PCSX2 : v1.7.0
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@@ -4,9 +4,9 @@
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# Important: PAD bindings will override shortcuts at this file.
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# IMPORTANT: GSdx has fixed shortcuts. Make sure your shortcuts don't conflict.
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# Also, they will affect GSdx also when alt/ctrl/shift are pressed, so it's
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# best to completely avoid them at this file. GSdx uses:
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# IMPORTANT: GS has fixed shortcuts. Make sure your shortcuts don't conflict.
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# Also, they will affect GS also when alt/ctrl/shift are pressed, so it's
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# best to completely avoid them at this file. GS uses:
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# F5 - Deinterlace modes
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# PAGE_UP - FXAA antialiasing (HW and SW)
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# PAGE_DOWN - Cycles through dither modes (HW)
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@@ -1,43 +1,58 @@
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disassembly view:
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ctrl+g goto
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ctrl+e edit breakpoint
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ctrl+d enable/disable breakpoint
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ctrl+b add breakpoint
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right follow branch/position memory view to accessed address
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left go back one branch level/goto pc
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up move cursor up one line
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down move cursor down one line
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page up move visible area up one page
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page down move visible area down one page
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f10 step over
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f11 step into
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tab toggle display symbols
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left click select line/toggle breakpoint if line is already highlighted
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right click open context menu
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memory view:
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ctrl+g goto
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ctrl+b add breakpoint
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left move cursor back one byte/nibble
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right move cursor ahead one byte/nibble
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up move cursor up one line
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down move cursor down one line
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page up move cursor up one page
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page down move cursor down one page
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0-9,A-F overwrite hex nibble
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any overwrite ansi byte
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left click select byte/nibble
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right click open context menu
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ctrl+wheel zoom memory view
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esc return to previous goto address
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ctrl+v paste a hex string into memory
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breakpoint list:
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†---------------------†
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up select previous item
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down select next item
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delete remove selected breakpoint
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return edit selected breakpoint
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space toggle enable state of selected breakpoint
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Disassembly view:
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†---------------------†
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Ctrl + G Goto
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Ctrl + E Edit Breakpoint
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Ctrl + D Enable/disable breakpoint
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Ctrl + B Add breakpoint
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Left Go back one branch level/goto pc
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Right Follow branch/position memory view to accessed address
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Up Move cursor up one line
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Down Move cursor down one line
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Page Up Move visible area up one page
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Page Down Move visible area down one page
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F10 Step over
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F11 Step into
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Tab Toggle display symbols
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Left Click Select line/toggle breakpoint if line is already highlighted
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Right Click Open context menu
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†---------------------†
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Memory View:
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†---------------------†
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Ctrl + G Goto
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Ctrl + B Add breakpoint
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Left Move cursor back one byte/nibble
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Right Move cursor ahead one byte/nibble
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Up Move cursor up one line
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Down Move cursor down one line
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Page Up Move cursor up one page
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Page Down Move cursor down one page
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0-9,A-F Overwrite hex nibble
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Any Overwrite ansi byte
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Left Click Select byte/nibble
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Right Click Open context menu
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Ctrl+Wheel Zoom memory view
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Esc Return to previous goto address
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Ctrl+V Paste a hex string into memory
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†---------------------†
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Breakpoint List:
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†---------------------†
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Up Select previous item
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Down Select next item
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Delete Remove selected breakpoint
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Return Edit selected breakpoint
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Space Toggle enable state of selected breakpoint
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†---------------------†
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@@ -1,7 +1,7 @@
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MainGuiPosition=488,488
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MainGuiPosition=3954,114
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SysSettingsTabName=Cpu
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McdSettingsTabName=none
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ComponentsTabName=BIOS
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ComponentsTabName=
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AppSettingsTabName=none
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GameDatabaseTabName=none
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LanguageId=0
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@@ -21,14 +21,73 @@ EnableFastBoot=enabled
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EnablePresets=enabled
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PresetIndex=1
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AskOnBoot=disabled
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McdCompressNTFS=enabled
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CdvdSource=ISO
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McdCompressNTFS=enabled
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[wxWindows]
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[wxWindows/FontMapper]
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[wxWindows/FontMapper/Charsets]
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UTF-8=-1
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[wxWindows/FontMapper/Charsets/Aliases]
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UTF-8=
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[ProgramLog]
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Visible=disabled
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AutoDock=enabled
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DisplayPosition=4575,114
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DisplaySize=680,560
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FontSize=8
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Theme=Default
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[Folders]
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UseDefaultBios=enabled
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UseDefaultSnapshots=enabled
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UseDefaultSavestates=enabled
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UseDefaultMemoryCards=enabled
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UseDefaultLogs=enabled
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UseDefaultLangs=enabled
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UseDefaultCheats=enabled
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UseDefaultCheatsWS=enabled
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Bios=bios
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Snapshots=snaps
