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SweetFX - Settings - Grand Theft Auto V - Quentin's Realistic Awakening
SweetFX - Settings - Grand Theft Auto V - Quentin's Realistic Awakening
//
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
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
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
#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
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
//===========================================//
//
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
How much
to 1.000
How much
to 1.000
How much
to 1.000
//
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.
//===========================================//
#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