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This Could Be Very Interesting - AnKor's Shaders

This has some very interesting implications, but I'm away from my Win7 machine for the hols...
 
Very interesting indeed. I've got the DX8 version of ENB working just fine, but hadn't been able to get the DX9 version or sweetfx working. I don't know much about them, what capabilities do they have over DX8 ENB?
 
I have it working now. The trick was to rerun CFS3config and to assign the screen resolution again.

He's also posted a newer version of the dlls on page one of his thread, so you might want to download it again.
 
If you choose to install FlightFX to manage your SweetFX settings you should also install the latest version of SweetFX (1.5.1 http://forums.guru3d.com/showthread.php?t=381912) in the FlightFX/FX folder before you register CFS3 as a new game. If you don't FlightFX will install it's own older version of SweetFX into your game.
 
Last edited:
These are just preliminary settings in SweetFX but here are some screenshots.

Screenshot944 copy.jpg
Original - SweetFX
Screenshot20116 copy.jpg
Original - SweetFX
 
Here are the settings I was using for the screenshots.

Code:
#define USE_SMAA_ANTIALIASING 1
#define SMAA_THRESHOLD 0.12
#define SMAA_MAX_SEARCH_STEPS 16
#define SMAA_MAX_SEARCH_STEPS_DIAG 6
#define SMAA_CORNER_ROUNDING 0
#define COLOR_EDGE_DETECTION 1
#define SMAA_DIRECTX9_LINEAR_BLEND 0
#define USE_LUMASHARPEN 1
#define sharp_strength 0.60
#define sharp_clamp 0.04
#define pattern 2
#define offset_bias 1.00
#define show_sharpen 0
#define USE_BLOOM 1
#define BloomThreshold 22.20
#define BloomPower 1.98
#define BloomWidth 0.12
#define USE_HDR 1
#define HDRPower 1.41
#define radius2 0.78
#define USE_TECHNICOLOR 0
#define TechniAmount 0.11
#define TechniPower 2.80
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88
#define USE_DPX 0
#define Red 8.00
#define Green 7.90
#define Blue 8.20
#define ColorGamma 2.50
#define DPXSaturation 3.00
#define RedC 0.36
#define GreenC 0.35
#define BlueC 0.34
#define Blend 0.10
#define USE_LIFTGAMMAGAIN 1
#define RGB_Lift float3(1.00,1.00,1.00)
#define RGB_Gamma float3(1.04,1.00,1.04)
#define RGB_Gain float3(1.00,1.00,1.00)
#define USE_TONEMAP 1
#define Gamma 0.84
#define Exposure 0.00
#define Saturation -0.54
#define Bleach 0.00
#define Defog 0.00
#define FogColor float3(0.00,0.00,1.00)
#define USE_VIBRANCE 1
#define Vibrance 0.50
#define USE_CURVES 0
#define Curves_contrast 0.15
#define Curves_formula 2
#define USE_SEPIA 0
#define ColorTone float3(1.00,1.00,0.90)
#define GreyPower 0.11
#define SepiaPower 0.58
#define USE_VIGNETTE 0
#define VignetteRadius 1.00
#define VignetteAmount -1.00
#define VignetteSlope 8
#define VignetteCenter float2(0.50,0.50)
#define USE_DITHER 0
#define USE_SPLITSCREEN 0
#define splitscreen_mode 3
 
Last edited by a moderator:
Here's how I did my SweetFX install:

1. Download the latest converter files from here http://simhq.com/forum/ubbthreads.php/topics/3881675/DirectX_8_to_9_converter_updat#Post3881675 and install the d3d8.dll and d3d8.ini files where your cfs3.exe file is. This can be done for each install of CFS3 you may have.

2. Edit the ini file to NoMultisampling=1 (you do not need this if you're going to be using the DX9 ENB injector found here http://www.enbdev.com/download.htm)

3. Run CFS3Config.exe and make sure you choose the proper display options selection again (it will probably show 800 x 600 x 32).

4. Download FlightFX from here http://riseofflight.com/Forum/viewtopic.php?f=49&t=34103 and install it on your computer.

5. Since version 1.0 of Flight FX does not have latest version (1.5.1) of Sweet FX included you need to download that from here http://forums.guru3d.com/showthread.php?t=381912 and extract all of it to the FX folder where you have Flight FX installed. Let it overwrite any of the files that may have the same names as what FlightFX already had.

6. Now you can run Flight FX and click on Register New Game at the bottom left. It will open a dialog box where you'll navigate it to your cfs3.exe file. That will populate the paths at the top right of Flight FX for you.

