НАСТРОЙКА SweetFX 1.5 (ориентировочное описание настроек):
/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game: S.T.A.L.K.E.R. - Тень Чернобыля
Author: Adm-RAL
SweetFX version: 1.5
Description: Адаптация SweetFX к ENB.
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,
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
//Adm-RAL: SweetFX 1.5 с комментариями Adm-RAL (отсебятина) Адаптация к ENB.
//Adm-RAL: Мои комментарии находятся под комментируемой строкой!
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
//Adm-RAL: 1- эффект включён, 0 - эффект выключен.
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
//Adm-RAL: Сглаживание SMAA.
#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.
//Adm-RAL: Сглаживание FXAA.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
//Adm-RAL: Кинематографический фильтр. Не для игры. Можно использовать для скринов или видео.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
//Adm-RAL: Кинематографический фильтр. Не для игры. Можно использовать для скринов или видео.
#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)
//Adm-RAL: Кинематографический фильтр. Не для игры. Можно использовать для скринов или видео.
#define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
//Adm-RAL: Блум - Свечение объектов.
#define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
//Adm-RAL: Псевдо-HDR. По сути, одна из настроек контрастности.
#define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
//Adm-RAL: Фильтр, которым можно увеличить чёткость/резкость изображения.
#define USE_LEVELS 0 //[0 or 1] Levels : Sets a new sad black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
//Adm-RAL: Обрезание границ чёрно-белого цветового пространства.
#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)
//Adm-RAL: Цветовой фильтр
#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.
//Adm-RAL: Цветовой фильтр
#define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
//Adm-RAL: Кинематографический фильтр. Не для игры. Можно использовать для скринов или видео.
#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
//Adm-RAL: Расширенная настройка гаммы
#define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
//Adm-RAL: Настройка гаммы
#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
//Adm-RAL: Интеллектуальная насыщенность цвета
#define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
//Adm-RAL: Настройка контраста картинки
#define USE_SEPIA 1 //[0 or 1] Sepia : Sepia tones the image.
//Adm-RAL: Цветовой фильтр.
#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.
//Adm-RAL: Эффект затемнения острых углов монитора.
#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)
//Adm-RAL: Исправляет баги от виньетки.
#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.
//Adm-RAL: Широкий экран.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
//Adm-RAL: Режим сравнения до SweetFX и после применения эффектов.
#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
//Adm-RAL: Кривыми руками не трогать! !!! Включение собственных шейдеров.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
//Adm-RAL: Сглаживание SMAA.
#define SMAA_THRESHOLD 0.05 //[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.
//Adm-RAL: Порог обнаружения неровности линии. Чем ниже, тем более мелкие лестницы отлавливаются и сглаживаются.
#define SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges
//Adm-RAL: Хрен его знает... Что-то технологичное...
Использовать осторожно!
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
//Adm-RAL: Хрен его знает... Что-то технологичное...
Использовать осторожно!
#define SMAA_CORNER_ROUNDING 25 //[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.
//Adm-RAL: Хрен его знает... Что-то технологичное...
При больших значениях текст в игре размазывается! Использовать осторожно!
// -- Advanced SMAA settings --
//Adm-RAL: Не трогать! Это вам не нужно!
#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 /
'-----------------------------------------------------------*/
//Adm-RAL: Сглаживание FXAA. Мной не используется!
#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 /
'-----------------------------------------------------------*/
//Adm-RAL: Кинематографический фильтр. Не для игры. Можно использовать для скринов или видео.
#define Explosion_Radius 2.5 //[0.2 to 100.0] Amount of effect you want.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
//Adm-RAL: Кинематографический фильтр. Не для игры. Можно использовать для скринов или видео.
#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 /
'----------------------------------------------------------*/
//Adm-RAL: Кинематографический фильтр. Не для игры. Можно использовать для скринов или видео.
#define CRTAmount 0.20 //[0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 5.0 //[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 1.10 //[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 /
'-----------------------------------------------------------*/
//Adm-RAL: Блум - Свечение объектов.
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
//Adm-RAL: Порог света объекта, от которого начинает работать блум (свечение).
#define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
//Adm-RAL: Сила свечения.
#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
//Adm-RAL: Ширина свечения.
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
//Adm-RAL: Псевдо-HDR. По сути, одна из настроек контрастности.
#define HDRPower 0.95 //[0.00 to 8.00] Strangely lowering this makes the image brighter
//Adm-RAL: Понижение этого значения делает картинку более яркой.