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Savestates=sstates
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MemoryCards=memcards
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Logs=logs
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Langs=Langs
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Cheats=cheats
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CheatsWS=cheats_ws
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RunIso=\\Documents\\PCSX2
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RunELF=\\Documents\\PCSX2
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RunDisc=
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[GSWindow]
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CloseOnEsc=enabled
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DefaultToFullscreen=disabled
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AlwaysHideMouse=disabled
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DisableResizeBorders=disabled
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DisableScreenSaver=enabled
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WindowSize=640,480
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WindowPos=-1,-1
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IsMaximized=disabled
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IsFullscreen=disabled
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EnableVsyncWindowFlag=disabled
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IsToggleFullscreenOnDoubleClick=enabled
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AspectRatio=4:3
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FMVAspectRatioSwitch=Off
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Zoom=100
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[InputRecording]
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VirtualPadPosition=-1,-1
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m_frame_advance_amount=1
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[Capture]
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EnableAudio=enabled
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[UiTemplates]
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LimiterUnlimited=Max
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LimiterTurbo=Turbo
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LimiterSlowmo=Slowmo
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LimiterNormal=Normal
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OutputFrame=Frame
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OutputField=Field
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OutputProgressive=Progressive
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OutputInterlaced=Interlaced
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Paused=<PAUSED>
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TitleTemplate=Slot: ${slot} | Speed: ${speed} (${vfps}) | ${videomode} | Limiter: ${limiter} | ${gsdx} | ${omodei} | ${cpuusage}
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RecordingTemplate=Slot: ${slot} | Frame: ${frame}/${maxFrame} | Rec. Mode: ${mode} | Speed: ${speed} (${vfps}) | Limiter: ${limiter}
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[MemoryCards]
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Slot1_Enable=enabled
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Slot1_Filename=Mcd001.ps2
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@@ -46,75 +105,14 @@ Multitap2_Slot3_Enable=disabled
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Multitap2_Slot3_Filename=Mcd-Multitap2-Slot03.ps2
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Multitap2_Slot4_Enable=disabled
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Multitap2_Slot4_Filename=Mcd-Multitap2-Slot04.ps2
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[ProgramLog]
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Visible=enabled
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AutoDock=enabled
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DisplayPosition=1519,488
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DisplaySize=680,560
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FontSize=8
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Theme=Default
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[Folders]
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UseDefaultBios=enabled
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UseDefaultSnapshots=enabled
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UseDefaultSavestates=enabled
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UseDefaultMemoryCards=enabled
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UseDefaultLogs=enabled
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UseDefaultLangs=enabled
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UseDefaultPluginsFolder=enabled
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UseDefaultCheats=enabled
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UseDefaultCheatsWS=enabled
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Bios=bios
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Snapshots=snaps
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Savestates=sstates
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MemoryCards=memcards
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Logs=logs
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Langs=Langs
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Cheats=cheats
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CheatsWS=cheats_ws
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PluginsFolder=plugins
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RunIso=\\Documents\\PCSX2
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RunELF=\\Documents\\PCSX2
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RunDisc=
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[Filenames]
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GS=GSdx32-AVX2.dll
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BIOS=SCPH-70004.BIN
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[GSWindow]
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CloseOnEsc=enabled
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DefaultToFullscreen=disabled
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AlwaysHideMouse=disabled
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DisableResizeBorders=disabled
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DisableScreenSaver=enabled
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WindowSize=640,480
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WindowPos=-1,-1
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IsMaximized=disabled
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IsFullscreen=disabled
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EnableVsyncWindowFlag=disabled
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IsToggleFullscreenOnDoubleClick=enabled
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AspectRatio=4:3
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FMVAspectRatioSwitch=Off
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Zoom=100.00
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BIOS=SCPH-30004R.bin
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[Framerate]
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NominalScalar=1.00
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TurboScalar=2.00
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SlomoScalar=0.50
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NominalScalar=1
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TurboScalar=2
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SlomoScalar=0.5
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SkipOnLimit=disabled
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SkipOnTurbo=disabled
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[InputRecording]
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VirtualPadPosition=-1,-1
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[Capture]
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EnableAudio=enabled
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[UiTemplates]
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LimiterUnlimited=Max
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LimiterTurbo=Turbo
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LimiterSlowmo=Slowmo
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LimiterNormal=Normal
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OutputFrame=Frame
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OutputField=Field
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OutputProgressive=Progressive
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OutputInterlaced=Interlaced
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Paused=<PAUSED>
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TitleTemplate=Slot: ${slot} | Speed: ${speed} (${vfps}) | ${videomode} | Limiter: ${limiter} | ${gsdx} | ${omodei} | ${cpuusage}
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RecordingTemplate=Slot: ${slot} | Frame: ${frame}/${maxFrame} | Rec. Mode: ${mode} | Speed: ${speed} (${vfps}) | Limiter: ${limiter}
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[ConsoleLogSources]
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Devel=disabled
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.EEout=enabled
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@@ -124,6 +122,7 @@ Devel=disabled
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.SysEvents=disabled
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.p\&xThread=disabled
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.SYSout=disabled
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.PGIFout=disabled
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.Input\ Recording=disabled
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.Controller\ Info=disabled
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[TraceLogSources]
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@@ -9,12 +9,12 @@ EnableWideScreenPatches=disabled
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EnableRecordingTools=disabled
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ConsoleToStdio=disabled
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HostFs=disabled
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FullBootConfig=disabled
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BackupSavestate=enabled
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McdEnableEjection=enabled
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McdFolderAutoManage=enabled
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MultitapPort0_Enabled=disabled
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MultitapPort1_Enabled=disabled
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GzipIsoIndexTemplate=$(f).pindex.tmp
