Advertisement
noentiendero

THIEF SweetFX Preset

Apr 5th, 2014
188
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.35 KB | None | 0 0
  1. /*-----------------------------------------------------------.
  2. / Description /
  3. '------------------------------------------------------------/
  4.  
  5. Game: Thief
  6. SweetFX: v1.5.1
  7. Creator: LuminatX
  8.  
  9. Please share your presets and submit them to the SweetFX Settings Database :
  10. http://sfx.thelazy.net/games/
  11.  
  12.  
  13. /*-----------------------------------------------------------.
  14. / Choose effects /
  15. '-----------------------------------------------------------*/
  16.  
  17. // Set to 1 for ON or 0 for OFF
  18. #define USE_SMAA_ANTIALIASING 0 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  19. #define USE_FXAA_ANTIALIASING 0 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
  20. #define USE_CA 0 // [0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
  21. #define USE_EXPLOSION 0 // [0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  22. #define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
  23. #define USE_LEVELS 1 // [0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
  24. #define USE_ADVANCED_CRT 0 // [0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
  25. #define USE_BLOOM 1 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  26. #define USE_HDR 1 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  27. #define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  28. #define USE_GAUSSIAN 1 // [0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
  29. #define USE_FILMGRAIN 0 // [0 or 1] Filmgrain effect
  30. #define USE_TECHNICOLOR 0 // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
  31. #define USE_DPX 0 // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
  32. #define USE_MONOCHROME 0 // [0 or 1] Monochrome : Monochrome makes the colors disappear.
  33. #define USE_LIFTGAMMAGAIN 1 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
  34. #define USE_TONEMAP 1 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  35. #define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  36. #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
  37. #define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image.
  38. #define USE_VIGNETTE 0 // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
  39. #define USE_DITHER 0 // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
  40. #define USE_BORDER 0 // [0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
  41. #define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  42.  
  43. #define USE_CUSTOM 0 // [0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
  44.  
  45. /*-----------------------------------------------------------.
  46. / SMAA Anti-aliasing settings /
  47. '-----------------------------------------------------------*/
  48.  
  49. #define SMAA_THRESHOLD 0. // [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.
  50. #define SMAA_MAX_SEARCH_STEPS 98 // [0 to 98] Determines the radius SMAA will search for aliased edges
  51. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  52. #define SMAA_CORNER_ROUNDING 0 // [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.
  53.  
  54. // -- Advanced SMAA settings --
  55. #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  56. #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.
  57. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  58.  
  59.  
  60. /*-----------------------------------------------------------.
  61. / FXAA Anti-aliasing settings /
  62. '-----------------------------------------------------------*/
  63. #define FXAA_QUALITY__PRESET 39 // [1 to 39] Choose the quality preset. 39 is the highest quality.
  64. #define fxaa_Subpix 0.000 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
  65. #define fxaa_EdgeThreshold 0.01 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
  66. #define fxaa_EdgeThresholdMin 0.3 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
  67.  
  68. /*-----------------------------------------------------------.
  69. / Chromatic aberration /
  70. '-----------------------------------------------------------*/
  71. #define outfocus 0.016 // [0.00 to 1.000] How strong the effect should be.
  72.  
  73.  
  74. /*-----------------------------------------------------------.
  75. / Explosion settings /
  76. '-----------------------------------------------------------*/
  77. #define Explosion_Radius 1.0 // [0.2 to 100.0] Amount of effect you want.
  78.  
  79.  
  80. /*-----------------------------------------------------------.
  81. / Cartoon settings /
  82. '-----------------------------------------------------------*/
  83. #define CartoonPower 4.0 // [0.1 to 10.0] Amount of effect you want.
  84. #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.
  85.  
  86.  
  87. /*----------------------------------------------------------.
  88. / Levels settings /
  89. '----------------------------------------------------------*/
  90.  
  91. #define Levels_black_point 0 // [0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  92. #define Levels_white_point 200 // [0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  93.  
  94. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
  95.  
  96.  
  97. /*----------------------------------------------------------.
  98. / Advanced CRT settings /
  99. '----------------------------------------------------------*/
  100. #define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
  101.  
