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/ Description /
'------------------------------------------------------------/
Game:
Author:
SweetFX version: 1.5/Boulotaur2024 Injector. +Chromatic Aberration Shader.
Description:
Please note when tweaking settings that higher numbers does not always equal better
(nor does lower).
Finding the best settings for your game and your taste is about finding just the
right amount to apply.
If you made a good setttings preset please share it with your friends, on forums
and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
This description field and the above Game and Author fields are here so you can
fill in your own details for the presets you create.
Just delete this description and fill in your own and then share it with the world.
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is
the highest quality.
#define fxaa_Subpix 0.1 //[0.000 to 1.000] Choose the amount of sub-
pixel aliasing removal.
#define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The
minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.3 //[0.000 to 1.000] Darkness threshold. Trims the
algorithm from processing darks.
/*-----------------------------------------------------------.
/ Chromatic aberration
/
'-----------------------------------------------------------*/
#define Chromatic_shift float2(15,10) //[-
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 0.1 //Adjust the
strength of the effect.
/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 0.2 //[0.2 to 100.0] Amount of effect you want.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 4.0 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 6.0 //[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 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).
/*----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you
want
/*-----------------------------------------------------------.
/ 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 1.30 //[0.00 to 8.00] Strangely lowering this makes the image
brighter
#define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect
stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.00 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.038 //[0.000 to 1.000] Limits maximum amount of
sharpening a pixel recieves - Default is 0.035
/*-----------------------------------------------------------.
/ Film grain settings /
'-----------------------------------------------------------*/
#define FilmGrainIntensity 0.46 //[0.00 to 1.00] Intensity of grain. Default is
0.46
#define FilmGrainExposure 20 //[0 to 100] Grain Exposure. Default is 40
(Lower -> darker noise)
#define FilmGrainSize 2 //[0 to 10] Size of the grain. Default is 2
(Higher -> thinner noise)
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 9.0 //[1.0 to 15.0]
#define Green 10.0 //[1.0 to 15.0]
#define Blue 9.0 //[1.0 to 15.0]
#define ColorGamma 1.6 //[0.1 to 2.5] Adjusts the colorfulness of the effect in
a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.2 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is
neutral.
/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00]
Percentage of RGB to include (should sum up to 1.00)
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.0 //[0.000 to 2.000] Adjust midtones
#define Exposure -0.250 //[-1.000 to 1.000] Adjust
exposure
#define Saturation -0.100 //[-1.000 to 1.000] Adjust
saturation
#define Bleach 0.170 //[0.000 to 1.000] Brightens
the 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 0.35 //[-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 -0.25 //[-1.00 to 1.00] The amount of
contrast you want
// -- Advanced curve settings --
#define Curves_formula 9 //[1|2|3|4|5|6|7|8|9|10] The contrast
s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 =
Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins
Smootherstep
//7 = Abs add, 8 = Techicolor
Cinestyle, 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 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 0.28 //[0.00 to 1.00] How much to tint the
image
/*-----------------------------------------------------------.
/ 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 -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max
Black, 1.00 = Max White.
#define VignetteSlope 6 //[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(0,0)
//[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(2.0 / 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.
/*-----------------------------------------------------------.
/ 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,
/*-----------------------------------------------------------.
/ Key settings /
'-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
// key_toggle_sweetfx = 45 ; 45 = Einfg
// key_screenshot = 35 ; 35 = Ende->
// key_reload_sweetfx = 46 ; 46 = Entf
/*-----------------------------------------------------------.
/ Misc settings /
'-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it
actually works)
// external_d3d9_wrapper = none
// external_dxgi_wrapper = none