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[EmuCore/Speedhacks]
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EECycleRate=0
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EECycleSkip=0
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@@ -37,8 +37,6 @@ EnableIOP=enabled
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EnableEECache=disabled
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EnableVU0=enabled
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EnableVU1=enabled
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UseMicroVU0=enabled
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UseMicroVU1=enabled
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vuOverflow=enabled
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vuExtraOverflow=disabled
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vuSignOverflow=disabled
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@@ -50,23 +48,20 @@ StackFrameChecks=disabled
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PreBlockCheckEE=disabled
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PreBlockCheckIOP=disabled
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[EmuCore/GS]
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SynchronousMTGS=disabled
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VsyncQueueSize=2
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FrameLimitEnable=enabled
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FrameSkipEnable=disabled
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VsyncEnable=0
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LimitScalar=1.00
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LimitScalar=1
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FramerateNTSC=59.94
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FrameratePAL=50.00
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FrameratePAL=50
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FramesToDraw=2
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FramesToSkip=2
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[EmuCore/Gamefixes]
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VuAddSubHack=disabled
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FpuCompareHack=disabled
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FpuMulHack=disabled
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FpuNegDivHack=disabled
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XgKickHack=disabled
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IPUWaitHack=disabled
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EETimingHack=disabled
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SkipMPEGHack=disabled
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OPHFlagHack=disabled
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@@ -75,9 +70,9 @@ VIFFIFOHack=disabled
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VIF1StallHack=disabled
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GIFFIFOHack=disabled
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GoemonTlbHack=disabled
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ScarfaceIbit=disabled
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CrashTagTeamRacingIbit=disabled
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VU0KickstartHack=disabled
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IbitHack=disabled
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VUKickstartHack=disabled
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VUOverflowHack=disabled
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[EmuCore/Profiler]
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Enabled=disabled
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RecBlocks_EE=enabled
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@@ -89,8 +84,8 @@ ShowDebuggerOnStart=disabled
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AlignMemoryWindowStart=enabled
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FontWidth=8
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FontHeight=12
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WindowWidth=1316
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WindowHeight=2060
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WindowWidth=1000
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WindowHeight=1329
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MemoryViewBytesPerRow=16
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[EmuCore/TraceLog]
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Enabled=disabled
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@@ -1,195 +1,195 @@
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/*===============================================================================*\
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|######################## [GSdx FX Suite v2.40] ########################|
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|########################## By Asmodean ##########################|
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|| ||
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|| This program is free software; you can redistribute it and/or ||
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|| modify it under the terms of the GNU General Public License ||
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|| as published by the Free Software Foundation; either version 2 ||
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|| of the License, or (at your option) any later version. ||
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|| ||
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|| This program is distributed in the hope that it will be useful, ||
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|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
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|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
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|| GNU General Public License for more details. (c)2016 ||
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|| ||
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|#################################################################################|
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\*===============================================================================*/
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//#NOTICE: GSdx FX is not compatible with GSdx9. Use GSdx OGL or DX10/11.
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/*------------------------------------------------------------------------------
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[DEFINITIONS & ON/OFF OPTIONS]
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------------------------------------------------------------------------------*/
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//--------------------------#[CHOOSE EFFECTS]#--------------------------------\\
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//#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use gsdx fx antialiasing OR filtering. Not both together.
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#define UHQ_FXAA 0 //# High Quality Fast Approximate Anti Aliasing. If GSdx's internal FXAA is also enabled, this equals FXAA2x.[3D]
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//#[FS SCALING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both.
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#define BILINEAR_FILTERING 0 //# Bilinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures.[2D]
|
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#define BICUBIC_FILTERING 0 //# Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures.[2D]
|
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#define GAUSSIAN_FILTERING 0 //# Gaussian Fullscreen Texture Filtering. Gaussian filtering - strong to extra strong filtering of textures.[2D]
|
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#define BICUBLIC_SCALER 0 //# Bicubic Interpolation Scaling. Uses BCS on up scaling, and downsampling of games, for smoother scaling.
|
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#define LANCZOS_SCALER 0 //# Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling.
|
||||
|
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//#[LIGHTING & COLOUR] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) use Bloom & Tonemapping together]
|
||||
#define BLENDED_BLOOM 1 //# High Quality SP Bloom. Soft lighting with blending techniques, for a natural looking bloom.
|
||||
#define SCENE_TONEMAPPING 1 //# HDR Scene Tonemapping. Layered component conversion, and applies scene tone mapping.
|
||||
#define COLOR_CORRECTION 0 //# Component Color Correction. Colorspace conversion, with correction curves, and multiple palette types.
|
||||
#define CROSS_PROCESSING 0 //# Filmic Cross Processing. Alters the tone of the scene, crossing the game's color set, with another.
|
||||
#define GAMMA_CORRECTION 0 //# RGB Gamma Correction. Fixed expansion to variable compression gamma correction curve.
|
||||
#define PIXEL_VIBRANCE 0 //# Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original color saturation.
|
||||
#define COLOR_GRADING 0 //# Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones.
|
||||
#define TEXTURE_SHARPEN 0 //# Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity.
|
||||
#define CURVE_CONTRAST 0 //# S-Curve Scene Contrast Enhancement. Locally adjusts contrast using a four-point cubic bezier spline.
|
||||
#define CEL_SHADING 0 //# PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games.
|
||||
#define PAINT_SHADING 0 //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy.
|
||||
#define COLOR_TEMPERATURE 0 //# White Point Temperature. Changes the temperature of the image from D65 white point reference.
|
||||
|
||||
//#[TV EMU TECHNIQUES] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc.
|
||||
#define LOTTES_CRT 0 //# Timothy Lottes CRT emulation effect. Similar to scanlines, but with more control options. Ported by request.
|
||||
#define SCANLINES 0 //# Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res.
|
||||
#define VIGNETTE 0 //# Darkens the edges of the screen, to make it look more like it was shot with a camera lens.
|
||||
#define DEBANDING 0 //# Applies a debanding effect, to minimize banding artifacts. Which is usually very prevalent in skyboxes (for example).
|
||||
#define SP_DITHERING 0 //# Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding.
|
||||
#define PX_BORDER 0 //# Creates a pixel border, as a workaround for the bright edge that using hardware antialiasing(MSAA) can cause. (Ported by request from SFX).
|
||||
|
||||
/*------------------------------------------------------------------------------
|
||||
[EFFECT CONFIG OPTIONS]
|
||||
------------------------------------------------------------------------------*/
|
||||
|
||||
//##[UHQ_FXAA]
|
||||
#define FxaaSubpixMax 0.00 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only.
