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I was opened a topic about that before release . I am trying to use forced AA from my graphic card's panel . but it seems not working . Especially when I creating characters they looking terrible . I am not looking for Dragon Age 3 graphics . But weapons etc . pixellated and it seems there isn't any filter . Also wondering why no graphic options about them ? Actually even don't have any idea where is the problem . Maybe this game not working with Nvidia Card . But it seems working in my graphic driver panel .

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Posted

FYI, you should not use SMAA when MSAA is enabled. If you do, some aliasing will be smoothed out, but other objects will get more aliasing. SMAA and MSAA do not mix. If you want to use SMAA, disable MSAA first. Games that allow the use of MSAA, do not have settings to use MSAA with SMAA. MSAA works well with FXAA, but not SMAA.  I have tested SMAA + MSAA in many games, using ReShade + SweetFX 2.0 to force SMAA. MSAA + SMAA do not mix. You have to look and compare the difference between MSAA alone and MSAA + SMAA very carefully. You will see how such a combination results in aliasing-type artifacts. 

 

Here's a SweetFX Guide that explores this issue - https://delightlylinux.wordpress.com/2014/02/17/sweetfx-smaa/  . Look under "Combine Anti-Aliasing Modes" . Read through it and then look at Step 7 "Game MSAA 8x + SMAA Ultra" . 

 

 

Here, we combine SMAA with the highest in-game MSAA setting, 8x, and we get the same blocky, blurry result as with MSAA 4x + SMAA. Again, we see that MSAA + SMAA ruins the image rather than helping it. MSAA 8x also brings back the increased slowdown.

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Posted (edited)

Left position is MSAA off, middle is MSAA 4x, and right is MSAA 8x.

 

Judging from what I've seen and tried.

 

 

I think what you guys don't get is that what you're seeing isn't polygon edge aliasing, but texture aliasing.

 

The problem with the characters are high res textures, viewed from far away and not (enough?) mipmapped.

Also hard alpha mapped overlapping parts of those textures, like the fur on hide armors.

 

These are not touched by MSAA, which only smoothes polygon edges.

 

That's why I resorted to using SMAA. And it works for me. I like it a lot better than default.

Edited by 3941
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Posted

I tried installing the Visual C++ thing but Reshade still makes the game crash for me :(

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

  • 0
Posted (edited)

I tried installing the Visual C++ thing but Reshade still makes the game crash for me :(

Sorry to hear that. All I can do is advise you to update all your stuff, like graphics card drivers, and maybe even DirectX.

There might be a d3d9.log file in your PoE folder, explaining what goes wrong.

Other than that, no idea. If you really want to solve your problem, I guess you're better off asking people in the ReShade forum.

 

 

is there anywhere a step-by-step tutorial for the better antialiasing for computer-noobs?

 

thanks

Just copy the contents from this zip file http://www17.zippyshare.com/v/QUWGBlpG/file.html to wherever PoE is installed.

Well, and if you can't do that, ask again and maybe I find some time to get into more details.

Edited by 3941
  • 0
Posted

 

I tried installing the Visual C++ thing but Reshade still makes the game crash for me :(

Sorry to hear that. All I can do is advise you to update all your stuff, like graphics card drivers, and maybe even DirectX.

There might be a d3d9.log file in your PoE folder, explaining what goes wrong.

Other than that, no idea. If you really want to solve your problem, I guess you're better off asking people in the ReShade forum.

 

 

is there anywhere a step-by-step tutorial for the better antialiasing for computer-noobs?

 

thanks

Just copy the contents from this zip file http://www17.zippyshare.com/v/QUWGBlpG/file.html to wherever PoE is installed.

Well, and if you can't do that, ask again and maybe I find some time to get into more details.

 

 

Seems I was wrong , after a long work of this week , I played whole weekend and with this dll's game seems awesome . And that zooming parameters they are also doing some good job too . Hope they will implement another slider for zooming like antialiasing . If they also implement that SMAA (that dll's working for it atm but native support will be superb) it would be truly masterpiece .

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Posted (edited)

Left position is MSAA off, middle is MSAA 4x, and right is MSAA 8x.

 

Judging from what I've seen and tried.

 

 

I think what you guys don't get is that what you're seeing isn't polygon edge aliasing, but texture aliasing.

 

The problem with the characters are high res textures, viewed from far away and not (enough?) mipmapped.

Also hard alpha mapped overlapping parts of those textures, like the fur on hide armors.

 

These are not touched by MSAA, which only smoothes polygon edges.

 

That's why I resorted to using SMAA. And it works for me. I like it a lot better than default.

 

MSAA seems fixed in the 1.03 patch--pretty sure it was simply broken in previous releases.  I run it at the x8 setting in 1.03 and it looks just as good as the SMAA in ReShade.  Am currently running with both turned on to see if there's any difference between in-game MSAA x8 & SMAA and MSAA x8 w/o SMAA (So far, not much, but I'm still evaluating... ;)) In game MSAA looks very good--the marked improvement that you'd expect now that MSAA is working (Win8.1x64/Catalyst 15.3b's.)

