Reshade: a new way to increase GP4 visual effects? Date: April 10, 2015 11:16PM Posted by: Rot Teufel | Registered: 16 years ago |
#define SMAA_THRESHOLD 0.12 //[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 36 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 70 //[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. // -- Advanced SMAA settings -- #define SMAA_EDGE_DETECTION 1 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card. // -- SMAA Predication settings -- #define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges. #define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer. #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication #define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold. // -- Debug SMAA settings -- #define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this.
#define Curves_mode 0 //[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 0.35 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 7 //[1|2|3|4|5|6|7|8|9|10|11] 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. 11 = Polynomial split. //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.
// -- Sharpening -- #define sharp_strength 0.80 //[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 2 //[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. // -- Debug sharpening settings -- #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
#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 1.280 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 12:55AM Posted by: Excalibur | Registered: 17 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 07:31AM Posted by: Atticus. | Registered: 15 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 08:40AM Posted by: Rot Teufel | Registered: 16 years ago |
Registered: 20 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 10:12AM Posted by: Rot Teufel | Registered: 16 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 02:20PM Posted by: kerleyf1 | Registered: 16 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 02:36PM Posted by: Kimi-The-Champ | Registered: 17 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 02:40PM Posted by: Rot Teufel | Registered: 16 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 02:54PM Posted by: maxi82 | Registered: 17 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 03:11PM Posted by: Excalibur | Registered: 17 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 03:27PM Posted by: maxi82 | Registered: 17 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 03:38PM Posted by: RenaultRS10 | Registered: 11 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 04:15PM Posted by: Rot Teufel | Registered: 16 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 04:40PM Posted by: maxi82 | Registered: 17 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 04:47PM Posted by: Rot Teufel | Registered: 16 years ago |
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Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 07:31PM Posted by: maxi82 | Registered: 17 years ago |
Re: Reshade: a new way to increase GP4 visual effects? Date: April 11, 2015 07:43PM Posted by: salvasirignano | Registered: 16 years ago |
Registered: 17 years ago |