|
||||
#define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra.
|
||||
#define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. When enabled: Only luma edge pixels are antialiased. When disabled: the entire scene is antialiased(FSAA).
|
||||
|
||||
//##[BILINEAR_FILTERING]
|
||||
#define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering.
|
||||
#define OffsetAmount 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.
|
||||
|
||||
//##[BICUBIC_FILTERING]
|
||||
#define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering.
|
||||
#define BicubicStrength 0.75 //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering.
|
||||
#define PixelOffset 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.
|
||||
|
||||
//##[GAUSSIAN_FILTERING]
|
||||
#define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering.
|
||||
#define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering.
|
||||
|
||||
//##[BLENDED BLOOM]
|
||||
#define BloomType BlendGlow //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark.
|
||||
#define BloomStrength 0.220 //[0.000 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
|
||||
#define BlendStrength 1.000 //[0.000 to 1.000] Strength of the blending. This is a modifier based on bloom. 1.0 equates to 100% strength.
|
||||
#define BloomDefocus 2.000 //[1.000 to 4.000] The initial bloom defocus value. Increases the softness of light, bright objects, etc.
|
||||
#define BloomWidth 3.200 //[1.000 to 8.000] Width of the bloom. Adjusts the width of the spread and soft glow. Scales with BloomStrength.
|
||||
#define BloomReds 0.040 //[0.000 to 1.000] Red channel correction of the bloom. Raising will increase the bloom of reds.
|
||||
#define BloomGreens 0.030 //[0.000 to 1.000] Green channel correction of the bloom. Raising will increase the bloom of greens.
|
||||
#define BloomBlues 0.020 //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues.
|
||||
|
||||
//##[SCENE TONEMAPPING]
|
||||
#define TonemapType 1 //[0|1|2|3] The base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 & 3 are Filmic HDR(slight grading).
|
||||
#define TonemapMask 0 //[0 or 1] Enables an ALU tone masking curve. Produces a nice cinematic look. Suits some games more than others.
|
||||
#define MaskStrength 0.25 //[0.000 to 1.000] Strength of the tone masking. Higher for a stronger effect. This is a dependency of TonemapMask.
|
||||
#define ToneAmount 0.300 //[0.050 to 1.000] Tonemap strength (tone correction). Higher for stronger tone mapping, lower for lighter.
|
||||
#define BlackLevels 0.060 //[0.000 to 1.000] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them.
|
||||
#define Exposure 1.000 //[0.100 to 2.000] White correction (brightness). Higher values for more scene exposure, lower for less.
|
||||
#define Luminance 1.000 //[0.100 to 2.000] Luminance average (luminance correction). Higher values will lower scene luminance average.
|
||||
#define WhitePoint 1.000 //[0.100 to 2.000] Whitepoint average (wp lum correction). Higher values will lower the maximum scene white point.
|
||||
|
||||
//##[COLOR CORRECTION]
|
||||
#define CorrectionPalette 1 //[1|2|3|4|5] The colorspace palette type. 1: RGB, 2: YXY, 3: XYZ, 4: HSV, 5: YUV. Each one will produce a different combination of shades & hues.
|
||||
#define ChannelR 1.20 //[0.00 to 8.00] R(1), Y(2), X(3), H(4), Y(5) component channel varies with the colorspace used. Higher values increase correction strength.
|
||||
#define ChannelG 1.60 //[0.00 to 8.00] G(1), X(2), Y(3), S(4), U(5) component channel varies with the colorspace used. Higher values increase correction strength.
|
||||
#define ChannelB 1.80 //[0.00 to 8.00] B(1), Y(2), Z(3), V(4), V(5) component channel varies with the colorspace used. Higher values increase correction strength.
|
||||
#define PaletteStrength 2.00 //[0.00 to 4.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation.
|
||||
|
||||
//##[CROSS PROCESSING]
|
||||
#define FilmicProcess 1 //[1|2|3] The color conversion type for the cross process. 1: cool, 2: warm, 3: dusk. You can achieve different results with each.
|
||||
#define RedShift 0.50 //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift.
|
||||
#define GreenShift 0.50 //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift.
|
||||
#define BlueShift 0.50 //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift.
|
||||
#define ShiftRatio 0.50 //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.
|
||||
|
||||
//##[TEXTURE SHARPEN]
|
||||
#define SharpenStrength 0.75 //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used.
|
||||
#define SharpenClamp 0.015 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping.
|
||||
#define SharpenBias 1.20 //[0.50 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen.
|
||||
#define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly.
|
||||
|
||||
//##[PIXEL VIBRANCE]
|
||||
#define Vibrance 0.10 //[-1.00 to 1.00] Overall vibrance strength. Locally adjusts the vibrance of pixels depending on their original saturation.
|
||||
#define RedVibrance 1.00 //[-8.00 to 8.00] Red channel coefficient of the vibrance strength. Adjusting the vibrance of the red channel independently.
|
||||
#define GreenVibrance 1.00 //[-8.00 to 8.00] Green channel coefficient of the vibrance strength. Adjusting the vibrance of the green channel independently.
|
||||
#define BlueVibrance 1.00 //[-8.00 to 8.00] Blue channel coefficient of the vibrance strength. Adjusting the vibrance of the blue channel independently.
|
||||
|
||||
//##[COLOR_GRADING]
|
||||
#define RedGrading 1.20 //[0.00 to 3.00] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones.
|
||||
#define GreenGrading 1.10 //[0.00 to 3.00] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones.
|
||||
#define BlueGrading 1.10 //[0.00 to 3.00] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones.
|
||||
#define GradingStrength 0.25 //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount.
|
||||
#define Correlation 1.00 //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded.
