SweetFX Readme
SweetFX Readme
/ Description /
'------------------------------------------------------------/
Game: PES2016
SweetFX version: Beautiful SweetFX V3
Author: donyavia
Description: recommended for NGP Exclusive and NGPEps4
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39 // [1 to 39] Choose the quality preset.
39 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.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 10.0 // [0.1 to 10.0] Amount of effect you
want.
/*-----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect
you want
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 25.00 //[0.00 to 50.00] Threshold for what is a
bright light (that causes bloom) and what isn't.
#define BloomPower 2.1412 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0525 //[0.0000 to 1.0000] Width of the bloom2
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.28 //[0.00 to 8.00] Strangely lowering this makes the image
brighter
#define radius2 0.79 //[0.00 to 8.00] Raising this seems to make the effect
stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.50 // [0.10 to 3.00] Strength of the
sharpening
#define sharp_clamp 0.500 // [0.000 to 1.000] Limits maximum
amount of sharpening a pixel recieves - Default is 0.035
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#define GaussEffect 1 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask
(expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 3 //[0|1|2|3] Warning: 2 and 3 are
expensive. Default is 1
#define GaussSigma 4 //[1 to 4] The higher the wider
blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 1 //[0|1|2] "Temperature" of the bloom
- 0 = neutral, 1 = warm, 2 = hazy/foggy
#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.
#define GaussExposure 42.16 //[0.00 to 100.00] [DX10/11 only] Exposure of
the effect (the lower the brighter)
#define GaussStrength 0.14 //[0.00 to 1.00] Amount of effect blended
into the final image
/*-----------------------------------------------------------.
/ Film grain settings /
'-----------------------------------------------------------*/
#define FilmGrainIntensity 0.46 // [0.00 to 1.00] Intensity of grain.
Default is 0.46
#define FilmGrainExposure 40 // [0 to 100] Grain Exposure. Default
is 40 (Lower -> darker noise)
#define FilmGrainSize 2 // [0 to 10] Size of the grain. Default
is 2 (Higher -> thinner noise)
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.11 // [0.00 to 1.00]
#define TechniPower 2.8 // [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 9.0 //[1.0 to 15.0]
#define Green 9.0 //[1.0 to 15.0]
#define Blue 9.0 //[1.0 to 15.0]
#define ColorGamma 0.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in
a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 0.8 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is
neutral.
#define Blend 0.15 //[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(1.010, 1.010, 1.010) //[0.000 to 2.000] Adjust shadows
for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.000) //[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 1.02 //[0.000 to 2.000] Adjust midtones
#define Exposure 0.10 //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.015 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.0 //[0.000 to 1.000] Brightens the shadows
and fades the colors
#define Defog 0.2 //[0.000 to 1.000] How much of the color
tint to remove
#define FogColor float3(0.09, 0, 0) //[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 0.1 // [-1.00 to 1.00] Intelligently
saturates (or desaturates if you use negative values) the pixels depending on their
original saturation.
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#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)
#define Curves_contrast -0.10 //[-1.00 to 1.00] The amount of
contrast you want
/*-----------------------------------------------------------.
/ 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 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.
#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 8 // [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) // [0.000 to 1.000, 0.000 to
1.000] Center of effect.
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
#define dither_method 1 // [1 or 2] 1 = Ordering dithering
(good and very fast), 2 = Random dithering (even better 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 /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
/*-----------------------------------------------------------.
/ 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
/*-----------------------------------------------------------.
/ Key settings /
'-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
// key_toggle_sweetfx = 145
// key_screenshot = 44
// key_reload_sweetfx = 19
/*-----------------------------------------------------------.
/ Misc settings /
'-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it
actually works)
// external_d3d9_wrapper = none
// external_dxgi_wrapper = none