Edited by waltc

It's very well known that I don't make mistakes, so if you should stumble across the odd error here and there in what I have written, you may immediately deduce--quite correctly--that I did not write it... :biggrin:

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Posted

 

The included effects package has a lot more effects to play with, and if you want to play around, look at the MasterEffect.h file.

Just keep in mind you're not only applying effects to the background, but everything.

 

Anyway, have it, try it and hopefully enjoy it like I do:

http://www26.zippyshare.com/v/jB6uSL0R/file.html

 

Makes my game crash :(

 

Did the game run fine before installing Reshade?

With Reshade installed could you provide a screenshot of your PoE folder so we can verify its correct install. It was very simple to install and run so I am not sure why your having problems other than it not being installed in the correct place.

Go hang your glory on the wall
There comes a time when castles fall

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Posted

is there anywhere a step-by-step tutorial for the better antialiasing for computer-noobs?

 

thanks

Depending on your GPU I would force the AA settings through CCC or respectively Nvidia Control Panel. I use reshade for vibrance, bloom{very low setting} and godrays while using CCC for 24x MSAA and the game looks good.

Go hang your glory on the wall
There comes a time when castles fall

  • 0
Posted

 

The included effects package has a lot more effects to play with, and if you want to play around, look at the MasterEffect.h file.

Just keep in mind you're not only applying effects to the background, but everything.

 

Anyway, have it, try it and hopefully enjoy it like I do:

http://www26.zippyshare.com/v/jB6uSL0R/file.html

 

Makes my game crash :(

 

 

@AndreaColumbo

You must download :

1. http://www.microsoft.com/en-us/download/details.aspx?id=40784

2. http://www.microsoft.com/en-us/download/details.aspx?id=30653

I hope resolve it.

1527234074-capture-d-ecran-2018-05-25-a-

  • 0
Posted

 

Left position is MSAA off, middle is MSAA 4x, and right is MSAA 8x.

 

Judging from what I've seen and tried.

 

 

I think what you guys don't get is that what you're seeing isn't polygon edge aliasing, but texture aliasing.

 

The problem with the characters are high res textures, viewed from far away and not (enough?) mipmapped.

Also hard alpha mapped overlapping parts of those textures, like the fur on hide armors.

 

These are not touched by MSAA, which only smoothes polygon edges.

 

That's why I resorted to using SMAA. And it works for me. I like it a lot better than default.

 

MSAA seems fixed in the 1.03 patch--pretty sure it was simply broken in previous releases.  I run it at the x8 setting in 1.03 and it looks just as good as the SMAA in ReShade.  Am currently running with both turned on to see if there's any difference between in-game MSAA x8 & SMAA and MSAA x8 w/o SMAA (So far, not much, but I'm still evaluating... ;)) In game MSAA looks very good--the marked improvement that you'd expect now that MSAA is working (Win8.1x64/Catalyst 15.3b's.)

 

 

Actually, I've concluded that ReShade with SMAA (and whatever adjustments you might wish to make) does indeed look superior to in-game MSAA, imo.

It's very well known that I don't make mistakes, so if you should stumble across the odd error here and there in what I have written, you may immediately deduce--quite correctly--that I did not write it... :biggrin:

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Posted

So why when forcing overrides in the CCC panel why does MSAA look pretty good but supersampling leaves it blurry?

Go hang your glory on the wall
There comes a time when castles fall

  • 0
Posted

So why when forcing overrides in the CCC panel why does MSAA look pretty good but supersampling leaves it blurry?

 

Because the way SSAA works, it renders the game at a higher resolution internally and downsamples it to the target resolution prior to displaying it. Basically like nVIDIA's DSR (which is, in fact, a form of Ordered Grid SSAA). It works wonders on real-time 3D scenes because it applies texture anti-aliasing on top of geometry anti-aliasing; however, for 2D images like PoE's backdrops, it introduces blur (2D pictures must be upscaled to be rendered at a higher resolution and upscaling leads to blur).

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

  • 0
Posted

 

So why when forcing overrides in the CCC panel why does MSAA look pretty good but supersampling leaves it blurry?

 

Because the way SSAA works, it renders the game at a higher resolution internally and downsamples it to the target resolution prior to displaying it. Basically like nVIDIA's DSR (which is, in fact, a form of Ordered Grid SSAA). It works wonders on real-time 3D scenes because it applies texture anti-aliasing on top of geometry anti-aliasing; however, for 2D images like PoE's backdrops, it introduces blur (2D pictures must be upscaled to be rendered at a higher resolution and upscaling leads to blur).

 

 

Hi new version of injector files released . I updated files . Maybe this one will help to you .

 

http://1drv.ms/1yOv1WX

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Posted

Anyway to increase the level of antialiasing especially on the character and equipment models?

