pcsx2/bin/shaders/GSdx_FX_Settings.ini

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/*===============================================================================*\
|######################## [GSdx FX Suite v2.20] ########################|
|########################## By Asmodean ##########################|
|| ||
|| This program is free software; you can redistribute it and/or ||
|| modify it under the terms of the GNU General Public License ||
|| as published by the Free Software Foundation; either version 2 ||
|| of the License, or (at your option) any later version. ||
|| ||
|| This program is distributed in the hope that it will be useful, ||
|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
|| GNU General Public License for more details. (c)2014 ||
|| ||
|#################################################################################|
\*===============================================================================*/
//#NOTICE: This post-processing suite requires Direct3D10(Shader Model 4.0), or higher.
/*------------------------------------------------------------------------------
[DEFINITIONS & ON/OFF OPTIONS]
------------------------------------------------------------------------------*/
//---------------------------#[CHOOSE EFFECTS]#--------------------------------\\
//-#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use gsdx fx antialiasing OR FS filtering. Not both.
#define UHQ_FXAA 0 //#High Quality Fast Approximate Anti Aliasing. Adapted for GSdx from Timothy Lottes FXAA 3.11. If using GSdx's internal FXAA, this equals FXAA2x. [3D]
//-#[FS SCALING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both.
#define BILINEAR_FILTERING 0 //#BiLinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures. [2D]
#define BICUBIC_FILTERING 0 //#Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures. [2D]
#define GAUSSIAN_FILTERING 0 //#Gaussian Fullscreen Texture Filtering. Gaussian filtering - strong to extra strong filtering of textures. [2D]
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#define BICUBLIC_SCALER 0 //#Bicubic Interpolation Scaling. Uses BCS on up scaling, and downsampling of games, for smoother scaling.
#define LANCZOS_SCALER 0 //#Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling.
//-#[LIGHTING & COLOUR] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) use Bloom & Tonemapping together]
#define BLENDED_BLOOM 1 //#High Quality Bloom, using blend techniques. Blooms naturally, per environment.
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#define SCENE_TONEMAPPING 1 //#HDR Scene Tonemapping & RGB Colour Correction. Corrects colour, and tone maps the scene.
#define GAMMA_CORRECTION 1 //#RGB Gamma Correction. sRGB->Linear->sRGB correction curve. Enable for games with incorrect gamma.
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#define TEXTURE_SHARPEN 0 //#Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity.
#define PIXEL_VIBRANCE 0 //#Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original saturation.
#define S_CURVE_CONTRAST 0 //#S-Curve Scene Contrast Enhancement. Locally adjusts contrast using S-curves.
#define COLOR_GRADING 0 //#Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones.
#define CEL_SHADING 0 //#PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games.
//-#[TV EMU TECHNIQUES] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc.
#define SCANLINES 0 //#Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res.
#define VIGNETTE 0 //#Darkens the edges of the screen, to make it look more like it was shot with a camera lens.
#define DITHERING 0 //#Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding.
#define PX_BORDER 0 //#Creates a pixel border, as a workaround for the bright edge that using hardware antialiasing(MSAA) can cause. (Ported by request from SFX).
/*------------------------------------------------------------------------------
[EFFECT CONFIG OPTIONS]
------------------------------------------------------------------------------*/
//##[FXAA OPTIONS]##
#define FxaaSubpixMax 0.25 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only.
#define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra.
#define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. When enabled: Only luma edge pixels are antialiased. When disabled: the entire scene is antialiased(FSAA).
//##[BILINEAR OPTIONS]##
#define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering.
#define OffsetAmount 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.
//##[BICUBIC OPTIONS]##
#define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering.
#define BicubicStrength 0.75 //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering.
#define PixelOffset 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.
//##[GAUSSIAN OPTIONS]##
#define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering.
#define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering.
//##[BLOOM OPTIONS]##
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#define BloomType BlendGlow //[BlendGlow, BlendLuma, BlendAddLight, BlendScreen, BlendOverlay] The type of blending for the bloom. Glow & Overlay are dynamic.
#define BloomStrength 0.250 //[0.100 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
#define BlendStrength 1.000 //[0.100 to 1.000] Strength of the bloom blend. Lower for less blending, higher for more. (Default: 1.000).
#define BloomWidth 4.000 //[1.000 to 8.000] Width of the bloom 'glow' spread. 0.000 = off. Scales with BloomStrength. (Default: 4.000).
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#define BloomCutoff 0.05 //[0.00 to 1.00] Threshold for the bloom affecting darker areas. This is done automatically by the bloom, but I've included this setting to provide some control.
#define BloomReds 1.00 //[0.00 to 8.00] Red channel component of the RGB correction curve. Higher values equals red reduction. 1.00 is default.
#define BloomGreens 1.00 //[0.00 to 8.00] Green channel component of the RGB correction curve. Higher values equals green reduction. 1.00 is default.
#define BloomBlues 1.00 //[0.00 to 8.00] Blue channel component of the RGB correction curve. Higher values equals blue reduction. 1.00 is default.
//##[TONEMAP OPTIONS]##
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#define TonemapType 1 //[0|1|2] Type of base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 is HDR filmic(palette alterations for more of a film style).
#define ToneAmount 0.25 //[0.00 to 1.00] Tonemap strength (scene correction) higher for stronger tone mapping, lower for lighter. (Default: ~ 0.20)
#define BlackLevels 0.30 //[0.00 to 1.00] Black level balance (shadow correction). Increase to lighten blacks, lower to deepen them. (Default: ~ 0.30)
#define Exposure 1.00 //[0.10 to 2.00] White correction (brightness) Higher values for more Exposure, lower for less.
