pupo162
11-05-2011, 10:24 AM
source http://sg1.es/foro/v...php?f=54&t=3157
thanks to JG51_Tuckie, for posting htis on my squads forum.
Translation
before:
http://i955.photobucket.com/albums/ae40/Jetflight/Cliffs%20of%20Dover/Before.jpg
after:
http://i955.photobucket.com/albums/ae40/Jetflight/Cliffs%20of%20Dover/After.jpg
before vs after
http://galeon.com/sk0rla/afterbeforBefore.jpg
FXAA_PPI_Rev_37.zip
http://www.assembla.com/spaces/fxaa-pp-inject/documents/cdXNpyYOur4jZIeJe5cbLr/download/cdXNpyYOur4jZIeJe5cbLr
choose folder according too use of DX9 or DX11
allows you to set
filter selection
FXAA
Contrast
Bloom
Color
tone
always from the driver of your GFX
SGI_MAJO SETTINGS:
/*================================================= =====================================
"USER" ADJUSTABLE SETTINGS
================================================== ====================================*/
// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results
/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
#define USE_TECHNICOLOR
#define USE_TONEMAP
#define USE_SEPIA
#define USE_POST_SHARPEN
/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.90; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.030; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0233; // Lower the value for more smoothing
/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 1; //0 = Disable | 1 = Enable
// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2
// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.2
/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.05 // 1.00 = Max
#define TechniPower 4.0 // lower values = whitening
// lower values = stronger channel
#define redNegativeAmount 1.0 // 1.00 = Max
#define greenNegativeAmount 0.5 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max
/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.00
#define Exposure -0.20
#define Saturation 0.35 // use negative values for less saturation.
#define BlueShift 0.00 // Higher = more blue in image.
#define Bleach 0.00 // Bleach bypass, higher = stronger effect
#define Defog 0.055 // Strength of Lens Colors.
#define FogColor float4(0.08, 0.10, 0.10, 1.0) //Lens-style color filters for Blue, Red, Yellow, White.
/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define GreyPower 0.0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in
#define SepiaPower 0.0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in
Saludos, SG1_Majo.
ive tested it, and i noticed a subtle difference. but on my pc england is a single green tilt with some lego blocks in it.
hope you enjoy it.
thanks to JG51_Tuckie, for posting htis on my squads forum.
Translation
before:
http://i955.photobucket.com/albums/ae40/Jetflight/Cliffs%20of%20Dover/Before.jpg
after:
http://i955.photobucket.com/albums/ae40/Jetflight/Cliffs%20of%20Dover/After.jpg
before vs after
http://galeon.com/sk0rla/afterbeforBefore.jpg
FXAA_PPI_Rev_37.zip
http://www.assembla.com/spaces/fxaa-pp-inject/documents/cdXNpyYOur4jZIeJe5cbLr/download/cdXNpyYOur4jZIeJe5cbLr
choose folder according too use of DX9 or DX11
allows you to set
filter selection
FXAA
Contrast
Bloom
Color
tone
always from the driver of your GFX
SGI_MAJO SETTINGS:
/*================================================= =====================================
"USER" ADJUSTABLE SETTINGS
================================================== ====================================*/
// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results
/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
#define USE_TECHNICOLOR
#define USE_TONEMAP
#define USE_SEPIA
#define USE_POST_SHARPEN
/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.90; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.030; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0233; // Lower the value for more smoothing
/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 1; //0 = Disable | 1 = Enable
// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2
// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.2
/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.05 // 1.00 = Max
#define TechniPower 4.0 // lower values = whitening
// lower values = stronger channel
#define redNegativeAmount 1.0 // 1.00 = Max
#define greenNegativeAmount 0.5 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max
/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.00
#define Exposure -0.20
#define Saturation 0.35 // use negative values for less saturation.
#define BlueShift 0.00 // Higher = more blue in image.
#define Bleach 0.00 // Bleach bypass, higher = stronger effect
#define Defog 0.055 // Strength of Lens Colors.
#define FogColor float4(0.08, 0.10, 0.10, 1.0) //Lens-style color filters for Blue, Red, Yellow, White.
/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define GreyPower 0.0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in
#define SepiaPower 0.0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in
Saludos, SG1_Majo.
ive tested it, and i noticed a subtle difference. but on my pc england is a single green tilt with some lego blocks in it.
hope you enjoy it.