巫师3 reshade和sweetfxff14reshade画质补丁丁哪个最好

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ReShade v0.12 + SweetFX v2.0 最新版画面增强工具
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FSX&P3d v1&P3d v2&
飞行币售价:
ReShade v0.12
ReShade是一种先进的后处理喷油器。它具有其自己的
效果语言,基于HLSL,这不仅使API和平台
独立着色可能的,但也引入了一个广泛的有用
特征尤其是对于后处理效果的发展而设计的。
相反,所有现有的喷射ReShade写是完全地
一般:它本身不附带任何影响,这是一个工具集着色器
开发者实现他们自己的想象。定义和使用自己的
纹理正好在着色器代码,要求定制定时器等,检索访问
每场比赛的颜色和深度缓存(这ReShade能够genericly
识别和跨游戏挂钩没有任何额外的配置),无论
它呈现与Direct3D8(其中包裹的Direct3D9允许使用较高
shadermodels)的Direct3D9,Direct3D10,Direct3D11或OpenGL(和在这两个32位
和64位)。一个非常先进的动态拦截系统是reponsible保持
轨道的API。而由于ReShade提到带有自己的着色器
transpiler,着色器写一次工作,在所有五个。
SweetFX v2.0
功能介绍SMAA反锯齿:消除锯齿的图像技术
LumaSharpen:使图像更锐利,细节更容易看到
CINEON DPX:使图像看起来就像是从电影转换到CINEON DPX。可用于创建一个“阳光灿烂”的样子。
伽玛增益:调整亮度和颜色的阴影,中间色调和高光(避免削波)
曲线:使用S-曲线调节对比度
暗角:调暗图像的边缘,使它看起来就像是一个镜头拍摄
抖动:适用于抖动,模拟出来的画面可以比你的显示器显示更多的色彩
拆分画面:使用之前和之后的对比模式
品质图:调整伽玛值,曝光,饱和度,和除雾
变奏:根据其原始饱和度进行智能饱和
安装信息解压缩或复制到该目录下的所有文件到游戏exe文件下。安装的文件是:D3D9.DLL、d3d9.fx、dxgi.dll、dxgi.fx、injector.ini、SweetFX_preset.txt(您可以选择设置文件加载在这里——默认加载SweetFX_settings.txt)、SweetFX_settings.txt(SweetFX设置.效果可以打开和关闭,并可以调整其设置)并安装最新的DirectX。
使用信息它在启动时会自动运行DirectX 9,10或11
它不修改任何游戏无论是在磁盘或内存中的文件。相反,它使用自定义Direct3D运行其中最新DirectX游戏将调用的DLL。
PRINTSCRN保存一个截图名为ScreenshotXXXX.bmp的安装目录到SweetFX。SCROLL_LOCK切换ON和OFF。它开始在ON模式。暂停重新加载着色器文件(这是有用的,当你需要调整设置从而游戏运行)。有些键盘(主要是笔记本电脑)没有专用的SCROLL_LOCK的按钮,需要按住Fn键的同时按下A键来激活Scroll Lock键。
调整设置在这SweetFX_settings.txt文件中您可以选择效果启用,并设置其参数
  1)用ALT + TAB或WIN + TAB打开你的游戏
2)在文本编辑器中打开SweetFX_settings.txt3)编辑设置,并保存。
3)用ALT + TAB或WIN + TAB切换回你的游戏
4)如果游戏运行在全屏模式下,那么它就会重新加载着色器文件。如果游戏在窗口模式下运行,那么你就需要按PAUSE键重新加载着色器文件并应用新的设置
在此强调一下
  1)Sweetfx支持的游戏不止一款(好多单机大作都可用)!
  2)Sweetfx开启时,最好关闭游戏内自带抗锯齿,它就是抗锯齿!
  3用Sweetfx时,请放心开启,因为它几乎不会占资源,别说770显卡,450以上显卡单人时都跑得动!
入游戏后,按Scrol Lock 开启/关闭 效果。
本帖子中包含更多资源
才可以下载或查看,没有帐号?
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看起来效果不错,在看安装太麻烦了
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sweetfx 2.0支持P3D吗?记P3D要用的话好像很麻烦
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看起来好棒的样子
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很麻烦而且SW要覆盖游戏的文件。
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画面党的最爱!