Yes, reading this page for example...

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Posted

Anyway to increase the level of antialiasing especially on the character and equipment models?

It's our main goal :)

  • 0
Posted

For those using Reshade who might want something a bit different...a bit darker and a lot more colorful (I don't really care for the washed-out look), attached is my MasterEffect.h file you can use with your other Reshade files.  Just rename your current MasterEffect.h file to MasterEffectOLD.h, put my file in the root and fire up PoE and see what you think.  I like it much better than the default, but that's just my peepers, maybe... ;) (If you don't like it then you can delete my file and name your default file and you are back where you started.)

 

I'm also running the game in conjunction with graphics slider set to maximum quality.  Very nice....!

 

Important: it pays to calibrate your your monitor correctly before doing anything like this. Here is the web resource I use:

 

LCD monitor test images

 

Pay closest attention to your black levels and white-balance adjustments...they are all handy, however.  Also, make sure your GPU settings for color are set to their manufacturer defaults, along with gamma, etc., before you begin calibrating your monitor.

 

(Never Mind...this site won't allow me to attach a tiny file, even if I rename it with a .jpg extension.  Why have an upload option that cannot be used?)  So here is the whole thing you can cut & past into a text file and then rename it to MasterEffect.h ....if you like... ;)

 

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ReShade effect file
// visit facebook.com/MartyMcModding for news/updates
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// MasterEffect ReBorn 1.1.190 public beta by Marty McFly
// Continuation of MasterEffect 1.6.1
// Copyright © 2008-2015 Marty McFly
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

/*==============================================================================*\
|                                GLOBAL PARAMETERS                               |
\*==============================================================================*/

#define MASTEREFFECT_TOGGLEKEY    0x20    //[depending on keyboard layout] Key used to toggle all MasterEffect effects. See ReShade documentation for more info.

#define USE_DEPTHBUFFER_OUTPUT    0    //[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only.
#define USE_SPLITSCREEN        0    //[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes.
#define USE_HDR_LEVEL        2    //[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1: RGBA16F | 2: RGBA32F
#define USE_HUD_MASKING        0    //[0 or 1] HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing.

/*==============================================================================*\
|                                 ENABLE EFFECTS                                 |
\*==============================================================================*/

//COLOR
#define USE_LUT            0    //[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image.
#define USE_CARTOON           0     //[0 or 1] Cartoon : "Toon"s the image.
#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. Algorithm from prod80
#define USE_SWFX_TECHNICOLOR       1     //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX
#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. No control values.
#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_SKYRIMTONEMAP    0    //[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
#define USE_COLORMOOD       0       //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors.
#define USE_CROSSPROCESS     0       //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing.
#define USE_FILMICPASS         0    //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_REINHARD          0    //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
#define USE_REINHARDLINEAR    0    //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#define USE_COLORMOD        0    //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi.
#define USE_SPHERICALTONEMAP    0    //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms.
#define USE_HPD          0    //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
#define USE_FILMICCURVE        0    //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
#define USE_WATCHDOG_TONEMAP    0    //[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values.
#define USE_SINCITY        0    //[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey.
#define USE_COLORHUEFX        0    //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80!

//LIGHTING
#define USE_LENSDIRT        0    //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
#define USE_GAUSSIAN_ANAMFLARE    0    //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
#define USE_BLOOM         0    //[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way.
#define USE_LENZFLARE         0    //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect.
#define USE_CHAPMAN_LENS    0    //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo.
#define USE_GODRAYS        0    //[0 or 1] Godrays: Adds some light rays rotating around screen center.
#define USE_ANAMFLARE        0    //[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording.

//DEPTH BASED
#define USE_AMBIENTOCCLUSION    1    //[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.
#define USE_DEPTHOFFIELD    0    //[0 or 1] Depth of Field: Simulates out of focus blur of a camera. Multiple algorithms available.

//IMAGE ENHANCEMENTS
#define USE_SHARPENING        0    //[0 or 1] Sharpen: Sharps the image but may increase aliasing
#define USE_FISHEYE_CA        0    //[0 or 1] Fisheye lens & Chromatic Abberation: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect.
#define USE_GRAIN        0    //[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal.
#define USE_EXPLOSION         0     //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_SMAA        1    //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_HEATHAZE         0    //[0 or 1] Heat Haze: Convection in heated air causes the temperature of the air to vary and causes a shimmery effect that distorts whatever is behind.

//OVERLAYS
#define USE_HD6_VIGNETTE    0    //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center
#define USE_COLORVIGNETTE    0    //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners
#define USE_BORDER        0    //[0 or 1] Border: Can be used to create letterbox borders around the image.
#define USE_MOVIEBARS         0    //[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio.

/*==============================================================================*\
|                             EFFECT PARAMETERS - COLOR                          |
\*==============================================================================*/

//CARTOON
#define CartoonPower                 4.5     //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope             1.5     //[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.