7. Click on Enable Sweet FX and it will copy most of the needed files into your CFS3 install. It misses SweetFX_compatibility_settings.txt which is in the Flight FX / FX / SweetFX folder and needs to be manually copied into the matching one Flight FX created in your CFS3 directory.

8. Select the FX Preset you want to use from the pull down list. The files behind this list are located in the Flight FX / FX / SweetFX / Presets folder. They are just text files so you can create new presets manually by cut and past if you like. Make a back-up copy of any of your favorites because it is all too easy to overwrite them by mistake in Flight FX.

That is really all there is to it. At this point you can edit any of the settings under the FX Settings tab and the effect will be immediate.

By default the Scroll Lock key will toggle the shader effects on and off.
The Print Screen Key will place a screenshot in your CFS3 root directory (This overrules CFS3 that normally wants to save screenshots in the CFS3 folder under My Documents).
If you uncheck the Enable SweetFX box in Flight FX it will uninstall SweetFX (but not the D3D8 and SweetFX_compatibility_settings files you did manually) and you're back to normal.
 
Thanks!

Here's how I did my SweetFX install:

1. Download the latest converter files from here http://simhq.com/forum/ubbthreads.php/topics/3881675/DirectX_8_to_9_converter_updat#Post3881675 and install the d3d8.dll and d3d8.ini files where your cfs3.exe file is. This can be done for each install of CFS3 you may have.

2. Edit the ini file to NoMultisampling=1 (you do not need this if you're going to be using the DX9 ENB injector found here http://www.enbdev.com/download.htm)

3. Run CFS3Config.exe and make sure you choose the proper display options selection again (it will probably show 800 x 600 x 32).

4. Download FlightFX from here http://riseofflight.com/Forum/viewtopic.php?f=49&t=34103 and install it on your computer.

5. Since version 1.0 of Flight FX does not have latest version (1.5.1) of Sweet FX included you need to download that from here http://forums.guru3d.com/showthread.php?t=381912 and extract all of it to the FX folder where you have Flight FX installed. Let it overwrite any of the files that may have the same names as what FlightFX already had.

6. Now you can run Flight FX and click on Register New Game at the bottom left. It will open a dialog box where you'll navigate it to your cfs3.exe file. That will populate the paths at the top right of Flight FX for you.

7. Click on Enable Sweet FX and it will copy most of the needed files into your CFS3 install. It misses SweetFX_compatibility_settings.txt which is in the Flight FX / FX / SweetFX folder and needs to be manually copied into the matching one Flight FX created in your CFS3 directory.

8. Select the FX Preset you want to use from the pull down list. The files behind this list are located in the Flight FX / FX / SweetFX / Presets folder. They are just text files so you can create new presets manually by cut and past if you like. Make a back-up copy of any of your favorites because it is all too easy to overwrite them by mistake in Flight FX.

That is really all there is to it. At this point you can edit any of the settings under the FX Settings tab and the effect will be immediate.

By default the Scroll Lock key will toggle the shader effects on and off.
The Print Screen Key will place a screenshot in your CFS3 root directory (This overrules CFS3 that normally wants to save screenshots in the CFS3 folder under My Documents).
If you uncheck the Enable SweetFX box in Flight FX it will uninstall SweetFX (but not the D3D8 and SweetFX_compatibility_settings files you did manually) and you're back to normal.

Thanks!!! for this
 
attachment.php


Here are some more interesting settings for a much brighter and clearer image.

Code:
/*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/


// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM         1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR           1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#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)
#define USE_DPX           1 //[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.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP       0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE      0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         0 //[0 or 1] Sepia : Sepia tones the image.
#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.
#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)
#define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.




   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/


#define SMAA_THRESHOLD 0.20           // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 98      // [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 100        // [0 to 100] Determines the percent of antialiasing to apply to corners.


// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#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.




   /*-----------------------------------------------------------.
  /                       LumaSharpen settings                  /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.00   // [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 4        // [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)




   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 23.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 2.0     //[0.0000 to 8.0000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom




   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 0.77  //[0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2  0.80  //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter




   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.10        //[0.0 to 1.0]
#define TechniPower  8.0         //[0.0 to 8.0]
#define redNegativeAmount   0.50 //[0.0 to 1.0]
#define greenNegativeAmount 0.80 //[0.0 to 1.0]
#define blueNegativeAmount  0.50 //[0.0 to 1.0]




   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]


#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.


#define RedC   0.36  //[0.6 to 0.2]
#define GreenC 0.36  //[0.6 to 0.2]
#define BlueC  0.34  //[0.6 to 0.2]


#define Blend 0.2    //[0.0 to 0.1] How strong the effect should be.




