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How To: Anti-Aliasing/Shader Injection (SweetFX, GeDoSaTo, GEMFX, and ReShade) - Page 55

post #541 of 1673
donjon defenders , with sweetfx 2.0a config: (Click to show)
Code:
/*-----------------------------------------------------------.
  /                      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_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#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_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           1 //[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_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#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_CARTOON       1 //[0 or 1] Cartoon : "Toon"s the image
#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        1 //[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.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.05           //[0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 32      //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0        //[0 to 100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        //[0 or 1] 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 9       //[1 to 9] Choose the quality preset
#define fxaa_Subpix 0.400            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal
#define fxaa_EdgeThreshold 0.250     //[0.000 to 1.000] The minimum amount of local contrast required to apply algorithm
#define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Trims the algorithm from processing darks


   /*-----------------------------------------------------------.
  /                       LumaSharpen settings                  /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.20   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.025  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 3        //[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)


   /*-----------------------------------------------------------.
  /                       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 1.20  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.85  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.0 to 1.0]
#define TechniPower  4.0         //[0.0 to 8.0]
#define redNegativeAmount   0.88 //[0.0 to 1.0]
#define greenNegativeAmount 0.88 //[0.0 to 1.0]
#define blueNegativeAmount  0.88 //[0.0 to 1.0]


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red   15.0  //[1.0 to 15.0]
#define Green 15.0  //[1.0 to 15.0]
#define Blue  15.0  //[1.0 to 15.0]

#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.35  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.34  //[0.60 to 0.20]

#define Blend 0.14    //[0.00 to 1.00] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(0.970, 0.970, 0.970)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.980, 0.980, 0.980)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.050, 1.050, 1.050)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma 1.02        //[0.000 to 2.000] Adjust midtones

#define Exposure 0.00    //[-1.000 to 1.000] Adjust exposure

#define Saturation -0.20  //[-1.000 to 1.000] Adjust saturation

#define Bleach 0.00      //[0.000 to 1.000] Brightens the shadows and fades the colors

#define Defog 0.000  //[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 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_contrast 0.20  //[-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] The constrast s-curve you want to use. I prefer 2 myself.


   /*-----------------------------------------------------------.
  /                       Cartoon settings                      /
  '-----------------------------------------------------------*/
#define Cartoonpower 0.6  // [0.1 to 10.0 ] The amount of effect


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower  0.11                    //[0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.0 to 1.0] How much to tint the image


   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 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)  //[0.00 to 1.00, 0.00 to 1.00] Center of effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                        Border settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode 1  //[1|2|3|4|5]  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

and cartoon.h changes:
Code:
/*------------------------------------------------------------------------------
                                                Cartoon
------------------------------------------------------------------------------*/

float4 CartoonPass( float4 colorInput, float2 Tex )
{
  float3 CoefLuma2 = float3(0.2126, 0.7152, 0.0722);  //Values to calculate luma with
  
  float diff1 = dot(CoefLuma2,myTex2D(s0, Tex + pixel).rgb);
  diff1 -= dot(CoefLuma2,myTex2D(s0, Tex - pixel).rgb);
  float diff2 = dot(CoefLuma2,myTex2D(s0, Tex +float2(pixel.x,-pixel.y)).rgb);
  diff2 -= dot(CoefLuma2,myTex2D(s0, Tex +float2(-pixel.x,pixel.y)).rgb);
  
  float edge = dot(float2(diff1,diff2),float2(diff1,diff2));
  
  colorInput.rgb = saturate(colorInput.rgb - edge * Cartoonpower);
        
        return colorInput;
}

now you can edit the values from settings without editing the .h
ON / OFF
4679%5Fthumb%2Ejpg 279%5Fthumb%2Ejpg
Edited by ninjafada - 12/29/12 at 9:21am
post #542 of 1673
Quote:
Originally Posted by ninjafada View Post

since you have a amd card you can use radeonpro it allow you to use smaa fxaa sweetfx without to bother using inject dll
fxaa can be good if it's v 3.x , some games still use the v1 or the v2.x
the advantage with one you can config it allow you to avoid the blur effect
new shader in dev : cartoon
i tweaked it because there was no setting and it was too much
off:

Thanks!
Installed new radeonpro beta 12.26.2012

It is first time I am using this. There are four options for fxaa from low to ultra and a "green as luma" checkbox tongue.gif

Any recommended radeonpro settings and explanations of differences between some options ?