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这个不是最终版
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说说怎么用啊到是,不负责任呢
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sweetfx 2.0支持P3D吗?记P3D要用的话好像很麻烦
P3D v2.4 就没必要装这个。
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这是装在FSX的吗
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画面又真实了 不少,
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最漂亮的2代机是米格21
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这东西很好用,昨天玩了一下,开启hdr,gamma调了一下亮度,fsx偏暗的画面终于矫正过来了。
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不知它的用处是?
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说说怎么用啊到是,不负责任呢
运行ReShade Setup.exe,点seclect game,定位到你的fsx.exe文件,确定后这个程序就会自动把SweetFX整个文件夹复制到你的fsx主目录下,这样程序就算安装完毕了。然后进入fsx主目录下的SweetFX文件夹,打开SweetFX_settings.txt修改里边你要设置的效果参数。这个文件上半部分设置0和1相当于关闭打开相应的功能,后半部分是设置具体效果的参数值,我也是刚接触没细研究都啥效果,我就只开启了hdr,即设置了use_hdr=1,然后下边hdr的参数设为HDRPower=1.0,radius2=0.9。启动fsx后画面明显比以前鲜明多了。打开关闭SweetFX效果的按键是scroll lock键。USE_LIFTGAMMAGAIN=1是调gamma亮度矫正的,我试过下面参数设为RGB_Gamma float3(1.500, 1.500, 1.500),效果是画面变亮,其他暂时还没摸索。
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运行ReShade Setup.exe,点seclect game,定位到你的fsx.exe文件,确定后这个程序就会自动把SweetFX整个 ...
多谢提供支持!
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过来顶一下,表示不会按装
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不知道为何装了这个插件画面变糊涂了
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楼主这个文件只弄了部分文件就拿来,这不是坑人吗
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【分享】自改Reshade和sweetFX画质补丁,各类相关工具与代码分享
首先说明一下,sweetFX本身是不支持景深功能的,所以sweetFX那款就没景深了,但是帧数损失较小,低配也能用。Reshade选择较多,建议都试试,低配慎用。第一种是SweetFX的,效果没那么亮,个人测试帧数相较之下好一点。另一种是Reshade系列,集成sweetFX,GemFX,McFX,加了特效,比较吃配置,有多个选项,满足各种需求,请按说明安装,不喜欢某些特效的也可以根据说明去关闭单独的特效,我就不贴图了。如果要删除或替换,建议先把内的原有补丁(如ENB)删掉。与Razer Cortex可能存在冲突,Razer Cortex可能会阻止Reshade的效果
个别需要root权限,功能...
火眼现在检查不了文件...
还是有bug..卡片式后台...
【适用版本】:供1.15/1...
京东电脑节,全民抢宝进行时!1999抢i7本,半价秒电脑,抢直降3000显示器
效果图就不发了,截图有损,而且自己去试试才更直观。同时我还上传了各类画质插件的框架工具,整合的链接:密码:wr7jPS:有兴趣的就下了试试,务必看说明!!!本人不喜欢景深效果,而且用Reshade做的景深效果对于骑砍效果并不算好。鉴于论坛里已经有人做出了景深特效,我要说一句,它或多或少会对骑砍的菜单,HUD,字体等造成模糊失焦,见仁见智,我个人对各位制作者的建议是,最好放弃做景深的效果,因为牺牲太大,用游戏自带的就可以了。感谢我的同学Allen Liu,Jamie Stevens,Jingwia Lawrence和朋友Moiz Muhammad!!!
【以下是建议的骑砍战团sweetFX设置,你可以根据这个进行微调,个人建议用C/C#/C++编译,推荐工具notepad++】
/*-----------------------------------------------------------.
Description
'------------------------------------------------------------/Game: Mount & Blade WarbandSweetFX version: 1.5Author: NJCPAUSDescription: &Breathes some life into game, better contrast, more natural colors&
/*-----------------------------------------------------------.
Choose effects
'-----------------------------------------------------------*/// Set to 1 for ON or 0 for OFF#define USE_SMAA_ANTIALIASING 1#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.#define USE_BLOOM 0
// Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)#define USE_HDR 1
// Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)#define USE_TECHNICOLOR 0 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)#define USE_TONEMAP 0#define USE_VIBRANCE 1
//Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.#define USE_SEPIA 1#define USE_VIGNETTE 0
//Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.#define USE_DITHER 0
//Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by vignette)#define USE_DPX 1
//Unfinished - Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor
//I think the shader itself works, but the default settings need a lot of work. Maybe you can find some good settings?
/*-----------------------------------------------------------.