//LEVELS
#define Levels_black_point         36        //[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

//TECHNICOLOR
#define ColStrengthR             0.2    //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.    
#define ColStrengthG             0.2    //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define ColStrengthB             0.2    //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define TechniBrightness         0.8    //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define TechniStrength             0.8    //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define TechniSat             0.7    //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.

//SWEETFX TECHNICOLOR
#define TechniAmount             0.4        //[0.00 to 1.00] Amount of color change you want
#define TechniPower              4.0        //[0.00 to 8.00] Power of color change
#define redNegativeAmount           0.88     //[0.00 to 1.00] controls for different technicolor power on the respective color channels
#define greenNegativeAmount         0.88       //[0.00 to 1.00]
#define blueNegativeAmount          0.88       //[0.00 to 1.00]

//DPX
#define DPXRed               8.0      //[1.0 to 15.0] Amount of DPX applies on Red color channel
#define DPXGreen             8.0      //[1.0 to 15.0] ""
#define DPXBlue              8.0      //[1.0 to 15.0] ""
#define DPXColorGamma            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             3.0      //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define DPXRedC               0.36     //[0.60 to 0.20]
#define DPXGreenC             0.36     //[0.60 to 0.20]
#define DPXBlueC              0.34     //[0.60 to 0.20]
#define DPXBlend             0.2      //[0.00 to 1.00] How strong the effect should be.

//LIFTGAMMAGAIN
#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, 2.000, 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

//TONEMAP
#define Gamma                   1.000      //[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                0.000      //[-1.000 to 1.000] Adjust exposure
#define Saturation              0.000      //[-1.000 to 1.000] Adjust saturation
#define Bleach                  0.000      //[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
#define Vibrance                 1.15      //[-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
#define Curves_mode                2     //[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         1.15     //[-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
#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              0.11    //[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

//SKYRIM TONEMAPPING
#define POSTPROCESS            6     //[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc
//
#define    EAdaptationMinV1           0.05
#define    EAdaptationMaxV1           0.125
#define    EContrastV1               1.0
#define    EColorSaturationV1           1.0
#define    EToneMappingCurveV1           6.0
//    
#define    EAdaptationMinV2         0.36
#define    EAdaptationMaxV2         0.29
#define    EToneMappingCurveV2         8.0
#define    EIntensityContrastV2         2.5
#define    EColorSaturationV2        3.2
#define    EToneMappingOversaturationV2     180.0
//
#define    EAdaptationMinV3           0.001
#define    EAdaptationMaxV3           0.025
#define    EToneMappingCurveV3           30.0  
#define    EToneMappingOversaturationV3    111160.0
//
#define    EAdaptationMinV4           0.2
#define    EAdaptationMaxV4          0.125
#define    EBrightnessCurveV4          0.7
#define    EBrightnessMultiplierV4      0.45
#define    EBrightnessToneMappingCurveV4   0.3
//
#define    EAdaptationMinV5           0.08
#define    EAdaptationMaxV5           0.20  
#define    EToneMappingCurveV5           8  
#define    EIntensityContrastV5           3.475  
#define    EColorSaturationV5           4
#define HCompensateSatV5           2  
#define    EToneMappingOversaturationV5    180.0
//
#define    EBrightnessV6Day           2.5                             
#define EIntensityContrastV6Day       1.5                     
#define    EColorSaturationV6Day           2.0                      
#define HCompensateSatV6Day           3.0                         
#define    EAdaptationMinV6Day           0.64                         
#define    EAdaptationMaxV6Day           0.24                         
#define    EToneMappingCurveV6Day      8
#define    EToneMappingOversaturationV6Day  2500.0

//COLORMOOD
#define fRatio                0.4     //[0.00 to 3.00] Amount of moody coloring you want
#define moodR                1.0     //[0.0 to 2.0] How strong dark red colors shall be boosted
#define moodG                1.1     //[0.0 to 2.0] How strong dark green colors shall be boosted
#define moodB                0.5     //[0.0 to 2.0] How strong dark blue colors shall be boosted

//CROSSPROCESS
#define CrossContrast            0.95      //[0.5 to 2.00] The names of these values should explain their functions
#define CrossSaturation            1.12      //[0.5 to 2.00]
#define CrossBrightness            -0.052  //[-0.3 to 0.30]
#define CrossAmount            1.0     //[0.05 to 1.5]

//FILMICPASS
#define Strenght            0.725      //[0.05 to 1.5] Strength of the color curve altering
#define BaseGamma            1.6    //[0.7 to 2.0] Gamma Curve
#define Fade                0.2    //[0.0 to 0.6] Decreases contrast to imitate faded image
#define Contrast            1.0    //[0.5 to 2.0] Contrast.
#define FSaturation            -0.15
#define FBleach                0.005     //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
#define FRedCurve            6.0
#define FGreenCurve            6.0
#define FBlueCurve            6.0
#define BaseCurve            1.5
#define EffectGammaR            1.0
#define EffectGammaG            1.0
#define EffectGammaB            1.0
#define EffectGamma            0.75
#define Linearization            1.3      //[0.5 to 2.0] Linearizes the color curve

//REINHARD TONEMAP
#define ReinhardWhitepoint        4.0     //[1.0 to 10.0] Point above which everything is pure white
#define ReinhardScale            0.5     //[0.0 to 2.0] Amount of applied tonemapping

//REINHARD LINEAR TONEMAP
#define ReinhardLinearWhitepoint    4.4
#define ReinhardLinearPoint        0.06
#define ReinhardLinearSlope        2.25     //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.

