PCSX2 : v1.7.0

This commit is contained in:
Abdessamad DERRAZ
2021-10-17 20:47:31 +02:00
parent d677acd6a1
commit 7505bed384
12 changed files with 4480 additions and 3296 deletions

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@@ -4,9 +4,9 @@
# Important: PAD bindings will override shortcuts at this file. # Important: PAD bindings will override shortcuts at this file.
# IMPORTANT: GSdx has fixed shortcuts. Make sure your shortcuts don't conflict. # IMPORTANT: GS has fixed shortcuts. Make sure your shortcuts don't conflict.
# Also, they will affect GSdx also when alt/ctrl/shift are pressed, so it's # Also, they will affect GS also when alt/ctrl/shift are pressed, so it's
# best to completely avoid them at this file. GSdx uses: # best to completely avoid them at this file. GS uses:
# F5 - Deinterlace modes # F5 - Deinterlace modes
# PAGE_UP - FXAA antialiasing (HW and SW) # PAGE_UP - FXAA antialiasing (HW and SW)
# PAGE_DOWN - Cycles through dither modes (HW) # PAGE_DOWN - Cycles through dither modes (HW)

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@@ -1,43 +1,58 @@
disassembly view:
ctrl+g goto
ctrl+e edit breakpoint
ctrl+d enable/disable breakpoint
ctrl+b add breakpoint
right follow branch/position memory view to accessed address
left go back one branch level/goto pc
up move cursor up one line
down move cursor down one line
page up move visible area up one page
page down move visible area down one page
f10 step over
f11 step into
tab toggle display symbols
left click select line/toggle breakpoint if line is already highlighted
right click open context menu
memory view:
ctrl+g goto
ctrl+b add breakpoint
left move cursor back one byte/nibble
right move cursor ahead one byte/nibble
up move cursor up one line
down move cursor down one line
page up move cursor up one page
page down move cursor down one page
0-9,A-F overwrite hex nibble
any overwrite ansi byte
left click select byte/nibble
right click open context menu
ctrl+wheel zoom memory view
esc return to previous goto address
ctrl+v paste a hex string into memory
breakpoint list: †---------------------†
up select previous item Disassembly view:
down select next item
delete remove selected breakpoint †---------------------†
return edit selected breakpoint
space toggle enable state of selected breakpoint Ctrl + G Goto
Ctrl + E Edit Breakpoint
Ctrl + D Enable/disable breakpoint
Ctrl + B Add breakpoint
Left Go back one branch level/goto pc
Right Follow branch/position memory view to accessed address
Up Move cursor up one line
Down Move cursor down one line
Page Up Move visible area up one page
Page Down Move visible area down one page
F10 Step over
F11 Step into
Tab Toggle display symbols
Left Click Select line/toggle breakpoint if line is already highlighted
Right Click Open context menu
†---------------------†
Memory View:
†---------------------†
Ctrl + G Goto
Ctrl + B Add breakpoint
Left Move cursor back one byte/nibble
Right Move cursor ahead one byte/nibble
Up Move cursor up one line
Down Move cursor down one line
Page Up Move cursor up one page
Page Down Move cursor down one page
0-9,A-F Overwrite hex nibble
Any Overwrite ansi byte
Left Click Select byte/nibble
Right Click Open context menu
Ctrl+Wheel Zoom memory view
Esc Return to previous goto address
Ctrl+V Paste a hex string into memory
†---------------------†
Breakpoint List:
†---------------------†
Up Select previous item
Down Select next item
Delete Remove selected breakpoint
Return Edit selected breakpoint
Space Toggle enable state of selected breakpoint
†---------------------†

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@@ -1,7 +1,7 @@
MainGuiPosition=488,488 MainGuiPosition=3954,114
SysSettingsTabName=Cpu SysSettingsTabName=Cpu
McdSettingsTabName=none McdSettingsTabName=none
ComponentsTabName=BIOS ComponentsTabName=
AppSettingsTabName=none AppSettingsTabName=none
GameDatabaseTabName=none GameDatabaseTabName=none
LanguageId=0 LanguageId=0
@@ -21,14 +21,73 @@ EnableFastBoot=enabled
EnablePresets=enabled EnablePresets=enabled
PresetIndex=1 PresetIndex=1
AskOnBoot=disabled AskOnBoot=disabled
McdCompressNTFS=enabled
CdvdSource=ISO CdvdSource=ISO
McdCompressNTFS=enabled
[wxWindows] [wxWindows]
[wxWindows/FontMapper] [wxWindows/FontMapper]
[wxWindows/FontMapper/Charsets] [wxWindows/FontMapper/Charsets]
UTF-8=-1 UTF-8=-1
[wxWindows/FontMapper/Charsets/Aliases] [wxWindows/FontMapper/Charsets/Aliases]
UTF-8= UTF-8=
[ProgramLog]
Visible=disabled
AutoDock=enabled
DisplayPosition=4575,114
DisplaySize=680,560
FontSize=8
Theme=Default
[Folders]
UseDefaultBios=enabled
UseDefaultSnapshots=enabled
UseDefaultSavestates=enabled
UseDefaultMemoryCards=enabled
UseDefaultLogs=enabled
UseDefaultLangs=enabled
UseDefaultCheats=enabled
UseDefaultCheatsWS=enabled
Bios=bios
Snapshots=snaps
Savestates=sstates
MemoryCards=memcards
Logs=logs
Langs=Langs
Cheats=cheats
CheatsWS=cheats_ws
RunIso=\\Documents\\PCSX2
RunELF=\\Documents\\PCSX2
RunDisc=
[GSWindow]
CloseOnEsc=enabled
DefaultToFullscreen=disabled
AlwaysHideMouse=disabled
DisableResizeBorders=disabled
DisableScreenSaver=enabled
WindowSize=640,480
WindowPos=-1,-1
IsMaximized=disabled
IsFullscreen=disabled
EnableVsyncWindowFlag=disabled
IsToggleFullscreenOnDoubleClick=enabled
AspectRatio=4:3
FMVAspectRatioSwitch=Off
Zoom=100
[InputRecording]
VirtualPadPosition=-1,-1
m_frame_advance_amount=1
[Capture]
EnableAudio=enabled
[UiTemplates]
LimiterUnlimited=Max
LimiterTurbo=Turbo
LimiterSlowmo=Slowmo
LimiterNormal=Normal
OutputFrame=Frame
OutputField=Field
OutputProgressive=Progressive
OutputInterlaced=Interlaced
Paused=<PAUSED>