#define radius2 0.75 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
//Adm-RAL: Повышение значения сделает эффект HDR сильнее, а картинку более яркой.
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
//Adm-RAL: Не советую трогать! Всё уже настроено в лучшем виде! Методом научного тыка.
// -- Sharpening --
#define sharp_strength 0.65 //[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 0.5 //[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 /
'----------------------------------------------------------*/
//Adm-RAL: Обрезание границ чёрно-белого цветового пространства.
#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
//Adm-RAL: Все тёмные цвета, находящиеся ниже этой точки, будут абсолютно чёрными.
#define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
//Adm-RAL: Все светлые цвета, находящиеся выше этой точки, будут абсолютно белыми.
//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 /
'-----------------------------------------------------------*/
//Adm-RAL: Цветовой фильтр, делающий цвета в игре более постаппокалиптическими. Мне нравится.
Но, по умолчанию отключён.
#define TechniAmount 0.35 //[0.00 to 1.00]
#define TechniPower 5.0 //[0.00 to 8.00]
#define redNegativeAmount 1.00 //[0.00 to 1.00]
#define greenNegativeAmount 1.00 //[0.00 to 1.00]
#define blueNegativeAmount 1.00 //[0.00 to 1.00]
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
//Adm-RAL: Цветовой фильтр.
#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 1.0 //[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 0.1 //[0.00 to 1.00] How strong the effect should be.
/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
//Adm-RAL: Кинематографический фильтр. Не для игры. Можно использовать для скринов или видео.
#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 /
'-----------------------------------------------------------*/
//Adm-RAL: Расширенная настройка гаммы
#define RGB_Lift float3(1.000, 0.9900, 0.9900) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
//Adm-RAL: Регулирует гамму тёмных цветов
#define RGB_Gamma float3(1.000, 1.100, 1.100) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
//Adm-RAL: Регулирует гамму средних цветов
#define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
//Adm-RAL: Регулирует гамму светлых цветов
//Note that a value of 1.000 is a neutral setting that leave the color unchanged.
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
//Adm-RAL: Настройка гаммы
#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.
//Adm-RAL: Основная настройка общей гаммы изображения
#define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure
//Adm-RAL: Усиление солнечного света (могут появиться засветы на небе)
#define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation
//Adm-RAL: Насыщенность цвета
#define Bleach 1.000 //[0.000 to 1.000] Brightens the shadows and fades the colors
//Adm-RAL: Осветление теней и приглушение цвета.
#define Defog 0.1000 //[0.000 to 1.000] How much of the color tint to remove
//Adm-RAL: Сколько конкретного (указанного в FogColor) цвета удалить.
#define FogColor float3(0.00, 0.0, 0.01) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
//Adm-RAL: Какой цвет удалить из палитры.
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
//Adm-RAL: Интеллектуальная насыщенность цвета
#define Vibrance 0.11 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
//Adm-RAL: Интеллектуальное насыщение цвета от изначального.
#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
//Adm-RAL: Тут можно выбрать силу эффекта для каждого из цветов RGB.
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
//Adm-RAL: Настройка контраста картинки
#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)
//Adm-RAL: Можно выбрать на что будет влиять эффект. 0 - только яркость, 1 - только цветность, 2 - яркость и цветность.
#define Curves_contrast 0.11 //[-1.00 to 1.00] The amount of contrast you want
//Adm-RAL: Коэффициент контраста.
// -- 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 /
'-----------------------------------------------------------*/
//Adm-RAL: Цветовой фильтр.
#define ColorTone float3(1.00, 0.90, 0.72) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
//Adm-RAL: Усиляет в картинке цвета, согласно ColorTone (RGB).
#define GreyPower 0.45 //[0.00 to 1.00] How much desaturate the image before tinting it
//Adm-RAL: Изначальная цветность изображения (0 - всё серое, 1 - все цвета).
#define SepiaPower 0.72 //[0.00 to 1.00] How much to tint the image
//Adm-RAL: Сила эффекта ColorTone от значения GreyPower.
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
//Adm-RAL: Эффект затемнения острых углов монитора.
//Adm-RAL: В настройке не нуждается.
#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 -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8 //[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 /
'-----------------------------------------------------------*/
//Adm-RAL: Исправляет баги от виньетки.
//Adm-RAL: В настройке не нуждается.
#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 /
'-----------------------------------------------------------*/
//Adm-RAL: Широкий экран.
#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 /
'-----------------------------------------------------------*/
//Adm-RAL: Режим сравнения до SweetFX и после применения эффектов.
#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
Успехов!
Adm-RAL