshold
20.25
//[0.00 to 50.00] Threshold for what is a b
right 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
#define Bloom_ToggleKey

RFX_ToggleKey

//===========================================//
//
HDR
//
//
Settings
//
//===========================================//
#define HDRPower
1.30
//[0.00 to 8.00] Strangely lowering this ma
kes the image brighter

#define radius2
0.87
//[0.00 to 8.00] Raising this seems to make
the effect stronger and also brighter
#define HDR_ToggleKey

RFX_ToggleKey

//===========================================//
//
Lumasharpen
//
//
Settings
//
//===========================================//
// -- Sharpening -#define sharp_strength 1.56 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp
0.038 //[0.000 to 1.000] Limits maximum amount of sharpe
ning a pixel recieves - Default is 0.035
// -- Advanced sharpening settings -#define pattern 1
//[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Norm
al, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.3 //[0.0 to 6.0] Offset bias adjusts the radius of the sa
mpling 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 (multi
plied by 4 to see it better)
#define LumaSharpen_ToggleKey

RFX_ToggleKey

//===========================================//
//
Shared Shaders
//
//
Settings
//
//===========================================//
//Below you can find all shared shader and their settings
#define SharedShader_ToggleKey
RFX_ToggleKey
//===========================================//
//
Levels
//
//
Settings
//
//===========================================//
#define Levels_black_point 10
//[0 to 255] The black point is the new black
- literally. Everything darker than this will become completely black. Default i
s 16.0
#define Levels_white_point 260
//[0 to 255] The new white point. Everything b
righter than this becomes completely white. Default is 235.0
//Colors between the two points will stretched, which increases contrast, but de
tails 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. R
ed = Some detail is lost in the highlights, Yellow = All detail is lost in the h
ighlights,
//
Blue = Some detail is lost in the
shadows, Cyan = All detail is lost in the shadows.
//===========================================//
//
Technicolor
//
//
Settings
//
//===========================================//

#define
#define
#define
#define
#define

TechniAmount
TechniPower
redNegativeAmount
greenNegativeAmount
blueNegativeAmount

0.40
4.00
0.88
0.88
0.88

//[0.00
//[0.00
//[0.00
//[0.00
//[0.00

to
to
to
to
to

1.00]
8.00]
1.00]
1.00]
1.00]

//===========================================//
//
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
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 2.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 i
s neutral.
#define RedC 0.36 //[0.60 to 0.20]
#define GreenC 0.36 //[0.60 to 0.20]
#define BlueC 0.38 //[0.60 to 0.20]
#define Blend 0.10

//[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] P
ercentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation
0.00
//[0.00 to 2.00] Per
centage of saturation to keep. Default is 0.00 , values above 1.00 boost saturat
ion above normal.
//===========================================//
//
Color-Matrix
//
//
Settings
//
//===========================================//
// Red

Green

Blue

// Red Green Blue


#define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00]
of Red, Green and Blue the new red value should contain - Should sum
if you don't wish to change the brightness
#define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00]
of Red, Green and Blue the new green value should contain - Should sum
if you don't wish to change the brightness
#define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00]
of Red, Green and Blue the new blue value should contain - Should sum
if you don't wish to change the brightness
#define ColorMatrix_strength 1.0
//===========================================//
//
Lift Gamma Gain
//