//COLORMOD
#define ColormodChroma             0.78      // Saturation
#define ColormodGammaR             1.05      // Gamma for Red color channel
#define ColormodGammaG             1.05      // Gamma for Green color channel
#define ColormodGammaB             1.05      // Gamma for Blue color channel
#define ColormodContrastR         0.50      // Contrast for Red color channel
#define ColormodContrastG         0.50      // ...
#define ColormodContrastB         0.50      // ...
#define ColormodBrightnessR         -0.08   // Brightness for Red color channel
#define ColormodBrightnessG         -0.08   // ...
#define ColormodBrightnessB         -0.08   // ...

//SPHERICAL TONEMAP
#define sphericalAmount         1.0    //[0.0 to 2.0] Amount of spherical tonemapping applied...sort of

//COLOR HUE FX
#define USE_COLORSAT             0       //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
#define hueMid              0.6    //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep
#define hueRange              0.1    //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
#define satLimit             2.9    //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
#define fxcolorMix             0.8    //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.

/*==============================================================================*\
|                           EFFECT PARAMETERS - LIGHTING                         |
\*==============================================================================*/

//LENSDIRT
#define fLensdirtIntensity         3.0    //[0.0 to 2.0] Intensity of lensdirt.
#define fLensdirtSaturation        4.0    //[0.0 to 2.0] Color saturation of lensdirt.
#define fLensdirtTint        float3(1.0,1.0,1.0) //[0.0 to 1.0] R, G and B components of lensdirt tintcolor the lensdirt color gets shifted to.
#define iLensdirtMixmode        2    //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten

//GAUSSIAN ANAMORPHIC LENSFLARE
#define fAnamFlareThreshold        0.90    //[0.1 to 1.0] Every pixel brighter than this value gets a flare.
#define fAnamFlareWideness        2.4    //[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible
#define fAnamFlareAmount        14.5    //[1.0 to 20.0] Intensity of anamorphic flare.
#define fAnamFlareCurve            1.2    //[1.0 to 2.0] Intensity curve of flare with distance from source
#define fAnamFlareColor        float3(0.012,0.313,0.588) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color.

//BLOOM
#define iBloomMixmode            2    //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
#define fBloomThreshold            0.6    //[0.1 to 1.0] Every pixel brighter than this value triggers bloom.
#define fBloomAmount            0.3    //[1.0 to 20.0] Intensity of bloom.
#define fBloomSaturation         0.8    //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom.
#define fBloomTint         float3(0.7,0.8,1.0) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to.

//LENZ FLARE
#define LENZDEPTHCHECK             1        //[0 or 1] if 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR
#define fLenzIntensity             1.0     //[0.2 to 3.0] power of lens flare effect
#define fLenzThreshold             0.8     //[0.6 to 1.0] Minimum brightness an object must have to cast lensflare

//CHAPMAN LENS
#define CHAPMANDEPTHCHECK        1    //[0 or 1] if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR
#define ChapFlareTreshold        0.9    //[0.7 to 0.99] Brightness threshold for lensflare generation. Everything brighter than this value gets a flare.
#define ChapFlareCount             15    //[1 to 20] Number of single halos to be generated. If set to 0, only the curved halo around is visible.
#define ChapFlareDispersal         0.25    //[0.25 to 1.0] Distance from screen center (and from themselves) the flares are generated.         
#define ChapFlareSize             0.45    //[0.2 to 0.8] Distance (from screen center) the halo and flares are generated.
#define ChapFlareCA          float3(0.0,0.01,0.02) //[-0.5 to 0.5] Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA.
#define ChapFlareIntensity         100.0    //[5.0 to 20.0] Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result.