   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(0.400000, 0.400000, 0.400000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.200, 1.200, 1.200)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(0.950, 0.950, 0.950)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue




   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.15        //[0.00 to 2.00] Adjust midtones


#define Exposure 0.01    //[-1.00 to 1.00] Adjust exposure


#define Saturation 0.0000  //[-1.00 to 1.00] Adjust saturation


#define Bleach 0.00      //[0.00 to 1.00] Brightens the shadows and fades the colors


#define Defog 0.055  //[0.00 to 1.00] How much of the color tint to remove
#define FogColor float3(0.30, 0.30, 0.40) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue




   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.1 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.




   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_contrast 1.0  //[-1.0 to 1.0] The amount of contrast you want


// -- Advanced curve settings --
#define Curves_formula 7      //[1|2|3|4|5|6|7] The constrast s-curve you want to use. 




   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower  0.11                    //[0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.0 to 1.0] How much to tint the image






   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 6       //[1 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)
#define VignetteCenter float2(0.500, 0.500)  //[0.00 to 1.00] Center of effect.




   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.


//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.




   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode 1  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
 

Attachments

  • Screenshot4913.jpg
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Last edited by a moderator:
attachment.php

Original - SweetFX

Another few tweeks to make the HDR a bit lighter, and add some Vibrance to the colors. This looks great for sunny summer days, but not so good under dark gloomy skies.

Code:
/*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/


Game:
Author:
SweetFX version: 1.5
Description:


Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.


If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : [URL]http://sfx.thelazy.net/games/[/URL]


This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create.
Just delete this description and fill in your own and then share it with the world.


Hope you enjoy my mod.
 - CeeJay.dk


   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/


// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
#define USE_EXPLOSION     0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT  0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
#define USE_BLOOM         1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR           1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_LEVELS        0 //[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.
#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)
#define USE_DPX           1 //[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.
#define USE_MONOCHROME    0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
#define USE_TONEMAP       0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE      1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         0 //[0 or 1] Sepia : Sepia tones the image.
#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.
#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)
#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.
#define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


#define USE_CUSTOM        0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/


#define SMAA_THRESHOLD             0.10  //[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_MAX_SEARCH_STEPS        16  //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG    6  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#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.


// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION          1  //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#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.


   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET          9  //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix               0.400  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold        0.250  //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin     0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius    2.5     //[0.2 to 100.0] Amount of effect you want.




   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower         1.5     //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope     1.5     //[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.




   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want


#define CRTResolution        2.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma      2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        1.2     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on


#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   2.0     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY           -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.00    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)


   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 23.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 2.0     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 0.67  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.83  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.00   //[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)


   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/


#define Levels_black_point 16    //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 235   //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0


//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).




   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]




   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]


#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.


#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.34  //[0.60 to 0.20]


#define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.




   /*-----------------------------------------------------------.
  /                      Monochrome settings                    /
  '-----------------------------------------------------------*/
#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)




   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(0.400, 0.400, 0.400)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.200, 1.200, 1.200)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(0.950, 0.950, 0.950)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


//Note that a value of 1.000 is a neutral setting that leave the color unchanged.


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma       1.000  //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.


#define Exposure    0.000  //[-1.000 to 1.000] Adjust exposure


#define Saturation  0.000  //[-1.000 to 1.000] Adjust saturation


#define Bleach      0.000  //[0.000 to 1.000] Brightens the shadows and fades the colors


#define Defog       0.000  //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue




   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance     0.25  //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.00, 1.00, 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




   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#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 0.15 //[-1.00 to 1.00] The amount of contrast you want


// -- Advanced curve settings --
#define Curves_formula     2 //[1|2|3|4|5|6|7|8|9|10] 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.
                             //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.


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image




   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteType       1  //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio   4.00  //[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.
#define VignetteRadius  2.00  //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.01  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope      16  //[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)
#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.




   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
#define dither_method      1  //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different dithering but not as fast)


//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.




   /*-----------------------------------------------------------.
  /                        Border settings                      /
  '-----------------------------------------------------------*/
#define border_width float2(1,20)     //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#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.




   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#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, 
                              // 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split


   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
//You can write your own effect by editing custom.h and then put settings for it here
 

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Got it working, sort of. My reflections on metal and glass have gotten all messed up. Did you have this problem?
 
I haven't noticed anything like that, but I'm using it for installs where I've already modified the m3d files to be compatible with Shader Specular Shine enabled in Win 7.
 
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