|
||||
|
||||
//##[COLOR TEMPERATURE]
|
||||
#define White_Point 6500.0 //[2000.0 to 12000.0] Temperature value given in Kelvin. A typical CRT has a target white point temperature of D93 (9300K)
|
||||
|
||||
//##[CEL SHADING]
|
||||
#define EdgeStrength 1.00 //[0.00 to 4.00] Overall strength of the cel edge outline effect. Affects the overall density. 0.00: no outlines.
|
||||
#define EdgeFilter 0.75 //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc.
|
||||
#define EdgeThickness 1.20 //[0.50 to 2.00] Thickness of the cel edges. Increase for thicker outlining. Note: when downsampling, raise this to keep the same thickness.
|
||||
#define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base color luma calculations. Yuv luma can produce a better shaded look.
|
||||
#define ColorRounding 0 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others.
|
||||
|
||||
//##[PAINT SHADING]
|
||||
#define PaintMethod 2 //[1 or 2] The algorithm used for paint effect. 1: water painting, 2: oil painting. You may want to readjust the radius between the two.
|
||||
#define PaintRadius 4 //[2 to 8] Radius of the painted effect, increasing the radius also requires longer loops, so higher values require more performance.
|
||||
#define PaintStrength 1.00 //[0.00 to 1.00] The overall interpolated strength of the paint effect. Where 1.0 equates to 100% strength.
|
||||
|
||||
//##[CURVE_CONTRAST]
|
||||
#define CurveType 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
|
||||
#define CurvesContrast 0.35 //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening.
|
||||
|
||||
//##[GAMMA_CORRECTION]
|
||||
#define Gamma 2.20 //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)
|
||||
|
||||
//##[LOTTES_CRT]
|
||||
#define MaskingType 1 //[1|2|3|4] The type of CRT shadow masking used. 1: compressed TV style, 2: Aperture-grille, 3: Stretched VGA style, 4: VGA style.
|
||||
#define CRTSizeX 512.0 //[128 to 2048] A workaround for arbitrary render target scaling. Either set it to a fixed width, or set it to screenSize.x
|
||||
#define CRTSizeY 448.0 //[128 to 2048] A workaround for arbitrary render target scaling. Either set it to a fixed height, or set it to screenSize.y
|
||||
#define ScanBrightness -8.00 //[-16.0 to 1.0] The overall brightness of the scanline effect. Lower for darker, higher for brighter.
|
||||
#define FilterCRTAmount -1.00 //[-4.0 to 1.0] The amount of filtering used, to replicate the TV CRT look. Lower for less, higher for more.
|
||||
#define HorizontalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the horizontal (x) axis of the screen. Use small increments.
|
||||
#define VerticalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the verticle (y) axis of the screen. Use small increments.
|
||||
#define MaskAmountDark 0.80 //[0.0 to 1.0] The value of the dark masking line effect used. Lower for darker lower end masking, higher for brighter.
|
||||
#define MaskAmountLight 1.50 //[0.0 to 2.0] The value of the light masking line effect used. Lower for darker higher end masking, higher for brighter.
|
||||
#define ResolutionScale 2.00 //[0.1 to 4.0] The scale of the image resolution. Lowering this can give off a nice retro TV look. Raising it can clear up the image.
|
||||
#define MaskResolutionScale 0.80 //[0.1 to 2.0] The scale of the CRT mask resolution. Use this for balancing the scanline mask scale for difference resolution scaling.
|
||||
#define UseShadowMask 1 //[0 or 1] Enables, or disables the use of the CRT shadow mask. 0 is disabled, 1 is enabled.
|
||||
|
||||
//##[SCANLINES]
|
||||
#define ScanlineType 0 //[0|1|2] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy)
|
||||
#define ScanlineScale 0.50 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems.
|
||||
#define ScanlineIntensity 0.18 //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.18 for ScanlineType 0|1|2, 0.50 for ScanlineType 3.
|
||||
#define ScanlineBrightness 1.02 //[0.50 to 2.00] The brightness of the scanlines. Defaults: 2.00 for ScanlineType 0|1|2, 1.50 for ScanlineType 3.
|
||||
|
||||
//##[VIGNETTE]
|
||||
#define VignetteRatio 1.77 //[0.15 to 6.00] Sets the espect ratio of the vignette. 1.77 for 16:9, 1.60 for 16:10, 1.33 for 4:3, 1.00 for 1:1.
|
||||
#define VignetteRadius 1.10 //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center
|
||||
#define VignetteAmount 0.25 //[0.00 to 1.00] Strength of black edge occlusion. Increase for higher strength, decrease for lower.
|
||||
#define VignetteSlope 12 //[2|4|8|10|12|16] How far away from the center the vignetting will start.
|
||||
|
||||
//##[SUBPIXEL DITHERING]
|
||||
#define DitherMethod 2 //[1 or 2] 1: Ordered grid dithering(faster), 2: random dithering(higher quality). Hardware dithering is also enabled by default.
|
||||
#define ShowMethod 0 //[0 or 1] Shows the dithering method, based of the type of dithering selected. Useful for debugging, and confirmation of working order.
|
||||
|
||||
//##[DEBANDING]
|
||||
#define DebandRadius 32.0 //[0.0 to 1024.0] Sampling radius, higher values will reduce further banding but might also reduce details.
|
||||
#define DebandThreshold 0.017 //[0.000 to 0.100] Threshold, higher values will reduce further banding but might also reduce details and increase noise.
|
||||
#define DebandSampleCount 4 //[1 to 8] Sample count, higher values are better. But also have a higher performance cost.
|
||||
#define DebandOffsetMode 3 //[1|2|3] 1 = cross (axis aligned, fast), 2 = diagonal (45 degrees, slower), 3 = box (fully random, slower).