#define Luminance 1.00 //[0.10 to 2.00] Luminance average (luminance correction) Higher values to decrease luminance average, lower values to increase luminance.
#define WhitePoint 1.02 //[0.10 to 2.00] Whitepoint avg (lum correction) Use to alter the scene whitepoint average. Raising can give a cinema look.
//##[CORRECTION OPTIONS]##
#define CorrectionPalette 1 //[0|1|2|3] The colour correction palette type. 1: RGB, 2: YUV, 3: XYZ, 0: off. 1 is default. This requires tone mapping enabled.
#define RedCurve 1.00 //[1.00 to 8.00] Red channel component of the RGB correction curve. Higher values equals red reduction. 1.00 is default.
#define GreenCurve 1.00 //[1.00 to 8.00] Green channel component of the RGB correction curve. Higher values equals green reduction. 1.00 is default.
#define BlueCurve 1.00 //[1.00 to 8.00] Blue channel component of the RGB correction curve. Higher values equals blue reduction. 1.00 is default.
//##[FILMIC OPTIONS]##
#define FilmicProcess 0 //[0 or 1] Filmic cross processing. Alters the mood of the scene, for more of a filmic look. Typically best suited to realistic style games.
#define RedShift 0.50 //[0.10 to 1.00] Red colour component shift of the filmic tone shift. Alters the red balance of the shift. Requires FilmicProcess.
#define GreenShift 0.45 //[0.10 to 1.00] Green colour component shift of the filmic tone shift. Alters the green balance of the shift. Requires FilmicProcess.
#define BlueShift 0.45 //[0.10 to 1.00] Blue colour component shift of the filmic tone shift. Alters the blue balance of the shift. Requires FilmicProcess.
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#define ShiftRatio 0.33 //[0.10 to 1.00] The blending ratio for the base colour and the colour shift. Higher for a stronger effect. Requires FilmicProcess.
//##[SHARPEN OPTIONS]##
#define SharpeningType 2 //[1 or 2] The type of sharpening to use. Type 1 is a High Pass Gaussian. Type 2 is a higher quality(slightly slower) Bicubic Sampling type.
#define SharpenStrength 0.75 //[0.10 to 1.00] Strength of the texture luma sharpening effect. This is the maximum strength that will be used.
#define SharpenClamp 0.015 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping.
#define SharpenBias 1.00 //[1.00 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen.
#define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly.
//##[GRADING OPTIONS]##
#define RedGrading 1.00 //[0.0 to 3.0] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones.
#define GreenGrading 1.00 //[0.0 to 3.0] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones.
#define BlueGrading 1.00 //[0.0 to 3.0] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones.
#define GradingStrength 0.25 //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount.
#define Correlation 1.00 //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded.
//##[CSHADE OPTIONS]##
#define EdgeStrength 1.50 //[0.00 to 4.00] Overall strength of the cel edge outline effect. 0.00 = no outlines.
#define EdgeFilter 0.60 //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc. Raise to filter out more edges.
#define EdgeThickness 1.00 //[0.50 to 4.00] Thickness of the cel edges. Increase for thicker outlining. Note: when downsampling, raise this further to keep the edges as noticeable.
#define PaletteType 2 //[1|2|3] The colour palette to use. 1 is Game Original, 2 is Animated Shading, 3 is Water Painting (Default is 2: Animated Shading). #!Options below don't affect palette 1.
#define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base colour luma calculations. Yuv luma can produce a better shaded look, but if it looks odd, disable it for that game.
#define LumaConversion 1 //[0 or 1] Uses BT.601, or BT.709, RGB<-YUV->RGB conversions. Some games prefer 601, but most prefer 709. BT.709 is typically recommended.
#define ColorRounding 1 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others. Try it in-game and see.
//##[SCANLINE OPTIONS]##
#define ScanlineType 0 //[0|1|2] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy)
#define ScanlineScale 0.50 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems.
#define ScanlineIntensity 0.18 //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.18 for ScanlineType 0|1|2, 0.50 for ScanlineType 3.
#define ScanlineBrightness 1.00 //[0.50 to 2.00] The brightness of the scanlines. Defaults: 2.00 for ScanlineType 0|1|2, 1.50 for ScanlineType 3.
//##[VIGNETTE OPTIONS]##
#define VignetteRatio 1.77 //[0.15 to 6.00] Sets the espect ratio of the vignette. 1.77 for 16:9, 1.60 for 16:10, 1.33 for 4:3, 1.00 for 1:1.
#define VignetteRadius 1.10 //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center
#define VignetteAmount 0.25 //[0.00 to 1.00] Strength of black edge occlusion. Increase for higher strength, decrease for lower.
#define VignetteSlope 12 //[2|4|8|10|12|16] How far away from the center the vignetting will start.
//##[CONTRAST OPTIONS]##
#define CurveType 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define CurvesContrast 0.35 //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening.
//##[VIBRANCE OPTIONS]##
#define Vibrance 0.20 //[-1.00 to 1.00] Adjust the vibrance of pixels depending on their original saturation. 0.00 is original vibrance.
//##[GAMMA OPTIONS]##
#define Gamma 2.20 //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)
//##[DITHERING OPTIONS]##
#define DitherMethod 2 //[1 or 2] 1 is Ordering dithering(faster, lower quality), 2 is Random dithering (better dithering, but not as fast)
//##[BORDER OPTIONS]##
#define BorderWidth float2(2, 2) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define BorderColor float3(0, 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.
//[END OF USER OPTIONS]