mirror of https://github.com/PCSX2/pcsx2.git
Update GSdx_FX_Settings.ini
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/*===============================================================================*\
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|######################## [GSdx FX Suite v2.30] ########################|
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|######################## [GSdx FX Suite v2.40] ########################|
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|########################## By Asmodean ##########################|
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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)2015 ||
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|| GNU General Public License for more details. (c)2016 ||
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|#################################################################################|
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\*===============================================================================*/
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#define COLOR_CORRECTION 0 //# 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 1 //# Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original color saturation.
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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 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 LOTTES_CRT 0 //# Timothy Lottes CRT emulation effect. Similar to scanlines, but with more control options. Ported by request.
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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 DEBANDING 0 //# Applies a debanding effect, to minimize banding artifacts. Which is usually very prevalent in skyboxes (for example).
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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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//##[SCENE TONEMAPPING]
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#define TonemapType 1 //[0|1|2|3] The base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 & 3 are Filmic HDR(slight grading).
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#define TonemapMask 0 //[0 or 1] Enables an ALU tone masking curve. Produces a nice cinematic look. Suits some games more than others.
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#define MaskStrength 0.30 //[0.000 to 1.000] Strength of the tone masking. Higher for a stronger effect. This is a dependency of TonemapMask.
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#define MaskStrength 0.25 //[0.000 to 1.000] Strength of the tone masking. Higher for a stronger effect. This is a dependency of TonemapMask.
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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 0.060 //[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 ChannelR 1.20 //[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 1.60 //[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 1.80 //[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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#define PaletteStrength 2.00 //[0.00 to 4.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation.
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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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//##[CEL SHADING]
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#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.
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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.
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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 to keep the same thickness.
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#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).
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#define EdgeFilter 0.75 //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc.
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#define EdgeThickness 1.20 //[0.50 to 2.00] Thickness of the cel edges. Increase for thicker outlining. Note: when downsampling, raise this to keep the same thickness.
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#define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base color luma calculations. Yuv luma can produce a better shaded look.
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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.
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#define ColorRounding 0 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others.
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//##[PAINT SHADING]
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#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.
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//##[GAMMA_CORRECTION]
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#define Gamma 2.20 //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)
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//##[LOTTES_CRT]
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#define MaskingType 1 //[1|2|3|4] The type of CRT shadow masking used. 1: compressed TV style, 2: Aperture-grille, 3: Stretched VGA style, 4: VGA style.
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#define ScanBrightness -8.00 //[-16.0 to 1.0] The overall brightness of the scanline effect. Lower for darker, higher for brighter.
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#define FilterCRTAmount 0.10 //[-4.0 to 1.0] The amount of filtering used, to replicate the TV CRT look. Lower for less, higher for more.
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#define HorizontalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the horizontal (x) axis of the screen. Use small increments.
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#define VerticalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the verticle (y) axis of the screen. Use small increments.
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#define MaskAmountDark 0.50 //[0.0 to 1.0] The value of the dark masking line effect used. Lower for darker lower end masking, higher for brighter.
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#define MaskAmountLight 1.50 //[0.0 to 2.0] The value of the light masking line effect used. Lower for darker higher end masking, higher for brighter.
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#define ResolutionScale 0.90 //[0.1 to 1.0] The scale of the resolution reduction effect. Where 1 is the default res. Lowering this can give off a nice retro TV look.
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//##[SCANLINES]
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#define ScanlineType 0 //[0|1|2] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy)
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#define ScanlineScale 0.50 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems.
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#define DitherMethod 2 //[1 or 2] 1: Ordered grid dithering(faster), 2: random dithering(higher quality). Hardware dithering is also enabled by default.
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#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.
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//##[DEBANDING]
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#define DebandRadius 32.0 //[0.0 to 1024.0] Sampling radius, higher values will reduce further banding but might also reduce details.
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#define DebandThreshold 0.017 //[0.000 to 0.100] Threshold, higher values will reduce further banding but might also reduce details and increase noise.
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#define DebandSampleCount 4 //[1 to 8] Sample count, higher values are better. But also have a higher performance cost.
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#define DebandOffsetMode 3 //[1|2|3] 1 = cross (axis aligned, fast), 2 = diagonal (45 degrees, slower), 3 = box (fully random, slower).
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#define DebandDithering 1 //[0|1|2|3] Additional dithering options to smoothen the output. 0 = No dithering 1 = Ordered dithering, 2 = Random dithering, 3 = Iestyn's RGB dither (Valve).
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//##[PX_BORDER]
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#define BorderWidth float2(2, 2) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
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#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.
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