SMAA Anti-aliasing settings
'-----------------------------------------------------------*/#define SMAA_THRESHOLD 0.05
// (0.08-0.20) Edge detection threshold#define SMAA_MAX_SEARCH_STEPS 64
// [0-98] Determines the radius SMAA will search for aliased edges#define SMAA_MAX_SEARCH_STEPS_DIAG 16
// [0-16] Determines the radius SMAA will search for diagonal aliased edges#define SMAA_CORNER_ROUNDING 0
// [0-100] Determines the percent of antialiasing to apply to corners.// -- Advanced SMAA settings --#define COLOR_EDGE_DETECTION 1
// 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)#define SMAA_DIRECTX9_LINEAR_BLEND 0
// Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
/*-----------------------------------------------------------.
LumaSharpen settings
'-----------------------------------------------------------*/// -- Sharpening --#define sharp_strength 0.5 // (0.2-2.0)Strength of the sharpening#define sharp_clamp 0.030
// [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035// -- Advanced sharpening settings --#define pattern 2
// Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.#define offset_bias 1.0
// [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
// I designed the pattern for offset_bias 1.0, but feel free to experiment.
// -- Debug settings --#define splitscreen 0
// Enables the before-and-after splitscreen comparison mode. Left side is before.#define show_sharpen 0
// Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------.
Bloom settings
'-----------------------------------------------------------*/#define BloomThreshold 20.25#define BloomPower 1.446#define BloomWidth 0.0142
/*-----------------------------------------------------------.
HDR settings
'-----------------------------------------------------------*/#define HDRPower 1.20
//Strangely lowering this makes the image brighter#define radius2 0.80
//Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
TECHNICOLOR settings
'-----------------------------------------------------------*/#define TechniAmount 0.11#define TechniPower 2.8#define redNegativeAmount 0.88#define greenNegativeAmount 0.88#define blueNegativeAmount 0.88
/*-----------------------------------------------------------.
Tonemap settings
'-----------------------------------------------------------*/#define Gamma 1.0#define Exposure 0.0#define Saturation 0.0#define Bleach 0.0#define Defog 0.010
//How much of the color tint to remove#define FogColor float3(0.00, 0.00, 2.55) //what color to remove - default is blue
/*-----------------------------------------------------------.
Vibrance settings
'-----------------------------------------------------------*/#define Vibrance -0.1
//Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------.
Sepia settings
'-----------------------------------------------------------*/#define ColorTone float3(1.40, 1.20, 0.90)#define SepiaPower 0.20#define GreyPower 0.07
/*-----------------------------------------------------------.
Vignette settings
'-----------------------------------------------------------*/#define VignetteRadius 1.00
// lower values = stronger radial effect from center#define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White.#define VignetteSlope 8
// How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)#define VignetteCenter float2(0.500, 0.500) // Center of effect.
/*-----------------------------------------------------------.
Dither settings
'-----------------------------------------------------------*///No settings yet, beyond switching it on or off in the top section.//Note that checkerboard pattern used by Dither, makes an image harder to compress.//This can make your screenshots and videos take up more space.////////////////////////////////////////////////////////////////////////////////////////// Work in Progress ///////////////////////////////////////////////////////////////////////////////////////
/*-----------------------------------------------------------.
Cineon DPX settings
'-----------------------------------------------------------*///I have yet to find good default settings for this .. maybe you can?float Red = 8.0;
//[1.0 - 15.0]float Green = 8.0; //[1.0 - 15.0]float Blue = 8.0;
//[1.0 - 15.0]float ColorGamma = 2.5f;
//[0.1 - 2.5]float DPXSaturation = 3.0f; //[0.0 - 8.0]float RedC = 0.36;
//[0.6 - 0.2]float GreenC
= 0.36; //[0.6 - 0.2]float BlueC = 0.34;
//[0.6 - 0.2]float Blend = 0.2; //[1.0 - 0.0] How strong the effect should be
【以下是全游戏通用基础sweetFX设置,可依次自行微调】
/*-----------------------------------------------------------.
Choose effects
'-----------------------------------------------------------*/// Set to 1 for ON or 0 for OFF#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.#define USE_EXPLOSION
0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.#define USE_CARTOON
0 //[0 or 1] Cartoon : &Toon&s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)#define USE_ADVANCED_CRT
0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)#define USE_BLOOM
0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)#define USE_HDR
0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)#define USE_LUMASHARPEN
1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.#define USE_LEVELS
0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.#define USE_TECHNICOLOR
0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)#define USE_DPX
0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.#define USE_MONOCHROME
0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights#define USE_TONEMAP
0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)#define USE_VIBRANCE
1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.#define USE_CURVES
0 //[0 or 1] Curves : Contrast adjustments using S-curves.#define USE_SEPIA
0 //[0 or 1] Sepia : Sepia tones the image.#define USE_VIGNETTE
0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.#define USE_DITHER
0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)#define USE_BORDER
0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.#define USE_SPLITSCREEN
0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.#define USE_CUSTOM
0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
/*-----------------------------------------------------------.