//GODRAYS
#define bGodrayDepthCheck        1    //[0 or 1] if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR
#define iGodraySamples             128    //[2^x format] How many samples the godrays get
#define fGodrayDecay               0.99      //[0.5 to 0.9999] How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
#define fGodrayExposure            1.0    //[0.7 to 1.5] Upscales the godray's brightness
#define fGodrayWeight            1.25    //[0.8 to 1.7] weighting
#define fGodrayDensity            1.0    //[0.2 to 2.0] Density of rays, higher means more and brighter rays
#define fGodrayThreshold        0.9        //[0.6 to 1.0] Minimum brightness an object must have to cast godrays

//ANAMORPHIC LENSFLARE
#define bFlareDepthCheckEnable        1    //[0 or 1] if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR
#define fFlareLuminance         0.95    //[0.6 to 1.0] bright pass luminance value
#define fFlareBlur             200.0    // [1.0 to 9999999] manages the size of the flare
#define fFlareIntensity         2.07    // [0.2 to 5.0] effect intensity
#define fFlareTint            float3(0.137, 0.216, 1.0)    // [0.0 to 2.0] effect tint RGB

/*==============================================================================*\
|                     EFFECT PARAMETERS - DEPTH BASED EFFECTS                    |
\*==============================================================================*/

/*==============================================================================*/
//AMBIENT OCCLUSION - GLOBAL PARAMETERS
#define AO_METHOD            1    //[1 to 2] 1: SSAO | 2: Raymarch AO | 3: HBAO | 4: SSGI
#define AO_SHARPNESS            0.7    //[0.05 to 2.0] 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance.
#define AO_DEBUG            0    //[0 to 2] Enables raw debug output. 1: occlusion | 2: color bouncing (SSGI only!)
#define AO_LUMINANCE_CONSIDERATION    1    //[0 or 1] Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas. Not for GI!
#define AO_LUMINANCE_LOWER        0.3    //[0.0 to 1.0] Lower brightness threshold where AO starts to fade out. Below this threshold AO has full power.
#define AO_LUMINANCE_UPPER        0.6    //[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0.

//AMBIENT OCCLUSION - SSAO
#define iSSAOSamples               24    //[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof.
#define fSSAOSamplingRange        50.0    //[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both.
#define fSSAODarkeningAmount         1.5    //[0.0 to 5.0] Amount of SSAO corner darkening
#define fSSAOBrighteningAmount      1.0    //[0.0 to 5.0] Amount of SSAO edge brightening

//AMBIENT OCCLUSION - RAYMARCH AO
#define iRayAOSamples           24    //[10 to 78] Amount of sample "rays" Higher means more accurate AO but also less performance.
#define fRayAOSamplingRange           0.0005    //[0.0001 to 0.02] Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayAOMaxDepth          0.02    //[0.01 to 0.2] Range clip factor to avoid far objects to occlude close objects just because they are besides each other on screen.
#define fRayAOMinDepth             0.00003    //[0.000 to 0.001] Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves.
#define fRayAOPower            2.0    //[0.2 to 5.0] Amount of darkening.

//AMBIENT OCCLUSION - HBAO
#define iHBAOSamples            9    //[7 to 36] Amount of samples. Higher means more accurate AO but also less performance.
#define fHBAOSamplingRange        2.6    //[0.5 to 5.0] Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally.
#define fHBAOAmount            3.0    //[1.0 to 10.0] Amount of HBAO shadowing.
#define fHBAOClamp            0.1    //[0.0 to 1.0] Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO.
#define fHBAOAttenuation        0.02    //[0.001 to 0.2] Affects the HBAO range, prevents shadowing of very far objects which are close in screen space.

//AMBIENT OCCLUSION - SSGI
#define iSSGISamples            9    //[5 to 24] Amount of SSGI sampling iterations, higher means better GI but less performance.
#define fSSGISamplingRange         0.4    //[5.0 to 80.0] Radius of SSGI sampling.
#define fSSGIIlluminationMult         4.5    //[1.0 to 8.0] Multiplier of SSGI illumination (color bouncing/reflection).
#define fSSGIOcclusionMult         0.8    //[1.0 to 10.0] Multiplier of SSGI occlusion.
#define fSSGIModelThickness         10.0    //[0.5 to 100.0] Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects.
#define fSSGISaturation         1.8    //[0.2 to 2.0] Saturation of bounced/reflected colors.

/*==============================================================================*/
//DEPTH OF FIELD - GLOBAL PARAMETERS
#define DOF_METHOD            2    //[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF
#define DOF_FOCUSPOINT             float2(0.5,0.5)    //[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower.
#define DOF_NEARBLURCURVE         10.0    //[0.4 to X] Power of blur of closer-than-focus areas.
#define DOF_FARBLURCURVE         0.5    //[0.4 to X] Elementary, my dear Watson: Blur power of areas behind focus plane.
#define DOF_BLURRADIUS             15.0    //[5.0 to 50.0] Blur radius approximately in pixels. Radius, not diameter.
#define DOF_MANUALFOCUS           1    //[0 or 1] Enables manual focus.     
#define DOF_MANUALFOCUSDEPTH         0.1    //[0.0 to 1.0] Manual focus depth. 0.0 means camera is focus plane, 1.0 means sky is focus plane.