TitleTemplate=Slot: ${slot} | Speed: ${speed} (${vfps}) | ${videomode} | Limiter: ${limiter} | ${gsdx} | ${omodei} | ${cpuusage}
RecordingTemplate=Slot: ${slot} | Frame: ${frame}/${maxFrame} | Rec. Mode: ${mode} | Speed: ${speed} (${vfps}) | Limiter: ${limiter}
[MemoryCards] [MemoryCards]
Slot1_Enable=enabled Slot1_Enable=enabled
Slot1_Filename=Mcd001.ps2 Slot1_Filename=Mcd001.ps2
@@ -46,75 +105,14 @@ Multitap2_Slot3_Enable=disabled
Multitap2_Slot3_Filename=Mcd-Multitap2-Slot03.ps2 Multitap2_Slot3_Filename=Mcd-Multitap2-Slot03.ps2
Multitap2_Slot4_Enable=disabled Multitap2_Slot4_Enable=disabled
Multitap2_Slot4_Filename=Mcd-Multitap2-Slot04.ps2 Multitap2_Slot4_Filename=Mcd-Multitap2-Slot04.ps2
[ProgramLog]
Visible=enabled
AutoDock=enabled
DisplayPosition=1519,488
DisplaySize=680,560
FontSize=8
Theme=Default
[Folders]
UseDefaultBios=enabled
UseDefaultSnapshots=enabled
UseDefaultSavestates=enabled
UseDefaultMemoryCards=enabled
UseDefaultLogs=enabled
UseDefaultLangs=enabled
UseDefaultPluginsFolder=enabled
UseDefaultCheats=enabled
UseDefaultCheatsWS=enabled
Bios=bios
Snapshots=snaps
Savestates=sstates
MemoryCards=memcards
Logs=logs
Langs=Langs
Cheats=cheats
CheatsWS=cheats_ws
PluginsFolder=plugins
RunIso=\\Documents\\PCSX2
RunELF=\\Documents\\PCSX2
RunDisc=
[Filenames] [Filenames]
GS=GSdx32-AVX2.dll BIOS=SCPH-30004R.bin
BIOS=SCPH-70004.BIN
[GSWindow]
CloseOnEsc=enabled
DefaultToFullscreen=disabled
AlwaysHideMouse=disabled
DisableResizeBorders=disabled
DisableScreenSaver=enabled
WindowSize=640,480
WindowPos=-1,-1
IsMaximized=disabled
IsFullscreen=disabled
EnableVsyncWindowFlag=disabled
IsToggleFullscreenOnDoubleClick=enabled
AspectRatio=4:3
FMVAspectRatioSwitch=Off
Zoom=100.00
[Framerate] [Framerate]
NominalScalar=1.00 NominalScalar=1
TurboScalar=2.00 TurboScalar=2
SlomoScalar=0.50 SlomoScalar=0.5
SkipOnLimit=disabled SkipOnLimit=disabled
SkipOnTurbo=disabled SkipOnTurbo=disabled
[InputRecording]
VirtualPadPosition=-1,-1
[Capture]
EnableAudio=enabled
[UiTemplates]
LimiterUnlimited=Max
LimiterTurbo=Turbo
LimiterSlowmo=Slowmo
LimiterNormal=Normal
OutputFrame=Frame
OutputField=Field
OutputProgressive=Progressive
OutputInterlaced=Interlaced
Paused=<PAUSED>
TitleTemplate=Slot: ${slot} | Speed: ${speed} (${vfps}) | ${videomode} | Limiter: ${limiter} | ${gsdx} | ${omodei} | ${cpuusage}
RecordingTemplate=Slot: ${slot} | Frame: ${frame}/${maxFrame} | Rec. Mode: ${mode} | Speed: ${speed} (${vfps}) | Limiter: ${limiter}
[ConsoleLogSources] [ConsoleLogSources]
Devel=disabled Devel=disabled
.EEout=enabled .EEout=enabled
@@ -124,6 +122,7 @@ Devel=disabled
.SysEvents=disabled .SysEvents=disabled
.p\&xThread=disabled .p\&xThread=disabled
.SYSout=disabled .SYSout=disabled
.PGIFout=disabled
.Input\ Recording=disabled .Input\ Recording=disabled
.Controller\ Info=disabled .Controller\ Info=disabled
[TraceLogSources] [TraceLogSources]

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@@ -9,12 +9,12 @@ EnableWideScreenPatches=disabled
EnableRecordingTools=disabled EnableRecordingTools=disabled
ConsoleToStdio=disabled ConsoleToStdio=disabled
HostFs=disabled HostFs=disabled
FullBootConfig=disabled
BackupSavestate=enabled BackupSavestate=enabled
McdEnableEjection=enabled McdEnableEjection=enabled
McdFolderAutoManage=enabled McdFolderAutoManage=enabled
MultitapPort0_Enabled=disabled MultitapPort0_Enabled=disabled
MultitapPort1_Enabled=disabled MultitapPort1_Enabled=disabled
GzipIsoIndexTemplate=$(f).pindex.tmp
[EmuCore/Speedhacks] [EmuCore/Speedhacks]
EECycleRate=0 EECycleRate=0
EECycleSkip=0 EECycleSkip=0
@@ -37,8 +37,6 @@ EnableIOP=enabled
EnableEECache=disabled EnableEECache=disabled
EnableVU0=enabled EnableVU0=enabled
EnableVU1=enabled EnableVU1=enabled
UseMicroVU0=enabled
UseMicroVU1=enabled
vuOverflow=enabled vuOverflow=enabled
vuExtraOverflow=disabled vuExtraOverflow=disabled
vuSignOverflow=disabled vuSignOverflow=disabled
@@ -50,23 +48,20 @@ StackFrameChecks=disabled
PreBlockCheckEE=disabled PreBlockCheckEE=disabled
PreBlockCheckIOP=disabled PreBlockCheckIOP=disabled
[EmuCore/GS] [EmuCore/GS]
SynchronousMTGS=disabled
VsyncQueueSize=2 VsyncQueueSize=2
FrameLimitEnable=enabled FrameLimitEnable=enabled
FrameSkipEnable=disabled FrameSkipEnable=disabled
VsyncEnable=0 VsyncEnable=0
LimitScalar=1.00 LimitScalar=1
FramerateNTSC=59.94 FramerateNTSC=59.94
FrameratePAL=50.00 FrameratePAL=50
FramesToDraw=2 FramesToDraw=2
FramesToSkip=2 FramesToSkip=2
[EmuCore/Gamefixes] [EmuCore/Gamefixes]
VuAddSubHack=disabled VuAddSubHack=disabled
FpuCompareHack=disabled
FpuMulHack=disabled FpuMulHack=disabled
FpuNegDivHack=disabled FpuNegDivHack=disabled
XgKickHack=disabled XgKickHack=disabled
IPUWaitHack=disabled
EETimingHack=disabled EETimingHack=disabled
SkipMPEGHack=disabled SkipMPEGHack=disabled
OPHFlagHack=disabled OPHFlagHack=disabled
@@ -75,9 +70,9 @@ VIFFIFOHack=disabled
VIF1StallHack=disabled VIF1StallHack=disabled
GIFFIFOHack=disabled GIFFIFOHack=disabled
GoemonTlbHack=disabled GoemonTlbHack=disabled
ScarfaceIbit=disabled IbitHack=disabled
CrashTagTeamRacingIbit=disabled VUKickstartHack=disabled
VU0KickstartHack=disabled VUOverflowHack=disabled
[EmuCore/Profiler] [EmuCore/Profiler]
Enabled=disabled Enabled=disabled
RecBlocks_EE=enabled RecBlocks_EE=enabled
@@ -89,8 +84,8 @@ ShowDebuggerOnStart=disabled
AlignMemoryWindowStart=enabled AlignMemoryWindowStart=enabled
FontWidth=8 FontWidth=8
FontHeight=12 FontHeight=12
WindowWidth=1316 WindowWidth=1000
WindowHeight=2060 WindowHeight=1329
MemoryViewBytesPerRow=16 MemoryViewBytesPerRow=16
[EmuCore/TraceLog] [EmuCore/TraceLog]
Enabled=disabled Enabled=disabled

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@@ -1,195 +1,195 @@