SMAA Anti-aliasing settings
'-----------------------------------------------------------*/#define SMAA_THRESHOLD
//[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.#define SMAA_MAX_SEARCH_STEPS
//[0 to 98] Determines the radius SMAA will search for aliased edges#define SMAA_MAX_SEARCH_STEPS_DIAG
//[0 to 16] Determines the radius SMAA will search for diagonal aliased edges#define SMAA_CORNER_ROUNDING
//[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.// -- Advanced SMAA settings --#define COLOR_EDGE_DETECTION
//[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)#define SMAA_DIRECTX9_LINEAR_BLEND
//[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
/*-----------------------------------------------------------.
FXAA Anti-aliasing settings
'-----------------------------------------------------------*/#define FXAA_QUALITY__PRESET
//[1 to 9] Choose the quality preset. 9 is the highest quality.#define fxaa_Subpix
//[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.#define fxaa_EdgeThreshold
//[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.#define fxaa_EdgeThresholdMin
//[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------.
Explosion settings
'-----------------------------------------------------------*/#define Explosion_Radius
//[0.2 to 100.0] Amount of effect you want.
/*-----------------------------------------------------------.
Cartoon settings
'-----------------------------------------------------------*/#define CartoonPower
//[0.1 to 10.0] Amount of effect you want.#define CartoonEdgeSlope
//[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
/*----------------------------------------------------------.
Advanced CRT settings
'----------------------------------------------------------*/#define CRTAmount
//[0.00 to 1.00]
Amount of CRT effect you want#define CRTResolution
//[1.0 to 8.0]
Input size coefficent (low values gives the &low-res retro look&). Default is 1.2#define CRTgamma
//[0.0 to 4.0]
Gamma of simulated CRT (default 2.2)#define CRTmonitorgamma
//[0.0 to 4.0]
Gamma of display monitor (typically 2.2 is correct)#define CRTBrightness
//[1.0 to 3.0]
Used to boost brightness a little. Default is 1.0#define CRTScanlineIntensity 2.0
//[2.0 to 4.0]
Scanlines intensity (use integer values preferably). Default is 2.0#define CRTScanlineGaussian
//[0 or 1]
Use the &new nongaussian scanlines bloom effect&. Default is on#define CRTCurvature
//[[0 or 1]
&Barrel effect& enabled (1) or off (0)#define CRTCurvatureRadius
//[0.0 to 2.0]
Curvature Radius (only effective when Curvature is enabled). Default is 1.5#define CRTCornerSize
//[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001#define CRTDistance
//[0.00 to 4.00]
Simulated distance from viewer to monitor. Default is 2.00#define CRTAngleX
//[-0.20 to 0.20]
Tilt angle in radians (X coordinates)#define CRTAngleY
//[-0.20 to 0.20]
Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)#define CRTOverScan
//[1.00 to 1.10]
Overscan (e.g. 1.02 for 2% overscan). Default is 1.01#define CRTOversample
//[0 or 1]
Enable 3x oversampling of the beam profile (warning : performance hit)
/*-----------------------------------------------------------.
Bloom settings
'-----------------------------------------------------------*/#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.#define BloomPower 1.446
//[0.000 to 8.000] Strength of the bloom#define BloomWidth 0.0142
//[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
HDR settings
'-----------------------------------------------------------*/#define HDRPower 1.30
//[0.00 to 8.00] Strangely lowering this makes the image brighter#define radius2
//[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
LumaSharpen settings
'-----------------------------------------------------------*/// -- Sharpening --#define sharp_strength 0.65
//[0.10 to 3.00] Strength of the sharpening#define sharp_clamp
//[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035// -- Advanced sharpening settings --#define pattern 2
//[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.#define offset_bias 1.0
//[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.// -- Debug sharpening settings --#define show_sharpen 0
//[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*----------------------------------------------------------.
Levels settings
'----------------------------------------------------------*/#define Levels_black_point 16
//[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0#define Levels_white_point 235
//[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
/*-----------------------------------------------------------.