|
||||
#define DebandDithering 1 //[0|1|2|3] Additional dithering options to smoothen the output. 0 = No dithering 1 = Ordered dithering, 2 = Random dithering, 3 = Iestyn's RGB dither (Valve).
|
||||
|
||||
//##[PX_BORDER]
|
||||
#define BorderWidth float2(2, 2) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
|
||||
#define BorderColor 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.
|
||||
|
||||
//[END OF USER OPTIONS]
|
||||
/*===============================================================================*\
|
||||
|######################## [GSdx FX Suite v2.40] ########################|
|
||||
|########################## By Asmodean ##########################|
|
||||
|| ||
|
||||
|| This program is free software; you can redistribute it and/or ||
|
||||
|| modify it under the terms of the GNU General Public License ||
|
||||
|| as published by the Free Software Foundation; either version 2 ||
|
||||
|| of the License, or (at your option) any later version. ||
|
||||
|| ||
|
||||
|| This program is distributed in the hope that it will be useful, ||
|
||||
|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
|
||||
|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
|
||||
|| GNU General Public License for more details. (c)2016 ||
|
||||
|| ||
|
||||
|#################################################################################|
|
||||
\*===============================================================================*/
|
||||
//#NOTICE: GSdx FX is not compatible with GSdx9. Use GSdx OGL or DX10/11.
|
||||
|
||||
/*------------------------------------------------------------------------------
|
||||
[DEFINITIONS & ON/OFF OPTIONS]
|
||||
------------------------------------------------------------------------------*/
|
||||
|
||||
//--------------------------#[CHOOSE EFFECTS]#--------------------------------\\
|
||||
|
||||
//#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use gsdx fx antialiasing OR filtering. Not both together.
|
||||
#define UHQ_FXAA 0 //# High Quality Fast Approximate Anti Aliasing. If GSdx's internal FXAA is also enabled, this equals FXAA2x.[3D]
|
||||
|
||||
//#[FS SCALING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both.
|
||||
#define BILINEAR_FILTERING 0 //# Bilinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures.[2D]
|
||||
#define BICUBIC_FILTERING 0 //# Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures.[2D]
|
||||
#define GAUSSIAN_FILTERING 0 //# Gaussian Fullscreen Texture Filtering. Gaussian filtering - strong to extra strong filtering of textures.[2D]
|
||||
#define BICUBLIC_SCALER 0 //# Bicubic Interpolation Scaling. Uses BCS on up scaling, and downsampling of games, for smoother scaling.
|
||||
#define LANCZOS_SCALER 0 //# Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling.
|
||||
|
||||
//#[LIGHTING & COLOUR] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) use Bloom & Tonemapping together]
|
||||
#define BLENDED_BLOOM 1 //# High Quality SP Bloom. Soft lighting with blending techniques, for a natural looking bloom.
|
||||
#define SCENE_TONEMAPPING 1 //# HDR Scene Tonemapping. Layered component conversion, and applies scene tone mapping.
|
||||
#define COLOR_CORRECTION 0 //# Component Color Correction. Colorspace conversion, with correction curves, and multiple palette types.
|
||||
#define CROSS_PROCESSING 0 //# Filmic Cross Processing. Alters the tone of the scene, crossing the game's color set, with another.
|
||||
#define GAMMA_CORRECTION 0 //# RGB Gamma Correction. Fixed expansion to variable compression gamma correction curve.
|
||||
#define PIXEL_VIBRANCE 0 //# Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original color saturation.
|
||||
#define COLOR_GRADING 0 //# Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones.
|
||||
#define TEXTURE_SHARPEN 0 //# Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity.
|
||||
#define CURVE_CONTRAST 0 //# S-Curve Scene Contrast Enhancement. Locally adjusts contrast using a four-point cubic bezier spline.
|
||||
#define CEL_SHADING 0 //# PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games.
|
||||
#define PAINT_SHADING 0 //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy.
|
||||
#define COLOR_TEMPERATURE 0 //# White Point Temperature. Changes the temperature of the image from D65 white point reference.
|
||||
|
||||
//#[TV EMU TECHNIQUES] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc.
|
||||
#define LOTTES_CRT 0 //# Timothy Lottes CRT emulation effect. Similar to scanlines, but with more control options. Ported by request.
|
||||
#define SCANLINES 0 //# Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res.
|
||||
#define VIGNETTE 0 //# Darkens the edges of the screen, to make it look more like it was shot with a camera lens.
|
||||
#define DEBANDING 0 //# Applies a debanding effect, to minimize banding artifacts. Which is usually very prevalent in skyboxes (for example).
|
||||
#define SP_DITHERING 0 //# Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding.
|
||||
#define PX_BORDER 0 //# Creates a pixel border, as a workaround for the bright edge that using hardware antialiasing(MSAA) can cause. (Ported by request from SFX).
|
||||
|
||||
/*------------------------------------------------------------------------------
|
||||
[EFFECT CONFIG OPTIONS]
|
||||
------------------------------------------------------------------------------*/
|
||||
|
||||
//##[UHQ_FXAA]
|
||||
#define FxaaSubpixMax 0.00 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only.
|
||||
#define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra.
|
||||
#define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. When enabled: Only luma edge pixels are antialiased. When disabled: the entire scene is antialiased(FSAA).
|
||||
|
||||
//##[BILINEAR_FILTERING]
|
||||
#define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering.
|
||||
#define OffsetAmount 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.
|
||||
|
||||
//##[BICUBIC_FILTERING]
|
||||
#define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering.
|
||||
#define BicubicStrength 0.75 //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering.
|
||||
#define PixelOffset 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.
