SweetFX Shader Suite Download Version 1.5.1





Download SweetFX Shader Suite Download Version 1.5.1 - SweetFX is a universal image improvement and tweaking mod, that works with almost any 32-bit DirectX 9, 10 or 11 game or application.
This software is made by Guru3D's own CeeJay.dk and as will be supported here on Guru3D.com to the fullest extend. The goal of this software is to provide similar tools to games in realtime, as video processing software provides for movies and videos. You will need some technical grasp to be able to work with this software though. As such we recommend you to read the information below carefully.
This is the download mirror for SweetFX - Current version is 1.5
I'll be posting new releases here and you can discuss SweetFX and share settings here too (use the code tag and optionally the spoiler tag when posting settings). We are also very happy to see your screenshots but try not to post full size screenshots as they break the forum format. Post images no wider than 1024 pixels that link to the full size screenshots instead. If you post a lot you may also consider using the spoiler tag.
There is a great SweetFX Borderlands 2 specific guide on youtube by TheAdipose. So if you have trouble figuring out the instructions in the SweetFX readme, maybe seeing it being used and configured will help.
He's just making started a series of new guides for SweetFX:
Part One - what is sweetfx?
Part two - your first tweaks
Terrasque have made a GUI tool that makes it easier to install and configure SweetFX. He calls it SweetFX Configurator
Those of you with an AMD card will be happy to learn that the latest RadeonPro beta now supports SweetFX and can run all the effects without relying on the InjectSMAA injector.
This makes it easy to use with RadeonPros many other cool features, but most importantly this also works with 64bit executables, which the InjectSMAA injector that SweetFX currently ships with does not.
It is however an AMD only tool otherwise I would probably have chosen to it as the default injector I develop SweetFX for.
So in case you're new to SweetFX Shader Suite (or just SweetFX), it's a mod built on the InjectSMAA shader injector, that allows you to apply a suite of post processing shader effects to your games.
You may have tried another shader injection mod before, like InjectFXAA, InjectSMAA or FXAAtool. SweetFX improves upon all of these.
You can add SMAA anti-aliasing , sharpening and tweak the color, gamma , exposure and more.
It's meant to allow you to improve the look of your games and change the look and mood of it to your liking.
If you use SMAA antialiasing instead of MSAA or an even more expensive antialaliasing technique you can also make the game run faster (than with MSAA)
Skyrim with mods/ENB
Skyrim with mods/ENB + SweetFX
It works with all graphics cards as long as they support at least shader model 3. That's all cards produced after 2002 (give or take).
It does not work with 64bit game executables yet, however 64bit support should be coming in the near future - so far use the 32bit version of your game if it gives you a choice between 32 and 64bit.
It should work on Windows 2000 and newer, both 32bit and 64bit. So far tested working on WinXP , Vista , Win7 and Windows 8.
It may work on Linux using Wine - please report your findings.
It does not work well with most programs that overlay an image onto the game. It has a workaround for the Steam overlay so that will work, and you can make overlays based on Rivatuner OSD work as well with a compability setting in those overlays , but other overlays may prevent SweetFX from making changes to the image or outright crash the game - turn those off.
Version 1.5
SweetFX is a universal image improvement and tweaking mod,
that works with almost any 32bit (and hopefully soon 64bit) DirectX 9, 10 or 11 game or application.
It's goal is provide similar tools to games in realtime, as video processing software provides for movies and videos.
It runs on all Windows versions from Windows 2000 and up. Both 32bit and 64bit.