TECHNICOLOR settings
'-----------------------------------------------------------*/#define TechniAmount 0.4
//[0.00 to 1.00]#define TechniPower
//[0.00 to 8.00]#define redNegativeAmount
0.88 //[0.00 to 1.00]#define greenNegativeAmount 0.88 //[0.00 to 1.00]#define blueNegativeAmount
0.88 //[0.00 to 1.00]
/*-----------------------------------------------------------.
Cineon DPX settings
'-----------------------------------------------------------*/#define Red
//[1.0 to 15.0]#define Green 8.0
//[1.0 to 15.0]#define Blue
//[1.0 to 15.0]#define ColorGamma
//[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.#define DPXSaturation 3.0
//[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.#define RedC
//[0.60 to 0.20]#define GreenC 0.36
//[0.60 to 0.20]#define BlueC
//[0.60 to 0.20]#define Blend 0.2
//[0.00 to 1.00] How strong the effect should be.
/*-----------------------------------------------------------.
Monochrome settings
'-----------------------------------------------------------*/#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
虽然不懂·········但是好顶赞阁下这样为MOD做贡献的人。
/*-----------------------------------------------------------.
Lift Gamma Gain settings
'-----------------------------------------------------------*/#define RGB_Lift
float3(1.000, 1.000, 1.000)
//[0.000 to 2.000] Adjust shadows for Red, Green and Blue.#define RGB_Gamma float3(1.000, 1.100, 1.000)
//[0.000 to 2.000] Adjust midtones for Red, Green and Blue#define RGB_Gain
float3(1.000, 1.000, 1.000)
//[0.000 to 2.000] Adjust highlights for Red, Green and Blue//Note that a value of 1.000 is a neutral setting that leave the color unchanged.
/*-----------------------------------------------------------.
Tonemap settings
'-----------------------------------------------------------*/#define Gamma
//[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.#define Exposure
//[-1.000 to 1.000] Adjust exposure#define Saturation
//[-1.000 to 1.000] Adjust saturation#define Bleach
//[0.000 to 1.000] Brightens the shadows and fades the colors#define Defog
//[0.000 to 1.000] How much of the color tint to remove#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*-----------------------------------------------------------.
Vibrance settings
'-----------------------------------------------------------*/#define Vibrance
//[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
/*-----------------------------------------------------------.
Curves settings
'-----------------------------------------------------------*/#define Curves_mode
0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)#define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want// -- Advanced curve settings --#define Curves_formula
2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
/*-----------------------------------------------------------.
Sepia settings
'-----------------------------------------------------------*/#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image#define GreyPower
//[0.00 to 1.00] How much desaturate the image before tinting it#define SepiaPower 0.58
//[0.00 to 1.00] How much to tint the image
/*-----------------------------------------------------------.
Vignette settings
'-----------------------------------------------------------*/#define VignetteType
//[1|2|3] 1 = Original, 2 = New, 3 = TV style#define VignetteRatio
//[0.15 to 6.00]
Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.#define VignetteRadius
//[-1.00 to 3.00] lower values = stronger radial effect from center#define VignetteAmount -1.00
//[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.#define VignetteSlope
//[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)#define VignetteCenter float2(0.500, 0.500)
//[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
/*-----------------------------------------------------------.
Dither settings
'-----------------------------------------------------------*/#define dither_method
//[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different dithering but not as fast)//Note that the patterns used by Dither, makes an image harder to compress.//This can make your screenshots and video recordings take up more space.
/*-----------------------------------------------------------.
Border settings
'-----------------------------------------------------------*/#define border_width float2(1,20)
//[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.#define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
/*-----------------------------------------------------------.
Splitscreen settings
'-----------------------------------------------------------*/#define splitscreen_mode
//[1|2|3|4|5|6]
1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split,
// 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
/*-----------------------------------------------------------.
Custom settings
'-----------------------------------------------------------*///You can write your own effect by editing custom.h and then put settings for it here
建议:不是行家,代码部分就别动了。还有这次补丁是更新后了的,蓝色光带基本不会明显出现了
再强调一下,Reshade的部分特效并不适合骑砍,比如GodRay这些,并且部分特效会直接让游戏变幻灯片甚至当机,不了解最好别动
好东西,已收藏!
苹果助手软件哪个好?
虽然看不懂 还是顶一下
技术贴没人看?
写进置顶导航行不,不求精
虽然看不懂 还是顶一下
这个大部分人看不懂
解压放在根目录里。游戏CG过后并没有打开游戏。而全部删掉又可以了。
。。。吧务我对不起你啊。挖坟了
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