/*===============================================================================*\ /*===============================================================================*\
|######################## [GSdx FX Suite v2.40] ########################| |######################## [GSdx FX Suite v2.40] ########################|
|########################## By Asmodean ##########################| |########################## By Asmodean ##########################|
|| || || ||
|| This program is free software; you can redistribute it and/or || || This program is free software; you can redistribute it and/or ||
|| modify it under the terms of the GNU General Public License || || modify it under the terms of the GNU General Public License ||
|| as published by the Free Software Foundation; either version 2 || || as published by the Free Software Foundation; either version 2 ||
|| of the License, or (at your option) any later version. || || of the License, or (at your option) any later version. ||
|| || || ||
|| This program is distributed in the hope that it will be useful, || || This program is distributed in the hope that it will be useful, ||
|| but WITHOUT ANY WARRANTY; without even the implied warranty of || || but WITHOUT ANY WARRANTY; without even the implied warranty of ||
|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the || || MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
|| GNU General Public License for more details. (c)2016 || || GNU General Public License for more details. (c)2016 ||
|| || || ||
|#################################################################################| |#################################################################################|
\*===============================================================================*/ \*===============================================================================*/
//#NOTICE: GSdx FX is not compatible with GSdx9. Use GSdx OGL or DX10/11. //#NOTICE: GSdx FX is not compatible with GSdx9. Use GSdx OGL or DX10/11.
/*------------------------------------------------------------------------------ /*------------------------------------------------------------------------------
[DEFINITIONS & ON/OFF OPTIONS] [DEFINITIONS & ON/OFF OPTIONS]
------------------------------------------------------------------------------*/ ------------------------------------------------------------------------------*/
//--------------------------#[CHOOSE EFFECTS]#--------------------------------\\ //--------------------------#[CHOOSE EFFECTS]#--------------------------------\\
//#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use gsdx fx antialiasing OR filtering. Not both together. //#[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] #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. //#[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 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 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 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 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. #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] //#[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 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 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 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 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 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 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 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 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 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 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 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. #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. //#[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 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 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 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 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 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). #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] [EFFECT CONFIG OPTIONS]
------------------------------------------------------------------------------*/ ------------------------------------------------------------------------------*/
//##[UHQ_FXAA] //##[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 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 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). #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] //##[BILINEAR_FILTERING]
#define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the 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. #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] //##[BICUBIC_FILTERING]
#define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger 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 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. #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] //##[GAUSSIAN_FILTERING]
#define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the 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. #define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering.
//##[BLENDED BLOOM] //##[BLENDED BLOOM]