It works perfectly with all cards that can run DirectX9 games and support shader model 3. (that's all cards since the Ati Radeon X1xxx and Nvidia Geforce 6xxx series)
Some of the effects will even work on cards so old that they can only run shader model 2. (Ati Radeon 9xxx to X8xx series and the GeForce FX 5xxx series)
- there is a compability setting that enables support for these really old cards in /SweetFX/SweetFX_compatibility_settings.txt
Effects included:
* SMAA Anti-aliasing : Anti-aliases the image using the SMAA technique - see http://www.iryoku.com/smaa/
* FXAA Anti-aliasing : Anti-aliases the image using the FXAA technique - currently only work under DirectX9. Use the d3d9.dll found in \SweetFX\dlls\FXAA DX9 dll\ for this.
* Explosion : Scatters the pixels similarly to the Explosion filter in Irfanview
* Cartoon : Creates an outline-effect that makes the image look more cartoonish.
* Advanced CRT : Mimics the look of an old arcade CRT display.
* LumaSharpen : Sharpens the image, making details easier to see
* Bloom : Makes strong lights bleed their light into their surroundings
* HDR : Mimics an HDR tonemapped look
* Levels : Sets a new black and white point. A fast and easy way to increase contrast but it causes clipping. The Curves effect does this in a more subtle way without causing clipping.
* Technicolor : Makes the image look like it was processed using a three-strip Technicolor process - see http://en.wikipedia.org/wiki/Technicolor
* Cineon DPX : Makes the image look like it was converted from film to Cineon DPX. Can be used to create a "sunny" look.
* Monochrome : Removes colors from the image so it appears as if shot on black and white film.
* Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (and typically does it better then the Tonemap effect)
* Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
* Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
* Curves : Contrast adjustments using S-curves - without causing clipping.
* Sepia : Sepia tones the image - see http://en.wikipedia.org/wiki/Sepia_tone#Sepia_toning
* Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. - see http://en.wikipedia.org/wiki/Vignetting )
* Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts - see http://en.wikipedia.org/wiki/Dithering#Digital_photography_and_image_processing )
* Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
* Splitscreen : Enables the before-and-after splitscreen comparison mode.
* Custom : A template to allow other to more easily program their own shader. Just edit /SweetFX/Shaders/custom.h (some programming knowledge required)
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Member
Posts: 26
Joined: 2013-06-06
TXAA requires game support. It cannot be applied by SweetFX.
And even if it could it's not open-source.
Couldn't open 'd:\program files (x86)\steamlibrary\steamapps\common\dota 2 beta\bin\SweetFX_settings.txt'... Exiting
No 'SweetFX_settings.txt' file found. Quitting.
I got that error so i proceeded to move the file it asked for to the bin folder with the dxdg9.dll. it then asked me to another file so i just dumped sweetfx into there aswell and it worked.
these are the best settings ive found and been using them for all my games
they are BF3 Natural lighting 1.1
/ Description /
'------------------------------------------------------------/
Game: Any
SweetFX version: 1.4
Author: CeeJay.dk
Description:
These are the default settings for SweetFX 1.4
They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.
Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.
If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 // SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 // 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_CARTOON 1 // Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_TVLEVELS 1 // TVLevels : Adjusts the brightness/darkness of the scene with a straight line instead of a curve.
#define USE_ADVANCED_CRT 0 // 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 1 // Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0 // HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN 1 // LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_TECHNICOLOR 0 // TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX 0 // 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 // Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 1 // Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 // Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 1 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 1 // Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 // Sepia : Sepia tones the image.
#define USE_VIGNETTE 0 // 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 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 // Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN 0 // Splitscreen : Enables the before-and-after splitscreen comparison mode.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.08 // 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 16 // Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6 // Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 // 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 1 // 1 Enables color edge detection (slower but slightly 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.
//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 9 // Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.400 // Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250 // Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.060 // Darkness threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 0.30 // Amount of effect you want.
/*-----------------------------------------------------------.