//DEPTH OF FIELD - RING DOF
#define iRingDOFSamples           6      //[5 to 30] Samples on the first ring. The other rings around have more samples
#define iRingDOFRings           4      //[1 to 8] Ring count
#define fRingDOFThreshold          2.5     //[0.8 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
#define fRingDOFGain               0.1     //[0.1 to 2.0] Amount of brightening for pixels brighter than threshold.
#define fRingDOFBias            0.0     //[0.1 to 2.0] bokeh bias.
#define fRingDOFFringe           0.5     //[0.0 to 1.0] Amount of chromatic abberation

//DEPTH OF FIELD - MAGIC DOF
#define iMagicDOFBlurQuality         2    //[1 to 30] Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150.
#define fMagicDOFColorCurve         3.0    //[1.0 to 10.0] DOF weighting curve.

//DEPTH OF FIELD - GP65CJ042 DOF
#define    iGPDOFQuality             6    //[0 to 7] 0: only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps.
#define bGPDOFPolygonalBokeh         1    //[0 or 1] Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape.
#define    iGPDOFPolygonCount         5    //[3 to 9] Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc.    
#define    fGPDOFBias             0.00    //[0.0 to 20.0] Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge.
#define    fGPDOFBiasCurve         0.0    //[0.0 to 3.0] Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge.
#define    fGPDOFBrightnessThreshold     1.8    //[0.6 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
#define    fGPDOFBrightnessMultiplier     2.00    //[0.0 to 2.0] Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold.
#define    fGPDOFChromaAmount         0.0    //[0.00 to 0.4] Amount of color shifting applied on blurred areas.

//DEPTH OF FIELD - MATSO DOF
#define bMatsoDOFChromaEnable        1    //[0 or 1] Enables Chromatic Abberation.
#define bMatsoDOFBokehEnable        1    //[0 or 1] Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton.    
#define fMatsoDOFChromaPow        1.4    //[0.2 to 3.0] Amount of chromatic abberation color shifting.
#define fMatsoDOFBokehCurve        8.0    //[0.5 to 20.0] Bokeh curve.
#define fMatsoDOFBokehLight        0.012     //[0.0 to 2.0] Bokeh brightening factor.
#define iMatsoDOFBokehQuality        2    //[1 to 10] Blur quality as control value over tap count.
#define fMatsoDOFBokehAngle        0    //[0 to 360] Rotation angle of bokeh shape.

/*==============================================================================*\
|                      EFFECT PARAMETERS - IMAGE ENHANCEMENTS                    |
\*==============================================================================*/

//SHARPEN
#define fSharpBias                   0.35    //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount
#define fSharpStrength             1.0    //[0.05 to 1.0] Amount of sharpening you want.
#define fSharpClamp             0.5    //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing

//FISHEYE, CHROMATIC ABBERATION
#define fFisheyeZoom            0.5       //[0.5 to 1.0] some lens zoom to hide bugged edges due to texcoord modification
#define fFisheyeDistortion         0.15      //[-0.3 to 0.3] distortion of image, fish eye effect
#define fFisheyeDistortionCubic        0.15    //[-0.3 to 0.3] distortion of image, fish eye effect, cube based
#define fFisheyeColorshift        -0.03   //[-0.1 to 0.1] Amount of color shifting

//IMAGE GRAIN
#define fGrainSaturation         1.0    //[0.0 to 2.0] Saturation of Grain. Higher means more colored noise, 0.0 means blacknwhite no TV signal noise.
#define fGrainIntensityBright         0.0    //[0.0 to 2.0] Intensity of Grain in bright areas.
#define fGrainIntensityMid         0.0    //[0.0 to 2.0] Intensity of Grain in midtone areas.
#define fGrainIntensityDark         0.1    //[0.0 to 2.0] Intensity of Grain in dark areas.

//EXPLOSION
#define fExplosionRadius            10.5    //[0.2 to 100.0] Amount of effect you want.

//SMAA
#define fSMAAThreshold            0.08    //[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 iSMAAMaxSearchSteps        64    //[0 to 98] Determines the radius SMAA will search for aliased edges
#define iSMAAMaxSearchStepsDiag        32    //[0 to 32] Determines the radius SMAA will search for diagonal aliased edges
#define iSMAACornerRounding        0    //[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.
#define iSMAAEdgeDetectionMode        2    //[1 to 3] 1: Luma edge detection 2: Color edge detection 3: Depth edge detection
#define bSMAAPredication        1    //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
#define fSMAAPredicationThreshold    0.01    //[0.001 to 0.2] Threshold to be used in the depth buffer.                                      
#define fSMAAPredicationScale        2.0    //[0.5 to 4.0] How much to scale the global Threshold used for luma or color edge detection when using predication
#define fSMAAPredicationStrength    0.4    //[0.1 to 1.0] How much to locally decrease the Threshold.
#define iSMAADebugOutput        0    //[0 to 4] 0: Normal | 1: edgesTex | 2: blendTex | 3: areaTex | 4: searchTex - Only for troubleshooting. Users don't need to mess with this.

