SweetFX - (InjectSMAA shader injector) Thread

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

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 0       // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 1         // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 0 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_TONEMAP 0
#define USE_VIBRANCE 1    //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_SEPIA 0
#define USE_VIGNETTE 0    //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0      //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by vignette)

#define USE_DPX 0         //Unfinished - Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor
                          //I think the shader itself works, but the default settings need a lot of work. Maybe you can find some good settings?

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

#define SMAA_THRESHOLD 0.12           // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 16      // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0        // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // 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 1.25 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.05  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 3         // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                           // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug settings --
#define splitscreen 0      // Enables the before-and-after splitscreen comparison mode. Left side is before.
#define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25
#define BloomPower 1.446
#define BloomWidth 0.0142

   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.37  //Strangely lowering this makes the image brighter
#define radius2 0.78   //Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.11
#define TechniPower 2.8
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0

#define Exposure 0.0

#define Saturation 0.0

#define Bleach 0.0

#define Defog 0.010  //How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //what color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.16  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.20, 1.10, 0.90)
#define SepiaPower 0.6
#define GreyPower 0.15  

   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.00  // lower values = stronger radial effect from center
#define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8      // 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) // Center of effect.


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

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


/////////////////////////////////////////////////////////////////
///////////////////////// Work in Progress //////////////////////
/////////////////////////////////////////////////////////////////

   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
//I have yet to find good default settings for this .. maybe you can?
float Red = 8.0;   //[1.0 - 15.0]
float Green = 8.0; //[1.0 - 15.0]
float Blue = 8.0;  //[1.0 - 15.0]

float ColorGamma = 2.5f;    //[0.1 - 2.5]
float DPXSaturation = 2.0f; //[0.0 - 8.0]

float RedC = 0.4f;     //[0.6 - 0.2]
float GreenC  = 0.36f; //[0.6 - 0.2]
float BlueC = 0.35f;   //[0.6 - 0.2]

float Blend = 0.7f; //[1.0 - 0.0] How strong the effect should be

Those were my Dishonored gifs neil posted and as promised my settings above! Bare in mind I do have my brightness 3-4 notches down from the middle (in both vanilla and sweetfx before people state that as the difference :p)
 
Last edited:
screen6.gif

screen5z.gif

screen8.gif

screen7.gif



Few more gifs of my config in action :)
 
Last edited:
http://forums.gearboxsoftware.com/showthread.php?t=162864

:eek::eek::eek::eek:

Primal Beasts!


Breach


Morning Glow


Stomp!


Crystalisk


No Rest for the Wicked


Photograph Me Like One of Your French Vault Hunters


Smokin Jesus Titties Cinnamon


Who Need a Medical Degree?


Steam and Power


Around the Bend


Rockets Away


Tranquil Battlefield


Rays of Light


Back Alley



Take Flight







Truckin


Gentleman and a Scholar




Up Above the Clouds So High




Jack


Welcome

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

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 0       // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 1         // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 0
#define USE_TONEMAP 0
#define USE_VIBRANCE 0   //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_SEPIA 0
#define USE_VIGNETTE 1    //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0      //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts.


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

#define SMAA_THRESHOLD 0.08           // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 60      // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 20  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 40       // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // 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 0.9 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.05  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.050

// -- Advanced sharpening settings --
#define pattern 2          // Choose a sample pattern [ 1, 2, 3 or 4 ] - I suggest 2
#define offset_bias 1.0    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                           // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug settings --
#define splitscreen 0      // Enables the before-and-after splitscreen comparison mode. Left side is before.
#define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.   
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25
#define BloomPower 0.5
#define BloomWidth 0.0120

   /*-----------------------------------------------------------.   
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.30  //Strangely lowering this makes the image brighter
#define radius2 0.85   //Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.   
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount .2
#define TechniPower 2.8
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88


   /*-----------------------------------------------------------.   
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0
#define Exposure -0.5
#define Saturation .05
#define Bleach 0
#define Defog 0.01
#define FogColor float4(2.55, 2.55, 0, 0)


   /*-----------------------------------------------------------.   
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.2  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.   
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.12, 0.66, 0.20)
#define SepiaPower 0.25
#define GreyPower 0.15


   /*-----------------------------------------------------------.   
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 2.8  // lower values = stronger radial effect from center
#define VignetteAmount -2  // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 2.9      // 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) // Center of screen for effect.


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

Here are my sweetfx settings for Dishonored. It makes the game look amazing!

8080111092_dac79277aa_h.jpg

8081008220_2ae4c688aa_h.jpg
 
Code:
   /*-----------------------------------------------------------.   
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 0       // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 1         // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 0
#define USE_TONEMAP 0
#define USE_VIBRANCE 0   //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_SEPIA 0
#define USE_VIGNETTE 1    //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0      //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts.


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

#define SMAA_THRESHOLD 0.08           // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 60      // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 20  // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 40       // [0-100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  // 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 0.9 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.05  // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.050

// -- Advanced sharpening settings --
#define pattern 2          // Choose a sample pattern [ 1, 2, 3 or 4 ] - I suggest 2
#define offset_bias 1.0    // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
                           // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug settings --
#define splitscreen 0      // Enables the before-and-after splitscreen comparison mode. Left side is before.
#define show_sharpen 0     // Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.   
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25
#define BloomPower 0.5
#define BloomWidth 0.0120

   /*-----------------------------------------------------------.   
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.30  //Strangely lowering this makes the image brighter
#define radius2 0.85   //Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.   
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount .2
#define TechniPower 2.8
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88


   /*-----------------------------------------------------------.   
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.0
#define Exposure -0.5
#define Saturation .05
#define Bleach 0
#define Defog 0.01
#define FogColor float4(2.55, 2.55, 0, 0)


   /*-----------------------------------------------------------.   
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance 0.2  //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.   
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.12, 0.66, 0.20)
#define SepiaPower 0.25
#define GreyPower 0.15


   /*-----------------------------------------------------------.   
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 2.8  // lower values = stronger radial effect from center
#define VignetteAmount -2  // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 2.9      // 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) // Center of screen for effect.


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

Here are my sweetfx settings for Dishonored. It makes the game look amazing!

8080111092_dac79277aa_h.jpg

8081008220_2ae4c688aa_h.jpg

So sweetfx just goes in the game folder?
 
it really does look amazing thanks very much for the settings, i thought rite from the start it looked to washed out, but my question is why do we have to do this, cant the devs do this themselves, is it restriction thing, like consoles cant handle it? i just dont understand why we have to do this in gthe fiorst place, i love dishonored and it looked beutifull anyway, apart from the low res textures and the washed out look, now thats been fixed we just need better textures but ill porbably of finished it by then
 
Back
Top Bottom