#define BloomType BlendGlow //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark. #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 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 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 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 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 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 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. #define BloomBlues 0.020 //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues.
//##[SCENE TONEMAPPING] //##[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 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 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 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 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 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 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 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. #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] //##[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 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 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 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 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. #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] //##[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 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 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 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 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. #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] //##[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 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 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 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. #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] //##[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 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 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 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. #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] //##[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 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 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 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 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. #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] //##[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) #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] //##[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 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 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 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 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. #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] //##[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 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 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. #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] //##[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 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. #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] //##[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) #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] //##[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 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 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 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 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 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 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 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 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 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 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 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. #define UseShadowMask 1 //[0 or 1] Enables, or disables the use of the CRT shadow mask. 0 is disabled, 1 is enabled.
//##[SCANLINES] //##[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 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 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 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. #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] //##[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 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 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 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. #define VignetteSlope 12 //[2|4|8|10|12|16] How far away from the center the vignetting will start.
//##[SUBPIXEL DITHERING] //##[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 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. #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] //##[DEBANDING]
#define DebandRadius 32.0 //[0.0 to 1024.0] Sampling radius, higher values will reduce further banding but might also reduce details. #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 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 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 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). #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] //##[PX_BORDER]
#define BorderWidth float2(2, 2) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. #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. #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] //[END OF USER OPTIONS]