mirror of https://github.com/PCSX2/pcsx2.git
GSdx FX 2.30 preview
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/*===============================================================================*\
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|######################## [GSdx FX Suite v2.20] ########################|
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|######################## [GSdx FX Suite v2.30] ########################|
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|########################## By Asmodean ##########################|
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|| ||
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|| This program is free software; you can redistribute it and/or ||
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|| This program is distributed in the hope that it will be useful, ||
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|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
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|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
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|| GNU General Public License for more details. (c)2014 ||
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|| GNU General Public License for more details. (c)2015 ||
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|| ||
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|#################################################################################|
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\*===============================================================================*/
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//#NOTICE: This post-processing suite requires Direct3D10(Shader Model 4.0), or higher.
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/*------------------------------------------------------------------------------
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[DEFINITIONS & ON/OFF OPTIONS]
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[DEFINITIONS & ON/OFF OPTIONS]
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------------------------------------------------------------------------------*/
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//---------------------------#[CHOOSE EFFECTS]#--------------------------------\\
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//--------------------------#[CHOOSE EFFECTS]#--------------------------------\\
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//-#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use gsdx fx antialiasing OR FS filtering. Not both.
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#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]
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//#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use gsdx fx antialiasing OR filtering. Not both together.
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#define UHQ_FXAA 0 //# High Quality Fast Approximate Anti Aliasing. If GSdx's internal FXAA is also enabled, this equals FXAA2x.[3D]
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//-#[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.
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#define BILINEAR_FILTERING 0 //#BiLinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures. [2D]
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#define BICUBIC_FILTERING 0 //#Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures. [2D]
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#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.
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#define LANCZOS_SCALER 0 //#Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling.
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//#[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.
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#define BILINEAR_FILTERING 0 //# Bilinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures.[2D]
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#define BICUBIC_FILTERING 0 //# Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures.[2D]
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#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.
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#define LANCZOS_SCALER 0 //# Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling.
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//-#[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]
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#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.
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#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.
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#define PIXEL_VIBRANCE 0 //#Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original saturation.
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#define S_CURVE_CONTRAST 0 //#S-Curve Scene Contrast Enhancement. Locally adjusts contrast using S-curves.
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#define COLOR_GRADING 0 //#Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones.
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#define CEL_SHADING 0 //#PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games.
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//#[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]
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#define BLENDED_BLOOM 1 //# High Quality SP Bloom. Soft lighting with blending techniques, for a natural looking bloom.
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#define SCENE_TONEMAPPING 1 //# HDR Scene Tonemapping. Layered component conversion, and applies scene tone mapping.
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#define COLOR_CORRECTION 1 //# Component Color Correction. Colorspace conversion, with correction curves, and multiple palette types.
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#define CROSS_PROCESSING 0 //# Filmic Cross Processing. Alters the tone of the scene, crossing the game's color set, with another.
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#define GAMMA_CORRECTION 0 //# RGB Gamma Correction. Fixed expansion to variable compression gamma correction curve.
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#define PIXEL_VIBRANCE 0 //# Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original color saturation.
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#define COLOR_GRADING 0 //# Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones.
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#define TEXTURE_SHARPEN 0 //# Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity.
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#define CURVE_CONTRAST 0 //# S-Curve Scene Contrast Enhancement. Locally adjusts contrast using a four-point cubic bezier spline.
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#define CEL_SHADING 0 //# PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games.
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#define PAINT_SHADING 0 //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy.
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//-#[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.
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#define SCANLINES 0 //#Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res.
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#define VIGNETTE 0 //#Darkens the edges of the screen, to make it look more like it was shot with a camera lens.
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#define DITHERING 0 //#Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding.
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#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).
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//#[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.
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#define SCANLINES 0 //# Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res.
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#define VIGNETTE 0 //# Darkens the edges of the screen, to make it look more like it was shot with a camera lens.
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#define SP_DITHERING 0 //# Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding.
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#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).
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/*------------------------------------------------------------------------------
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[EFFECT CONFIG OPTIONS]
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------------------------------------------------------------------------------*/
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//##[FXAA OPTIONS]##
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#define FxaaSubpixMax 0.00 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only.
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#define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra.
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#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).
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//##[UHQ_FXAA]
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#define FxaaSubpixMax 0.00 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only.
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#define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra.
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#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).
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//##[BILINEAR OPTIONS]##
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#define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering.
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#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.
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//##[BILINEAR_FILTERING]
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#define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering.
