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SweetFX Settings

This document contains settings for the SweetFX preset "Omnipotus" designed for Assassin's Creed IV: Black Flag. It defines which post-processing effects are enabled, such as HDR, vignetting, and sepia tones. It also provides the configuration parameters for each effect, controlling aspects like bloom radius, color curves, and CRT screen curvature. The preset is aimed at mimicking the look of an old CRT monitor or film.

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0% found this document useful (0 votes)
55 views8 pages

SweetFX Settings

This document contains settings for the SweetFX preset "Omnipotus" designed for Assassin's Creed IV: Black Flag. It defines which post-processing effects are enabled, such as HDR, vignetting, and sepia tones. It also provides the configuration parameters for each effect, controlling aspects like bloom radius, color curves, and CRT screen curvature. The preset is aimed at mimicking the look of an old CRT monitor or film.

Uploaded by

Don ͔Pedro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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/*-----------------------------------------------------------.

/ Description /
'------------------------------------------------------------/

Game: Assassin's Creed IV: Black Flag


SweetFX: v1.5.1
Creator: CeeJay.dk
Injector: Boulotaur2024
Preset: Omnipotus

Please share your presets and submit them to the SweetFX Settings Database :
http://sfx.thelazy.net/games/

For more SweetFX presets by Omnipotus, please visit :


http://gsngaming.com/forum/112-sweetfx-presets/

Also, join the Steam Group "SweetFX Junkies" for info, links, discussion and
more! :
http://steamcommunity.com/groups/SweetFX/

/*-----------------------------------------------------------.
/ 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
#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.
#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_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_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
#define USE_BLOOM 0 // [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_GAUSSIAN 0 // [0 or 1] Gaussian Blur : can be used
to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN 0 // [0 or 1] Filmgrain effect
#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 0 // [0 or 1] Lift Gamma Gain : Adjust
brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 // [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 1 // [0 or 1] Sepia : Sepia tones the
image.
#define USE_VIGNETTE 1 // [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 1 // [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 0.20 // [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 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 50 // [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 39 // [1 to 39] Choose the quality preset.
39 is the highest quality.
#define fxaa_Subpix 1.0 // [0.000 to 1.000] Choose the amount
of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 1.0 // [0.000 to 1.000] Edge detection
threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.3 // [0.000 to 1.000] Darkness threshold.
Trims the algorithm from processing darks.

/*-----------------------------------------------------------.
/ Chromatic aberration
/
'-----------------------------------------------------------*/
#define outfocus 1.0 // [0.00 to 1.000] How strong the
effect should be.

/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 0.65 // [0.2 to 100.0] Amount of effect you
want.

/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 4.0 // [0.1 to 10.0] Amount of effect you
want.
#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.

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

#define Levels_black_point 1 // [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 255 // [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).

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

#define CRTResolution 1.0 // [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 20.0 // [0.00 to 50.00] Threshold for what
is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.0 // [0.000 to 8.000] Strength of the
bloom
#define BloomWidth 0.1 // [0.0000 to 1.0000] Width of the
bloom

/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.0 // [0.00 to 8.00] Strangely lowering
this makes the image brighter
#define radius2 0.7 // [0.00 to 8.00] Raising this seems to
make the effect stronger and also brighter

/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.6 // [0.10 to 3.00] Strength of the
sharpening
#define sharp_clamp 1.0 // [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 1.6 // [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)

/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#define GaussEffect 0 // [0|1|2|3] 0 = Blur, 1 = Unsharpmask
(expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 1 // [0|1|2|3] Warning: 2 and 3 are
expensive. Default is 1
#define GaussSigma 3 // [1 to 4] The higher the wider
blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 2 // [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 43.0 // [0.00 to 100.00] [DX10/11 only]
Exposure of the effect (the lower the brighter)
#define GaussStrength 0.6 // [0.00 to 1.00] Amount of effect
blended into the final image

/*-----------------------------------------------------------.
/ Film grain settings /
'-----------------------------------------------------------*/
#define FilmGrainIntensity 0.6 // [0.00 to 1.00] Intensity of grain.
Default is 0.46
#define FilmGrainExposure 20 // [0 to 100] Grain Exposure. Default
is 40 (Lower -> darker noise)
#define FilmGrainSize 6 // [0 to 10] Size of the grain. Default
is 2 (Higher -> thinner noise)

/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 1.0 // [0.00 to 1.00]
#define TechniPower 2.0 // [0.00 to 8.00]
#define redNegativeAmount 1.0 // [0.00 to 1.00]
#define greenNegativeAmount 1.0 // [0.00 to 1.00]
#define blueNegativeAmount 1.0 // [0.00 to 1.00]

/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 2.0 // [1.0 to 15.0]
#define Green 2.0 // [1.0 to 15.0]
#define Blue 2.0 // [1.0 to 15.0]

#define ColorGamma 30.5 // [0.1 to 2.5] Adjusts the


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

#define RedC 0.57 // [0.60 to 0.20]


#define GreenC 0.57 // [0.60 to 0.20]
#define BlueC 0.57 // [0.60 to 0.20]
#define Blend 0.3 // [0.00 to 1.00] How strong the effect
should be

/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.8, 0.8, 0.8) // [0.00 to 1.00]
Percentage of RGB to include (should sum up to 1.00)

/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.000, 1.000, 1.000) // [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(1.0, 1.0, 1.0) // [0.000 to 2.000] Adjust
highlights for Red, Green and Blue

/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.08 // [0.000 to 2.000] Adjust midtones
#define Exposure 0.0 // [-1.000 to 1.000] Adjust exposure
#define Saturation -0.4 // [-1.000 to 1.000] Adjust saturation
#define Bleach 0.2 // [0.000 to 1.000] Brightens the
shadows and fades the colors
#define Defog 0.0 // [0.000 to 1.000] How much of the
color tint to remove
#define FogColor float3(0.0, 0.0, 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 0.0 // [-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, 0.00, 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 1 // [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 1.0 // [-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] 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(1.14, 1.00, 1.26) // [0.00 to 2.55, 0.00 to
2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.0 // [0.00 to 1.00] How much desaturate
the image before tinting it
#define SepiaPower 0.5 // [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 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 -0.40 // [-2.00 to 1.00] Strength of black. -
2.00 = Max Black, 1.00 = Max White.
#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)
#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 but slightly slower dithering)

//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(1,100) // [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

/*-----------------------------------------------------------.
/ 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 = 123 ; 123 = F12


// key_screenshot = 44 ; 44 = Printscreen
// key_reload_sweetfx = 19 ; 19 = Pause

/*-----------------------------------------------------------.
/ 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

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