You are on page 1of 3

/*-----------------------------------------------------------.

/ Description /
'------------------------------------------------------------/
Game: Black Mesa
SweetFX version: 1.2
Author: CeeJay.dk
Description:
These are the settings I'm currently using for Black Mesa.
I've lowered the SMAA_THRESHOLD to 0.08 to catch some edges that
went undetected and I'm using very conservative sharpening,
vibrance and vignette and using dither to make the vignette
look smoother.

/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1 // Also sharpens the antialiased edges which makes the
m less smooth - I'm working on fixing that.
#define USE_BLOOM 0 // Bloom makes bright lights bleed their light into th
eir surroundings (relatively high performance cost)
#define USE_HDR 0 // Not actual HDR - It just tries to mimic an HDR look
(relatively high performance cost)
#define USE_TECHNICOLOR 0
#define USE_TONEMAP 0
#define USE_VIBRANCE 1 // Intelligently saturates (or desaturates if you use
negative values) the pixels depending on their original saturation.
#define USE_SEPIA 0
#define USE_VIGNETTE 1 // Darkens the edges of the image to make it more look
like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 1 // Applies dithering to simulate more colors than your
monitor can display. This lessens banding artifacts.

/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.08 // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 16 // [0-98] Determines the radius SMAA will
search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [0-16] Determines the radius SMAA will
search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 // [0-100] Determines the percent of antia
liasing to apply to corners.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower
but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0 // Using DX9 HARDWARE? (software version d
oesn't matter) if so this needs to be 1 - If not, leave it at 0.

/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.55 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.035 // [0.0-1.0]Limits maximum amount of sharpening a pix
el recieves
// -- Advanced sharpening settings --
#define pattern 4 // Choose a sample pattern [ 1, 2, 3 or 4 ] - I sugge
st 2
#define offset_bias 1.0 // [0.0-6.0](1.0) Offset bias adjusts the radius of t
he sampling pattern.
// I designed the pattern for offset_bias 1.0, but fe
el free to experiment.
// -- Debug settings --
#define splitscreen 0 // Enables the before-and-after splitscreen compariso
n mode. Left side is before.
#define show_sharpen 0 // Visualize the strength of the sharpen (multiplied
by 4 to see it better)

/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 20.25
#define BloomPower 1.446
#define BloomWidth 0.0142
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.40 // Strangely lowering this makes the image brighter
#define radius2 0.95 // Raising this seems to make the effect stronger and als
o brighter

/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.11
#define TechniPower 2.8
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88

/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.0
#define Exposure -0.1
#define Saturation 0
#define Bleach 0
#define Defog 0.01
#define FogColor float4(2.55, 2.55, 0, 0)

/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.10 //Intelligently saturates (or desaturates if you use nega
tive values) the pixels depending on their original saturation.

/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#define ColorTone float3(1.12, 0.66, 0.20)
#define SepiaPower 0.11
#define GreyPower 0.88

/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteRadius 1.10 // lower values = stronger radial effect from cente
r
#define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Ma
x White.
#define VignetteSlope 8 // How far away from the center the change should s
tart to really grow strong (odd numbers cause a larger fps drop than even number
s)
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.

/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

You might also like