  102. #define CRTResolution 1.0 // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  103. #define CRTgamma 2.2 // [0.0 to 4.0] Gamma of simulated CRT (default 2.2)
  104. #define CRTmonitorgamma 2.4 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  105. #define CRTBrightness 1.2 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  106. #define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  107. #define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  108.  
  109. #define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
  110. #define CRTCurvatureRadius 2.0 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  111. #define CRTCornerSize 0.0100 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  112. #define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  113. #define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
  114. #define CRTAngleY -0.15 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  115. #define CRTOverScan 1.00 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  116. #define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  117.  
  118.  
  119. /*-----------------------------------------------------------.
  120. / Bloom settings /
  121. '-----------------------------------------------------------*/
  122. #define BloomThreshold 20.00 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  123. #define BloomPower 1.400 // [0.000 to 8.000] Strength of the bloom
  124. #define BloomWidth 0.0375 // [0.0000 to 1.0000] Width of the bloom
  125.  
  126.  
  127. /*-----------------------------------------------------------.
  128. / HDR settings /
  129. '-----------------------------------------------------------*/
  130. #define HDRPower 1.10 // [0.00 to 8.00] Strangely lowering this makes the image brighter
  131. #define radius2 0.80 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  132.  
  133.  
  134. /*-----------------------------------------------------------.
  135. / LumaSharpen settings /
  136. '-----------------------------------------------------------*/
  137. // -- Sharpening --
  138. #define sharp_strength 0.80 // [0.10 to 3.00] Strength of the sharpening
  139. #define sharp_clamp 0.060 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  140.  
  141. // -- Advanced sharpening settings --
  142. #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  143. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  144. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  145.  
  146. // -- Debug sharpening settings --
  147. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  148.  
  149.  
  150. /*-----------------------------------------------------------.
  151. / Gaussian Blur settings /
  152. '-----------------------------------------------------------*/
  153. #define GaussEffect 1 // [0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
  154. #define GaussQuality 1 // [0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
  155. #define GaussSigma 3 // [1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
  156. #define GaussBloomWarmth 1 // [0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
  157. #define GaussThreshold 0.50 // [0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
  158. #define GaussExposure 43.0 // [0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
  159. #define GaussStrength 0.08 // [0.00 to 1.00] Amount of effect blended into the final image
  160.  
  161.  
  162. /*-----------------------------------------------------------.
  163. / Film grain settings /
  164. '-----------------------------------------------------------*/
  165. #define FilmGrainIntensity 0.00 // [0.00 to 1.00] Intensity of grain. Default is 0.46
  166. #define FilmGrainExposure 20 // [0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
  167. #define FilmGrainSize 6 // [0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)
  168.  
  169.  
  170. /*-----------------------------------------------------------.
  171. / TECHNICOLOR settings /
  172. '-----------------------------------------------------------*/
  173. #define TechniAmount 0.06 // [0.00 to 1.00]
  174. #define TechniPower 4.0 // [0.00 to 8.00]
  175. #define redNegativeAmount 0.74 // [0.00 to 1.00]
  176. #define greenNegativeAmount 0.83 // [0.00 to 1.00]
  177. #define blueNegativeAmount 0.7 // [0.00 to 1.00]
  178.  
  179.  
  180. /*-----------------------------------------------------------.
  181. / Cineon DPX settings /
  182. '-----------------------------------------------------------*/
  183. #define Red 9.0 // [1.0 to 15.0]
  184. #define Green 9.0 // [1.0 to 15.0]
  185. #define Blue 9.0 // [1.0 to 15.0]
  186.  
  187. #define ColorGamma 1.0 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
  188. #define DPXSaturation 1.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  189.  
  190. #define RedC 0.33 // [0.60 to 0.20]
  191. #define GreenC 0.36 // [0.60 to 0.20]
  192. #define BlueC 0.35 // [0.60 to 0.20]
  193.  
  194. #define Blend 0.09 // [0.00 to 1.00] How strong the effect should be
  195.  
  196.  
  197. /*-----------------------------------------------------------.
  198. / Monochrome settings /
  199. '-----------------------------------------------------------*/
  200. #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)
  201.  