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#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.
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//##[BICUBIC OPTIONS]##
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#define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering.
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#define BicubicStrength 0.75 //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering.
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#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.
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//##[BICUBIC_FILTERING]
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#define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering.
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#define BicubicStrength 0.75 //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering.
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#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.
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//##[GAUSSIAN OPTIONS]##
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#define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering.
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#define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering.
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//##[GAUSSIAN_FILTERING]
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#define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering.
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#define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering.
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//##[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.
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#define BloomStrength 0.250 //[0.100 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
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#define BlendStrength 1.000 //[0.100 to 1.000] Strength of the bloom blend. Lower for less blending, higher for more. (Default: 1.000).
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#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 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.
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#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.
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#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.
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//##[BLENDED BLOOM]
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#define BloomType BlendGlow //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark.
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#define BloomStrength 0.220 //[0.000 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
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#define BlendStrength 1.000 //[0.000 to 1.000] Strength of the blending. This is a modifier based on bloom. 1.0 equates to 100% strength.
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#define BloomDefocus 2.000 //[1.000 to 4.000] The initial bloom defocus value. Increases the softness of light, bright objects, etc.
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#define BloomWidth 3.200 //[1.000 to 8.000] Width of the bloom. Adjusts the width of the spread and soft glow. Scales with BloomStrength.
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#define BloomReds 0.020 //[0.000 to 1.000] Red channel correction of the bloom. Raising will increase the bloom of reds.
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#define BloomGreens 0.010 //[0.000 to 1.000] Green channel correction of the bloom. Raising will increase the bloom of greens.
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#define BloomBlues 0.010 //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues.
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//##[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).
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#define ToneAmount 0.25 //[0.00 to 1.00] Tonemap strength (scene correction) higher for stronger tone mapping, lower for lighter. (Default: ~ 0.20)
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#define BlackLevels 0.08 //[0.00 to 1.00] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them. (Default: ~ 0.10)
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#define Exposure 1.00 //[0.10 to 2.00] White correction (brightness) Higher values for more Exposure, lower for less.
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#define Luminance 1.00 //[0.10 to 2.00] Luminance average (luminance correction) Higher values to decrease luminance average, lower values to increase luminance.
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#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.
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//##[SCENE TONEMAPPING]
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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(slight grading).
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#define FilmOperator 1 //[0 or 1] Enables the use of Filmic ALU tone mapping operations that can produce a nice cinematic look.
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#define FilmStrength 0.25 //[0.000 to 1.000] Strength of the filmic tone mapping. Higher for a stronger effect. This is a dependency of FilmicALU.
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#define ToneAmount 0.300 //[0.050 to 1.000] Tonemap strength (tone correction). Higher for stronger tone mapping, lower for lighter.
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#define BlackLevels 0.050 //[0.000 to 1.000] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them.
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#define Exposure 1.000 //[0.100 to 2.000] White correction (brightness). Higher values for more scene exposure, lower for less.
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#define Luminance 1.002 //[0.100 to 2.000] Luminance average (luminance correction). Higher values will lower scene luminance average.
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#define WhitePoint 1.002 //[0.100 to 2.000] Whitepoint average (wp lum correction). Higher values will lower the maximum scene white point.
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//##[CORRECTION OPTIONS]##
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#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.
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#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.
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#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.
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#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.
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//##[COLOR CORRECTION]
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#define CorrectionPalette 1 //[1|2|3|4|5] The colorspace palette type. 1: RGB, 2: YXY, 3: XYZ, 4: HSV, 5: YUV. Each one will produce a different combination of shades & hues.
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#define ChannelR 2.00 //[0.00 to 8.00] R(1), Y(2), X(3), H(4), Y(5) component channel varies with the colorspace used. Higher values increase correction strength.
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#define ChannelG 1.20 //[0.00 to 8.00] G(1), X(2), Y(3), S(4), U(5) component channel varies with the colorspace used. Higher values increase correction strength.
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#define ChannelB 1.60 //[0.00 to 8.00] B(1), Y(2), Z(3), V(4), V(5) component channel varies with the colorspace used. Higher values increase correction strength.
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#define PaletteStrength 1.00 //[0.00 to 2.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation.
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//##[FILMIC OPTIONS]##
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#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.
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#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.
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#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.
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#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 0.28 //[0.10 to 1.00] The blending ratio for the base colour and the colour shift. Higher for a stronger effect. Requires FilmicProcess.