|
||||
|
||||
//##[GAUSSIAN_FILTERING]
|
||||
#define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering.
|
||||
#define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering.
|
||||
|
||||
//##[BLENDED BLOOM]
|
||||
#define BloomType BlendGlow //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark.
|
||||
#define BloomStrength 0.220 //[0.000 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
|
||||
#define BlendStrength 1.000 //[0.000 to 1.000] Strength of the blending. This is a modifier based on bloom. 1.0 equates to 100% strength.
|
||||
#define BloomDefocus 2.000 //[1.000 to 4.000] The initial bloom defocus value. Increases the softness of light, bright objects, etc.
|
||||
#define BloomWidth 3.200 //[1.000 to 8.000] Width of the bloom. Adjusts the width of the spread and soft glow. Scales with BloomStrength.
|
||||
#define BloomReds 0.040 //[0.000 to 1.000] Red channel correction of the bloom. Raising will increase the bloom of reds.
|
||||
#define BloomGreens 0.030 //[0.000 to 1.000] Green channel correction of the bloom. Raising will increase the bloom of greens.
|
||||
#define BloomBlues 0.020 //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues.
|
||||
|
||||
//##[SCENE TONEMAPPING]
|
||||
#define TonemapType 1 //[0|1|2|3] The base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 & 3 are Filmic HDR(slight grading).
|
||||
#define TonemapMask 0 //[0 or 1] Enables an ALU tone masking curve. Produces a nice cinematic look. Suits some games more than others.
|
||||
#define MaskStrength 0.25 //[0.000 to 1.000] Strength of the tone masking. Higher for a stronger effect. This is a dependency of TonemapMask.
|
||||
#define ToneAmount 0.300 //[0.050 to 1.000] Tonemap strength (tone correction). Higher for stronger tone mapping, lower for lighter.
|
||||
#define BlackLevels 0.060 //[0.000 to 1.000] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them.
|
||||
#define Exposure 1.000 //[0.100 to 2.000] White correction (brightness). Higher values for more scene exposure, lower for less.
|
||||
#define Luminance 1.000 //[0.100 to 2.000] Luminance average (luminance correction). Higher values will lower scene luminance average.
|
||||
#define WhitePoint 1.000 //[0.100 to 2.000] Whitepoint average (wp lum correction). Higher values will lower the maximum scene white point.
|
||||
|
||||
//##[COLOR CORRECTION]
|
||||
#define CorrectionPalette 1 //[1|2|3|4|5] The colorspace palette type. 1: RGB, 2: YXY, 3: XYZ, 4: HSV, 5: YUV. Each one will produce a different combination of shades & hues.
|
||||
#define ChannelR 1.20 //[0.00 to 8.00] R(1), Y(2), X(3), H(4), Y(5) component channel varies with the colorspace used. Higher values increase correction strength.
|
||||
#define ChannelG 1.60 //[0.00 to 8.00] G(1), X(2), Y(3), S(4), U(5) component channel varies with the colorspace used. Higher values increase correction strength.
|
||||
#define ChannelB 1.80 //[0.00 to 8.00] B(1), Y(2), Z(3), V(4), V(5) component channel varies with the colorspace used. Higher values increase correction strength.
|
||||
#define PaletteStrength 2.00 //[0.00 to 4.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation.
|
||||
|
||||
//##[CROSS PROCESSING]
|
||||
#define FilmicProcess 1 //[1|2|3] The color conversion type for the cross process. 1: cool, 2: warm, 3: dusk. You can achieve different results with each.
|
||||
#define RedShift 0.50 //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift.
|
||||
#define GreenShift 0.50 //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift.
|
||||
#define BlueShift 0.50 //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift.
|
||||
#define ShiftRatio 0.50 //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.
|
||||
|
||||
//##[TEXTURE SHARPEN]
|
||||
#define SharpenStrength 0.75 //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used.
|
||||
#define SharpenClamp 0.015 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping.
|
||||
#define SharpenBias 1.20 //[0.50 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen.
|
||||
#define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly.
|
||||
|
||||
//##[PIXEL VIBRANCE]
|
||||
#define Vibrance 0.10 //[-1.00 to 1.00] Overall vibrance strength. Locally adjusts the vibrance of pixels depending on their original saturation.
|
||||
#define RedVibrance 1.00 //[-8.00 to 8.00] Red channel coefficient of the vibrance strength. Adjusting the vibrance of the red channel independently.
|
||||
#define GreenVibrance 1.00 //[-8.00 to 8.00] Green channel coefficient of the vibrance strength. Adjusting the vibrance of the green channel independently.
|
||||
#define BlueVibrance 1.00 //[-8.00 to 8.00] Blue channel coefficient of the vibrance strength. Adjusting the vibrance of the blue channel independently.
|
||||
|
||||
//##[COLOR_GRADING]
|
||||
#define RedGrading 1.20 //[0.00 to 3.00] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones.
|
||||
#define GreenGrading 1.10 //[0.00 to 3.00] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones.
|
||||
#define BlueGrading 1.10 //[0.00 to 3.00] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones.
|
||||
#define GradingStrength 0.25 //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount.
|
||||
#define Correlation 1.00 //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded.
|
||||
|
||||
//##[COLOR TEMPERATURE]
|
||||
#define White_Point 6500.0 //[2000.0 to 12000.0] Temperature value given in Kelvin. A typical CRT has a target white point temperature of D93 (9300K)
|
||||
|
||||
//##[CEL SHADING]
|
||||
#define EdgeStrength 1.00 //[0.00 to 4.00] Overall strength of the cel edge outline effect. Affects the overall density. 0.00: no outlines.
|
||||
#define EdgeFilter 0.75 //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc.