I am a global type of guy. using 60fps cap and 4xmsaa + fxaa on mostly everything. I never cared for profiles btw
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post #543 of 1673
i don't have an ati card anymore
but i can detail you the option
the sweetfx suite is a post processing shaders suite, it's almost like using filters with photoshop on your screenshots

i won't give you technicality just a little idea, and not all the effect just the most used ones

anti-aliasing
SMAA not blurring too much but can't remove aliasing if's more than 2 pixels increase
FXAA can remove more than smaa but blur more too

contrast
HDR try to mimy the HDR look, hard to use but you can boost contrast without loosing detail
CURVES : adjustments using S-curves , easier to use than hdr

Brightness and colors
LIFTGAMMAGAIN Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
DPX you can adjust color gamma and how much of the effect you add ,( i have a hard time to mastering it)
TONEMAP Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) < can help remove a tint

others
Bloom : Makes bright lights bleed their light into their surrounding
LumaSharpen : Also sharpens the antialiased edges which makes them less smooth < make the textures less blurry but can add artefact if you increase it too much


there's a database of settings here http://sfx.thelazy.net/games/
so you can try and compare , help to lot to understand what you can do with the shaders
post #544 of 1673
Can't get radeonpro to work. It does nothing and do not apply.

I will stick to ccc and injectors. Only tried sweetfx with smaa 0.05 64, 16 settings which seems best for sweetfx's smaa.

Will try fxaa injector tho. smaa is not enough for me and have quite big performance hit in some cases


One additional question if I might ask. I am in process of search for best way to cap framerate to 59 or 60ty in every game. As for know I've found msi afterburned osd and it works great for this task only. Should I stick to this or is there better app to cap fps ?

so. ccc (4xmsaa adaptve) + sweetfx smaa/fxaa + msi afterburner osd 60fps cap. This should have me set wink.gif

edit:
wait! Just discovered that sweetfx 2.0 preview have fxaa too !!!!!!!!!!!! YAY
Edited by HiCZoK - 12/29/12 at 10:08am
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post #545 of 1673
the performance hit is caused by the injector so you can use the 2.0 with the fxaa dlls (only in dx9 for now )

for radeonpro there is a thread on guru3D : http://forums.guru3d.com/showthread.php?t=322031
perhaps it can help you
post #546 of 1673
btw.
Is there any difference between smaa 1.2 injector and smaa in sweetfx (with 0.05, 64, 16 settings) ?

I don't use any other shaders from sweetfx so inject smaa 1.2 set to ultra should be fine ?
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post #547 of 1673
yes
post #548 of 1673
thanks for the tip.
I know I am asking those question like crazy person but I always was undecided about my aa tongue.gif

now - back to experimenting with cartoon filter. Alan Wake with cartoon filter and 1.6 sharpening looks Dope biggrin.gif


Back on my comparison of fxaa and smaa - Alan wake. LOWEST detail, so jaggies are easily visible etc.

noaa


fxaa


smaa
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post #549 of 1673
Quote:
Originally Posted by TFL Replica View Post

CoH uses the same engine as DoW 2 (technically, DoW2's engine is a slightly improved version). It shouldn't need anything beyond disabling the ingame AA.

Ok thanks. Got it to work. But now I am having trouble getting it to work for Left for Dead 2. I've tried extracting it to the main file and bin file, trying it out separately but it's not working. Is there a compatibility issue that needs modding like other games?
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post #550 of 1673
Thread Starter 
Quote:
Originally Posted by Cykososhull View Post


Ok thanks. Got it to work. But now I am having trouble getting it to work for Left for Dead 2. I've tried extracting it to the main file and bin file, trying it out separately but it's not working. Is there a compatibility issue that needs modding like other games?

 

All source games are compatible (to my knowledge). Try the crude but effective "disable in-game AA + place a full copy of everything in the bin folder and one level up" trick.

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