/ TVLevels settings /
'-----------------------------------------------------------*/
#define DARK_LEVEL 16.0 // Darkness strength. Higher values mean darker shadows, 0 means no change. Default is 16.0
#define BRIGHT_LEVEL 13.0 // Brightness strength. Higher values mean brighter lights, 0 means no change. Default is 20.0
/*-----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 // Amount of CRT effect you want
#define CRTResolution 1.2 // Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.4 // Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma 2.2 // Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.0 // Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 // Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 // Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 1 // "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 1.5 // Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0010 // Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 // Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 // Tilt angle in radians (X coordinates)
#define CRTAngleY -0.10 // Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.01 // Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 // Enable 3x oversampling of the beam profile (warning : performance hit)
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 23.15 // Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.33 // Strength of the bloom
#define BloomWidth 0.0142 // Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.30 // Strangely lowering this makes the image brighter
#define radius2 0.87 // Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.45 // Strength of the sharpening
#define sharp_clamp 0.07 // Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 2 // Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 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 sharpening settings --
#define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.4 //
#define TechniPower 4.0 //
#define redNegativeAmount 0.88 //
#define greenNegativeAmount 0.88 //
#define blueNegativeAmount 0.88 //
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 8.0 //
#define Green 8.0 //
#define Blue 8.0 //
#define ColorGamma 1.5 // Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 7.0 // Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 //
#define GreenC 0.36 //
#define BlueC 0.34 //
#define Blend 0.02 // How strong the effect should be.
/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) // Percentage of RGB to include (should sum up to 1.00)
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.951, 0.990, 0.950) // Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.951, 0.990, 0.970) // Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.035, 1.030, 1.080) // Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.02 // Adjust midtones
#define Exposure 0.00 // Adjust exposure
#define Saturation 0.30 // Adjust saturation
#define Bleach 0.00 // Brightens the shadows and fades the colors
#define Defog 0.0025 // 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 0.13 // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_mode 0 // Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.55 // The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 2 // 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.
//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) // What color to tint the image
#define GreyPower 0.11 // How much desaturate the image before tinting it
#define SepiaPower 0.58 // How much to tint the image
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteRatio 1.00 // 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 // 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 /
'-----------------------------------------------------------*/
#define dither_method 1 // 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better 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 /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 1 // 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
Senior Member
Posts: 295
Joined: 2013-07-21
Couldn't open 'd:\program files (x86)\steamlibrary\steamapps\common\dota 2 beta\bin\SweetFX_settings.txt'... Exiting
No 'SweetFX_settings.txt' file found. Quitting.
I got that error so i proceeded to move the file it asked for to the bin folder with the dxdg9.dll. it then asked me to another file so i just dumped sweetfx into there aswell and it worked.
these are the best settings ive found and been using them for all my games
they are BF3 Natural lighting 1.1
/ Description /
'------------------------------------------------------------/
Game: Any
SweetFX version: 1.4
Author: CeeJay.dk
Description:
These are the default settings for SweetFX 1.4
They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.
Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.
If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 // SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 // 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_CARTOON 1 // Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_TVLEVELS 1 // TVLevels : Adjusts the brightness/darkness of the scene with a straight line instead of a curve.
#define USE_ADVANCED_CRT 0 // 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 1 // Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0 // HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN 1 // LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_TECHNICOLOR 0 // TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX 0 // 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 // Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 1 // Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 // Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 1 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 1 // Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 // Sepia : Sepia tones the image.
#define USE_VIGNETTE 0 // 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 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 // Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN 0 // Splitscreen : Enables the before-and-after splitscreen comparison mode.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.08 // 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 16 // Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6 // Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 // 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 1 // 1 Enables color edge detection (slower but slightly 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.
//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 9 // Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.400 // Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250 // Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.060 // Darkness threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 0.30 // Amount of effect you want.
/*-----------------------------------------------------------.