|
||||
#define EdgeThickness 1.20 //[0.50 to 2.00] Thickness of the cel edges. Increase for thicker outlining. Note: when downsampling, raise this to keep the same thickness.
|
||||
#define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base color luma calculations. Yuv luma can produce a better shaded look.
|
||||
#define ColorRounding 0 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others.
|
||||
|
||||
//##[PAINT SHADING]
|
||||
#define PaintMethod 2 //[1 or 2] The algorithm used for paint effect. 1: water painting, 2: oil painting. You may want to readjust the radius between the two.
|
||||
#define PaintRadius 4 //[2 to 8] Radius of the painted effect, increasing the radius also requires longer loops, so higher values require more performance.
|
||||
#define PaintStrength 1.00 //[0.00 to 1.00] The overall interpolated strength of the paint effect. Where 1.0 equates to 100% strength.
|
||||
|
||||
//##[CURVE_CONTRAST]
|
||||
#define CurveType 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
|
||||
#define CurvesContrast 0.35 //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening.
|
||||
|
||||
//##[GAMMA_CORRECTION]
|
||||
#define Gamma 2.20 //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)
|
||||
|
||||
//##[LOTTES_CRT]
|
||||
#define MaskingType 1 //[1|2|3|4] The type of CRT shadow masking used. 1: compressed TV style, 2: Aperture-grille, 3: Stretched VGA style, 4: VGA style.
|
||||
#define CRTSizeX 512.0 //[128 to 2048] A workaround for arbitrary render target scaling. Either set it to a fixed width, or set it to screenSize.x
|
||||
#define CRTSizeY 448.0 //[128 to 2048] A workaround for arbitrary render target scaling. Either set it to a fixed height, or set it to screenSize.y
|
||||
#define ScanBrightness -8.00 //[-16.0 to 1.0] The overall brightness of the scanline effect. Lower for darker, higher for brighter.
|
||||
#define FilterCRTAmount -1.00 //[-4.0 to 1.0] The amount of filtering used, to replicate the TV CRT look. Lower for less, higher for more.
|
||||
#define HorizontalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the horizontal (x) axis of the screen. Use small increments.
|
||||
#define VerticalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the verticle (y) axis of the screen. Use small increments.
|
||||
#define MaskAmountDark 0.80 //[0.0 to 1.0] The value of the dark masking line effect used. Lower for darker lower end masking, higher for brighter.
|
||||
#define MaskAmountLight 1.50 //[0.0 to 2.0] The value of the light masking line effect used. Lower for darker higher end masking, higher for brighter.
|
||||
#define ResolutionScale 2.00 //[0.1 to 4.0] The scale of the image resolution. Lowering this can give off a nice retro TV look. Raising it can clear up the image.
|
||||
#define MaskResolutionScale 0.80 //[0.1 to 2.0] The scale of the CRT mask resolution. Use this for balancing the scanline mask scale for difference resolution scaling.
|
||||
#define UseShadowMask 1 //[0 or 1] Enables, or disables the use of the CRT shadow mask. 0 is disabled, 1 is enabled.
|
||||
|
||||
//##[SCANLINES]
|
||||
#define ScanlineType 0 //[0|1|2] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy)
|
||||
#define ScanlineScale 0.50 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems.
|
||||
#define ScanlineIntensity 0.18 //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.18 for ScanlineType 0|1|2, 0.50 for ScanlineType 3.
|
||||
#define ScanlineBrightness 1.02 //[0.50 to 2.00] The brightness of the scanlines. Defaults: 2.00 for ScanlineType 0|1|2, 1.50 for ScanlineType 3.
|
||||
|
||||
//##[VIGNETTE]
|
||||
#define VignetteRatio 1.77 //[0.15 to 6.00] Sets the espect ratio of the vignette. 1.77 for 16:9, 1.60 for 16:10, 1.33 for 4:3, 1.00 for 1:1.
|
||||
#define VignetteRadius 1.10 //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center
|
||||
#define VignetteAmount 0.25 //[0.00 to 1.00] Strength of black edge occlusion. Increase for higher strength, decrease for lower.
|
||||
#define VignetteSlope 12 //[2|4|8|10|12|16] How far away from the center the vignetting will start.
|
||||
|
||||
//##[SUBPIXEL DITHERING]
|
||||
#define DitherMethod 2 //[1 or 2] 1: Ordered grid dithering(faster), 2: random dithering(higher quality). Hardware dithering is also enabled by default.
|
||||
#define ShowMethod 0 //[0 or 1] Shows the dithering method, based of the type of dithering selected. Useful for debugging, and confirmation of working order.
|
||||
|
||||
//##[DEBANDING]
|
||||
#define DebandRadius 32.0 //[0.0 to 1024.0] Sampling radius, higher values will reduce further banding but might also reduce details.
|
||||
#define DebandThreshold 0.017 //[0.000 to 0.100] Threshold, higher values will reduce further banding but might also reduce details and increase noise.
|
||||
#define DebandSampleCount 4 //[1 to 8] Sample count, higher values are better. But also have a higher performance cost.
|
||||
#define DebandOffsetMode 3 //[1|2|3] 1 = cross (axis aligned, fast), 2 = diagonal (45 degrees, slower), 3 = box (fully random, slower).
|
||||
#define DebandDithering 1 //[0|1|2|3] Additional dithering options to smoothen the output. 0 = No dithering 1 = Ordered dithering, 2 = Random dithering, 3 = Iestyn's RGB dither (Valve).
|
||||
|
||||
//##[PX_BORDER]
|
||||
#define BorderWidth float2(2, 2) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
|
||||
#define BorderColor 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.
|
||||
|
||||
//[END OF USER OPTIONS]
|
||||
Reference in New Issue
Block a user