//HEAT HAZE
#define fHeatHazeSpeed          2.0    //[0.5 to 10.0] Speed of heathaze waves
#define fHeatHazeOffset         5.0    //[0.5 to 20.0] Amount of image distortion caused by heathaze effect
#define fHeatHazeTextureScale         1.0    //[0.5 to 5.0] Scale of source texture, affecting the tile size. Use Heathaze debug effect for better visible effect.
#define fHeatHazeChromaAmount         0.6     //[0.0 to 2.0] Amount of color shift caused by heat haze. Linearly scales with fHeatHazeOffset.
#define bHeatHazeDebug            0    //[0 or 1] Enables raw texture output for debugging purposes. Useful for texture experiments.

/*==============================================================================*\
|                           EFFECT PARAMETERS - OVERLAYS                         |
\*==============================================================================*/

//HD6VIGNETTE
#define fHD6VignetteMode         1    //[1 to 3] Vignette Alignment 1: Left and right | 2: top and bottom | 3: corners.        
#define fHD6VignetteTop            0.7    //[0.3 to 1.5] Top/left (depending on mode) height of bar.
#define fHD6VignetteBottom        0.7    //[0.3 to 1.5] Bottom/right (depending on mode) height of bar.
#define fHD6VignetteRoundness        0.0    //[0.0 to 100000.0] Amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle.
#define fHD6VignetteColorDistort    0.0     //[0.0 to 5.0] Distorts the colors.
#define fHD6VignetteContrast        11.6    //[0.0 to 20.0] Contrast of vignette curve.
#define fHD6VignetteBorder        6.5    //[0.0 to 5.0] Vignette Border factor.

//STANDARDVIGNETTE
#define fVignetteAmount            2.9    //[0.0 to 5.0] Amount of vignette color change.
#define fVignetteCurve            1.5    //[0.0 to 5.0] Curve of vignette color change.
#define fVignetteRadius            0.95    //[0.0 to 5.0] Radius from center where vignette color change kicks in.
#define fVignetteColor            float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB vignette color.

//BORDER
#define fBorderWidth float2(10,10)            //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
#define fBorderRatio float(1920.0 / 1080.0)      //[0.1 to 10.0] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
#define fBorderColor float3(1.0, 0.0, 0.0)      //[0.0 to 1.0] What color the border should be. In RGB colors, 0,0,0 is black, 1,1,1 is pure white.

//END
#define DISABLESPLASH            0    //[0 or 1] Disables the "MasterEffect" splash screen everytime

 

 

 

 

It's very well known that I don't make mistakes, so if you should stumble across the odd error here and there in what I have written, you may immediately deduce--quite correctly--that I did not write it... :biggrin:

  • 0
Posted

//DEPTH BASED

#define USE_AMBIENTOCCLUSION    1    //[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.

This isn't gonna work.

ReShade does not have access to PoE's depth buffer. No idea if using this has any effect at all, but if it has it's certainly not doing what it should be doing.

  • 0
Posted

 

//DEPTH BASED

#define USE_AMBIENTOCCLUSION    1    //[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.

This isn't gonna work.

ReShade does not have access to PoE's depth buffer. No idea if using this has any effect at all, but if it has it's certainly not doing what it should be doing.

 

 

Yes...I had forgotten I had enabled that...but you are right...it doesn't work--I just tried it once and forgot about it...;)  It won't hurt to enable it but there's really no reason to.  Thanks for reminding me...!

It's very well known that I don't make mistakes, so if you should stumble across the odd error here and there in what I have written, you may immediately deduce--quite correctly--that I did not write it... :biggrin:

  • 0
Posted

http://www.gamebanshee.com/news/115337-pillars-of-eternity-patch-1-04-changelog-1-05-plans.html

 

seems no news about it :/

 

 

No there isn't and I assume this is way way down on the list of things for them to tackle.

I wonder what effect this will have if any.........

"All shaders will now compile properly under DirectX 11"

 

Go hang your glory on the wall
There comes a time when castles fall

  • 0
Posted (edited)

 

http://www.gamebanshee.com/news/115337-pillars-of-eternity-patch-1-04-changelog-1-05-plans.html

 

seems no news about it :/

 

 

No there isn't and I assume this is way way down on the list of things for them to tackle.

I wonder what effect this will have if any.........

"All shaders will now compile properly under DirectX 11"

 

 

 

Is that fix this problem ?

Edited by Kyonhism
  • 0
Posted

 

http://www.gamebanshee.com/news/115337-pillars-of-eternity-patch-1-04-changelog-1-05-plans.html

 

seems no news about it :/

 

 

No there isn't and I assume this is way way down on the list of things for them to tackle.

I wonder what effect this will have if any.........

"All shaders will now compile properly under DirectX 11"

 

 

 

It's released with this patch and probably won't fix the problem .

  • 0
Posted

I can confirm new patch doesn't fix anything . New patch planned on May and probably nothing about this again .

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