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SweetFX Settings
SweetFX Settings
/ Description /
'------------------------------------------------------------/
Game:
Preset:
SweetFX: v2.0 Preview 8 by CeeJay.dk
API hook: Reshade by Crosire
This is a preview release meant to allow users to beta test SweetFXs 2.0 new
injector called ReShade.
More features, bugfixes and performance optimizations will come before release.
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// 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 : Smoothens jagged
lines using the SMAA technique.
#define USE_FXAA 1 //[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 1 //[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 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 just 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 : Distorts the lens
cubicly. (WIP)
/*-----------------------------------------------------------.
/ Ascii settings /
'-----------------------------------------------------------*/
#define Ascii_input_image 1 //[1 or 2] 1 = Color buffer,
2 = Depth buffer.
#define Ascii_spacing 1 //[0 to 9] Determines the
spacing between characters. I feel 1 to 3 looks best.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.10 //[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_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection
threshold. Same as above but for the depth edge detection. This can go insanely low
and still look good.
#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.
/*-----------------------------------------------------------.
/ 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 0.75 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 0.75 //[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
/*-----------------------------------------------------------.
/ Pixel Art CRT /
'-----------------------------------------------------------*/
// -- 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
// -- 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 20.25 //[0.00 to 50.00] Threshold for what is a
bright 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
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 0.95 //[0.00 to 8.00] Strangely lowering this makes
the image brighter
#define radius2 0.80 //[0.00 to 8.00] Raising this seems to make the
effect stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of
sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 3 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal,
3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 //[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.
/*----------------------------------------------------------.
/ Notalgia settings /
'----------------------------------------------------------*/
//Nothing here yet, but you will get to set the palette to use and toggle
dithering, and maybe pixelate the image .. once the effect is done.
//For now it just displays the image with a C64 palette
/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point 16 //[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 235 //[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 0.40 //[0.00 to 1.00]
#define TechniPower 4.00 //[0.00 to 8.00]
#define redNegativeAmount 0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount 0.88 //[0.00 to 1.00]
/*-----------------------------------------------------------.
/ TECHNICOLOR 2 settings /
'-----------------------------------------------------------*/
#define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of
Red channel. Higher means darker and more intense colors.
#define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of
Green channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of
Blue channel. Higher means darker and more intense colors.
#define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness
Adjustment, higher means brighter image.
#define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of
Technicolor effect. 0.0 means original image.
#define Technicolor2_Saturation 0.7 //[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 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 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
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows
for Red, Green and Blue.
#define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones
for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.000) //[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 Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the
colors
#define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[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 0.15 //[-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(1.00, 1.00, 1.00) //[-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 0.15 //[-1.00 to 1.00] The amount of contrast you want
/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#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 0.20 //[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.
//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 2 //[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
/*-----------------------------------------------------------.
/ Transition /
'-----------------------------------------------------------*/
/*-----------------------------------------------------------.
/ Depth /
'-----------------------------------------------------------*/
#define Depth_z_near 0.01 //[0.00001 to 100000.0] Camera z near
#define Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far,
must be further than the near value.
/*-----------------------------------------------------------.
/ Custom settings /
'-----------------------------------------------------------*/
#define custom_strength 1.1 //[0.00 to 1.00] Adjust the strength of the effect