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//##[CROSS PROCESSING]
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#define FilmicProcess 1 //[1|2|3] The color conversion type for the cross process. 1: cool, 2: warm, 3: dusk. You can achieve different results with each.
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#define RedShift 0.55 //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift.
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#define GreenShift 0.50 //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift.
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#define BlueShift 0.55 //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift.
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#define ShiftRatio 0.50 //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.
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//##[SHARPEN OPTIONS]##
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#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.
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#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.
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#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.
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#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.
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#define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly.
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//##[TEXTURE SHARPEN]
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#define SharpenStrength 0.75 //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used.
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#define SharpenClamp 0.012 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping.
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#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.
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#define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly.
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//##[GRADING OPTIONS]##
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#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.
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#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.
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#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.
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#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.
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#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.
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//##[PIXEL VIBRANCE]
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#define Vibrance 0.15 //[-1.00 to 1.00] Overall vibrance strength. Locally adjusts the vibrance of pixels depending on their original saturation.
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#define RedVibrance 1.00 //[-8.00 to 8.00] Red channel coefficient of the vibrance strength. Adjusting the vibrance of the red channel independently.
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#define GreenVibrance 1.00 //[-8.00 to 8.00] Green channel coefficient of the vibrance strength. Adjusting the vibrance of the green channel independently.
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#define BlueVibrance 1.00 //[-8.00 to 8.00] Blue channel coefficient of the vibrance strength. Adjusting the vibrance of the blue channel independently.
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//##[CSHADE OPTIONS]##
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#define EdgeStrength 1.50 //[0.00 to 4.00] Overall strength of the cel edge outline effect. 0.00 = no outlines.
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#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.
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#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.
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#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.
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#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.
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#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.
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#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.
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//##[COLOR_GRADING]
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#define RedGrading 1.20 //[0.00 to 3.00] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones.
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#define GreenGrading 1.10 //[0.00 to 3.00] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones.
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#define BlueGrading 1.10 //[0.00 to 3.00] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones.
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#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.
|
||||
|
||||
//##[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.
|
||||
//##[CEL SHADING]
|
||||
#define EdgeStrength 1.00 //[0.00 to 4.00] Overall strength of the cel edge outline effect. Affects the overall density. 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.
|
||||
#define EdgeThickness 1.00 //[0.50 to 4.00] Thickness of the cel edges. Increase for thicker outlining. Note: when downsampling, raise this to keep the same thickness.
|
||||
#define PaletteType 2 //[1|2|3] The color palette to use. 1 is Game Original, 2 is Animated Shading, 3 is Water Painting (Default is 2: Animated Shading).
|
||||
#define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base color luma calculations. Yuv luma can produce a better shaded look.
|
||||
#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.
|
||||
|
||||
//##[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.
|
||||
//##[PAINT SHADING]
|
||||
#define PaintMethod 2 //[1 or 2] The algorithm used for paint effect. 1: water painting, 2: oil painting. You may want to readjust the radius between the two.
|
||||
#define PaintRadius 4 //[2 to 8] Radius of the painted effect, increasing the radius also requires longer loops, so higher values require more performance.
|
||||
#define PaintStrength 1.00 //[0.00 to 1.00] The overall interpolated strength of the paint effect. Where 1.0 equates to 100% strength.
|
||||
|
||||
//##[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.
|
||||
//##[CURVE_CONTRAST]
|
||||
#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_CORRECTION]
|
||||
#define Gamma 2.20 //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)
|
||||
|
||||
//##[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)
|
||||
//##[SCANLINES]
|
||||
#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 1.02 //[0.50 to 2.00] The brightness of the scanlines. Defaults: 2.00 for ScanlineType 0|1|2, 1.50 for ScanlineType 3.
|
||||
|
||||
//##[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)
|
||||
//##[VIGNETTE]
|
||||
#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.
|
||||
|
||||
//##[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.
|
||||
//##[SUBPIXEL DITHERING]
|
||||
#define DitherMethod 2 //[1 or 2] 1: Ordered grid dithering(faster), 2: random dithering(higher quality). Hardware dithering is also enabled by default.
|
||||
#define ShowMethod 0 //[0 or 1] Shows the dithering method, based of the type of dithering selected. Useful for debugging, and confirmation of working order.
|
||||
|
||||
//##[PX_BORDER]
|
||||
#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]
|
||||
|
|
Loading…
Reference in New Issue