/ TVLevels settings /
'-----------------------------------------------------------*/
#define DARK_LEVEL 16.0 // Darkness strength. Higher values mean darker shadows, 0 means no change. Default is 16.0
#define BRIGHT_LEVEL 13.0 // Brightness strength. Higher values mean brighter lights, 0 means no change. Default is 20.0
/*-----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 // Amount of CRT effect you want
#define CRTResolution 1.2 // Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.4 // Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma 2.2 // Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.0 // Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 // Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 // Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 1 // "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 1.5 // Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0010 // Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 // Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 // Tilt angle in radians (X coordinates)
#define CRTAngleY -0.10 // Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.01 // Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 // Enable 3x oversampling of the beam profile (warning : performance hit)
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 23.15 // Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.33 // Strength of the bloom
#define BloomWidth 0.0142 // Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.30 // Strangely lowering this makes the image brighter
#define radius2 0.87 // Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.45 // Strength of the sharpening
#define sharp_clamp 0.07 // Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 2 // Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 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 sharpening settings --
#define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.4 //
#define TechniPower 4.0 //
#define redNegativeAmount 0.88 //
#define greenNegativeAmount 0.88 //
#define blueNegativeAmount 0.88 //
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 8.0 //
#define Green 8.0 //
#define Blue 8.0 //
#define ColorGamma 1.5 // Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 7.0 // Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 //
#define GreenC 0.36 //
#define BlueC 0.34 //
#define Blend 0.02 // How strong the effect should be.
/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) // Percentage of RGB to include (should sum up to 1.00)
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.951, 0.990, 0.950) // Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.951, 0.990, 0.970) // Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.035, 1.030, 1.080) // Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.02 // Adjust midtones
#define Exposure 0.00 // Adjust exposure
#define Saturation 0.30 // Adjust saturation
#define Bleach 0.00 // Brightens the shadows and fades the colors
#define Defog 0.0025 // 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 0.13 // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_mode 0 // Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.55 // The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 2 // 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.
//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) // What color to tint the image
#define GreyPower 0.11 // How much desaturate the image before tinting it
#define SepiaPower 0.58 // How much to tint the image
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteRatio 1.00 // 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 // 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 /
'-----------------------------------------------------------*/
#define dither_method 1 // 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better 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 /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 1 // 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
You have something called USE_TVLEVELS.
I don't have that effect option in 1.4 or Boulotaurs. Where did you get your SweetFX version?
Senior Member
Posts: 689
Joined: 2011-11-29
Good news everyone!
I have released a new SweetFX version : 1.5
This means I have created a new discussion thread here : http://forums.guru3d.com/showthread.php?t=381912
and I will message Hilbert (the Guru3D top admin) to update the Guru3D mirror and close this thread.
See you in the new thread !

Junior Member
Posts: 1
Joined: 2013-09-30
ArcaniA - Gothic4
SweetFX version: 1.4
#define USE_SMAA_AA 1 // = THRESHOLD 0.08 - STEPS 98 - STEPS_DIAG 16
#define USE_CARTOON 0 // =
#define USE_ADVANCED_CRT 0 // =
#define USE_BLOOM 1 // = BloomThreshold 23.75 - BloomPower 1.500
#define USE_HDR 1 // = HDRPower 1.00 - Radius2 0.78
#define USE_LUMASHARPEN 1 // = Sharp_strength 0.80 - Sharp_clamp 0.100 - offset_bias 1.0
#define USE_TECHNICOLOR 0 // =
#define USE_DPX 0 // =
#define USE_MONOCHROME 0 // =
#define USE_LIFTGAMMAGAIN 0 // =
#define USE_TONEMAP 0 // =
#define USE_VIBRANCE 1 // = Vibrance 0.34
#define USE_CURVES 1 // = Curves_contrast 0.60 - Curves_mode 0
#define USE_SEPIA 0 // =
#define USE_VIGNETTE 0 // =
#define USE_DITHER 1 // = Dither_method 2
#define USE_BORDER 0 // =
#define USE_SPLITSCREEN 0 // =


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Senior Member
Posts: 689
Joined: 2011-11-29
TXAA requires game support. It cannot be applied by SweetFX.
And even if it could it's not open-source.