How much
to 1.000
How much
to 1.000
How much
to 1.000

//Adjust the strength

//
Settings
//
//===========================================//
#define RGB_Lift float3(1.006, 1.003, 0.982) //[0.000 to 2.000] Adjust shadows
for Red, Green and Blue.
#define RGB_Gamma float3(1.008, 1.002, 1.022) //[0.000 to 2.000] Adjust midtone
s for Red, Green and Blue
#define RGB_Gain float3(1.004, 1.003, 1.010) //[0.000 to 2.000] Adjust highlig
hts 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
1.0
//[0.000 to 2.000] Adjust midto
nes
#define Exposure
0.0
//[-1.000 to 1.000] Adjust exp
osure
#define Saturation
0.010
//[-1.000 to 1.000] Adjust sat
uration
#define Bleach
0.0
//[0.000 to 1.000] Brightens t
he shadows and fades the colors
#define Defog
0.0
//[0.000 to 1.000] How much of
the color tint to remove
#define FogColor float3(0.000, 0.00, 0.0) //[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] Int
elligently saturates (or desaturates if you use negative values) the pixels depe
nding on their original saturation.
#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.0
0 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 contr
ast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast
-0.50
//[-1.00 to 1.00] The amount of con
trast you want
// -- Advanced curve settings -#define Curves_formula
t s-curve you want to use.

//[1|2|3|4|5|6|7|8|9|10] The contras

//1 = Sine, 2 = Abs split, 3 = Smoot


hstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smooth
erstep
//7 = Abs add, 8 = Techicolor Cinest

yle, 9 = Parabola, 10 = Half-circles.


//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(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 t
o 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
//===========================================//
//
FilmicPass
//
//
Settings
//
//===========================================//
#define Strenght
0.10
//[0.05 to 1.5] Strength of the
color curve altering
#define BaseGamma
1.0
//[0.7 to 2.0] Gamma Curve
#define Fade
0.0
//[0.0 to 0.6] Decreases contras
t to imitate faded image
#define Contrast
0.8
//[0.5 to 2.0] Contrast.
#define FSaturation
0.00
#define FBleach
0.00
//[-0.5 to 1.0] More bleach mean
s more contrasted and less colorful image
#define FRedCurve
1.0
#define FGreenCurve
1.0
#define FBlueCurve
1.0
#define BaseCurve
1.5
#define EffectGammaR
1.0
#define EffectGammaG
1.0
#define EffectGammaB
1.0
#define EffectGamma
0.68
#define Linearization
0.6
//[0.5 to 2.0] Linearizes the co
lor curve
#define LumCoeff
float3(0.212656, 0.715158, 0.072186)
//===========================================//
//
ReinhardLinear
//
//
Settings
//
//===========================================//
#define ReinhardLinearWhitepoint
3.0
#define ReinhardLinearPoint
0.15
#define ReinhardLinearSlope
2.25
//[1.0 to 5.0] how steep the col
or curve is at linear point. You need color curve understanding to know what thi
s means, just experiment.
//===========================================//
//
Daltonize
//
//
Settings
//

//===========================================//
#define Daltonize_type 1
//[1|2|3] Type of colorblindness. 1 = Protanopia (mi
ssing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (
missing blue spectrum)
//===========================================//
//
Film Grain
//
//
Settings
//
//===========================================//
#define FilmGrain_intensity 0.48 //[0.00 to 1.00] How visible the grain is. High
er is more visible.
#define FilmGrain_variance 0.26 //[0.00 to 1.00] Controls the variance of the g
aussian noise. Lower values look smoother.
#define FilmGrain_SNR
8 //[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 gaussia
n 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 t
ime.
//===========================================//
//
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 2.00 //[-1.00 to 3.00] lower values = stronger radial e
ffect from center
#define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max B
lack, 1.00 = Max White.
#define VignetteSlope
2 //[2 to 16] How far away from the center the chang
e should start to really grow strong (odd numbers cause a larger fps drop than e
ven 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 ve
ry 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(0,100)
//[0 to 2048, 0 to 2048] (X,Y)-width o

f the border. Measured in pixels. If this is set to 0,0 then the border_ratio wi
ll be used instead
#define border_ratio float(1920.0 / 1080.0) //[0.1000 to 10.0000] Set the desir
ed ratio for the visible area. You MUST use floating point - Integers do not wor
k 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(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What colo
r the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,25
5,255 is full white.
//===========================================//
//
Splitscreen
//
//
Settings
//
//===========================================//
#define splitscreen_mode 1 //[1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Ver
tical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 spli
t, 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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