  202.  
  203. /*-----------------------------------------------------------.
  204. / Lift Gamma Gain settings /
  205. '-----------------------------------------------------------*/
  206. #define RGB_Lift float3(1.003, 0.995, 0.995) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
  207. #define RGB_Gamma float3(1.009, 0.980, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
  208. #define RGB_Gain float3(1.000, 0.990, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
  209.  
  210. /*-----------------------------------------------------------.
  211. / Tonemap settings /
  212. '-----------------------------------------------------------*/
  213. #define Gamma 0.990 // [0.000 to 2.000] Adjust midtones
  214. #define Exposure 0.400 // [-1.000 to 1.000] Adjust exposure
  215. #define Saturation 0.038 // [-1.000 to 1.000] Adjust saturation
  216. #define Bleach 0.000 // [0.000 to 1.000] Brightens the shadows and fades the colors
  217. #define Defog 0.100 // [0.000 to 1.000] How much of the color tint to remove
  218. #define FogColor float3(0.00, 0.01, 0.00) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  219.  
  220.  
  221. /*-----------------------------------------------------------.
  222. / Vibrance settings /
  223. '-----------------------------------------------------------*/
  224. #define Vibrance 0.15 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  225. #define Vibrance_RGB_balance float3(1.15, 0.90, 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
  226.  
  227.  
  228. /*-----------------------------------------------------------.
  229. / Curves settings /
  230. '-----------------------------------------------------------*/
  231. #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)
  232. #define Curves_contrast 0.15 // [-1.00 to 1.00] The amount of contrast you want
  233.  
  234. // -- Advanced curve settings --
  235. #define Curves_formula 5 // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
  236. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  237. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
  238. //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.
  239. //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.
  240.  
  241.  
  242. /*-----------------------------------------------------------.
  243. / Sepia settings /
  244. '-----------------------------------------------------------*/
  245. #define ColorTone float3(1.10, 0.60, 0.60) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  246. #define GreyPower 0.00 // [0.00 to 1.00] How much desaturate the image before tinting it
  247. #define SepiaPower 0.10 // [0.00 to 1.00] How much to tint the image
  248.  
  249.  
  250. /*-----------------------------------------------------------.
  251. / Vignette settings /
  252. '-----------------------------------------------------------*/
  253. #define VignetteType 1 // [1|2|3] 1 = Original, 2 = New, 3 = TV style
  254. #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.
  255. #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
  256. #define VignetteAmount -0.40 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  257. #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)
  258. #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.
  259.  
  260.  
  261. /*-----------------------------------------------------------.
  262. / Dither settings /
  263. '-----------------------------------------------------------*/
  264. #define dither_method 1 // [1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  265.  
  266. //Note that the patterns used by Dither, makes an image harder to compress.
  267. //This can make your screenshots and video recordings take up more space.
  268.  
  269.  
  270. /*-----------------------------------------------------------.
  271. / Border settings /
  272. '-----------------------------------------------------------*/
  273. #define border_width float2(1,100) // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
  274. #define border_color 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.
  275.  
  276. /*-----------------------------------------------------------.
  277. / Splitscreen settings /
  278. '-----------------------------------------------------------*/
  279. #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,
  280. // 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
  281.  
  282. /*-----------------------------------------------------------.
  283. / Key settings /
  284. '-----------------------------------------------------------*/
  285. // This is the section where you can define your own key mapping
  286. // See the following URL to find out what keycode a key has:
  287. // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
  288.  
  289. // key_toggle_sweetfx = 192 ; 192 = ~ (Tilde)
  290. // key_screenshot = 44 ; 44 = Print (Print Screen)
  291. // key_reload_sweetfx = 19 ; 19 = Pause (Pause Break)
  292.  
  293.  
  294. /*-----------------------------------------------------------.
  295. / Misc settings /
  296. '-----------------------------------------------------------*/
  297. // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
  298. // If the external wrapper is already named d3d9.dll, rename it into
  299. // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
  300.  
  301. // external_d3d9_wrapper = none
  302. // external_dxgi_wrapper = none
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement