08-05-2016, 03:12 PM
![[Imagem: oride_2016_05_08_14_1teuul.jpg]](http://abload.de/img/oride_2016_05_08_14_1teuul.jpg)
![[Imagem: oride_2016_05_08_14_1oruk7.jpg]](http://abload.de/img/oride_2016_05_08_14_1oruk7.jpg)
Oficial Offscreens e Directfeeds - GOTY Edition
|
Posts: 10.031
Tópicos: 48 Registrado: Aug 2008 Live: RiqueMD PSN: RiqueMD Steam: RiqueMD
11-05-2016, 06:18 AM
Star Wars é muito bonito, pqp. Triste demais por não ter uma campanha parruda. Pra mim são os gráficos maia bonitos que eu já vi.
Responder
Posts: 115.189
Tópicos: 1.132 Registrado: Jan 2009 PSN: rodrigorey Steam: rodrigorey
11-05-2016, 09:12 AM
Usou qual filtro pra aumentar o contraste do P4?
Eu queria postar as que tirei ontem dele, mas teria spoiler demais Vai essa de aperitivo ![]() Responder
11-05-2016, 09:19 AM
Também queria saber qual filtro você está usando square. Ficou muito bom as fotos de persona.
Star Wars é a maior tristeza da geração até aqui. Esses gráficos e só MP ![]() Responder
Posts: 115.189
Tópicos: 1.132 Registrado: Jan 2009 PSN: rodrigorey Steam: rodrigorey
11-05-2016, 09:22 AM
Viana escreveu: (11-05-2016, 09:19 AM)Também queria saber qual filtro você está usando square. Ficou muito bom as fotos de persona. Imagino um Force Unleashed com esse visual, foda que não deve ter um SW single tão cedo Responder
Posts: 40.749
Tópicos: 940 Registrado: Sep 2008 Live: leoleonardo85 PSN: leoleonardo85
Posts: 115.189
Tópicos: 1.132 Registrado: Jan 2009 PSN: rodrigorey Steam: rodrigorey
Posts: 115.189
Tópicos: 1.132 Registrado: Jan 2009 PSN: rodrigorey Steam: rodrigorey
11-05-2016, 12:37 PM
Responder
11-05-2016, 05:01 PM
Rodrigo Rey escreveu: (11-05-2016, 09:12 AM)Usou qual filtro pra aumentar o contraste do P4? Viana escreveu: (11-05-2016, 09:19 AM)Também queria saber qual filtro você está usando square. Ficou muito bom as fotos de persona. Estou usando o shader do próprio PCSX2 + Configuração de 55 Saturation, 45 Brightess, 60 Contrast. Se quiser os dados é só colar isso que vou postar abaixo no arquivo GSdx_FX_Settings.ini dentro na pasta ''Shaders'' no arquivo principal do emulador(onde tem o .exe). /*===============================================================================*\
|######################## [GSdx FX Suite v2.30] ########################| |########################## By Asmodean ##########################| || || || This program is free software; you can redistribute it and/or || || modify it under the terms of the GNU General Public License || || as published by the Free Software Foundation; either version 2 || || of the License, or (at your option) any later version. || || || || This program is distributed in the hope that it will be useful, || || but WITHOUT ANY WARRANTY; without even the implied warranty of || || MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the || || GNU General Public License for more details. ©2015 || || || |#################################################################################| \*===============================================================================*/ //#NOTICE: GSdx FX is not compatible with GSdx9. Use GSdx OGL or DX10/11. /*------------------------------------------------------------------------------ [DEFINITIONS & ON/OFF OPTIONS] ------------------------------------------------------------------------------*/ //--------------------------#[CHOOSE EFFECTS]#--------------------------------\\ //#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use gsdx fx antialiasing OR filtering. Not both together. #define UHQ_FXAA 1 //# High Quality Fast Approximate Anti Aliasing. If GSdx's internal FXAA is also enabled, this equals FXAA2x.[3D] //#[FS SCALING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both. #define BILINEAR_FILTERING 0 //# Bilinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures.[2D] #define BICUBIC_FILTERING 0 //# Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures.[2D] #define GAUSSIAN_FILTERING 0 //# Gaussian Fullscreen Texture Filtering. Gaussian filtering - strong to extra strong filtering of textures.[2D] #define BICUBLIC_SCALER 0 //# Bicubic Interpolation Scaling. Uses BCS on up scaling, and downsampling of games, for smoother scaling. #define LANCZOS_SCALER 0 //# Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling. //#[LIGHTING & COLOUR] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) use Bloom & Tonemapping together] #define BLENDED_BLOOM 0 //# High Quality SP Bloom. Soft lighting with blending techniques, for a natural looking bloom. #define SCENE_TONEMAPPING 0 //# HDR Scene Tonemapping. Layered component conversion, and applies scene tone mapping. #define COLOR_CORRECTION 0 //# Component Color Correction. Colorspace conversion, with correction curves, and multiple palette types. #define CROSS_PROCESSING 0 //# Filmic Cross Processing. Alters the tone of the scene, crossing the game's color set, with another. #define GAMMA_CORRECTION 0 //# RGB Gamma Correction. Fixed expansion to variable compression gamma correction curve. #define PIXEL_VIBRANCE 0 //# Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original color saturation. #define COLOR_GRADING 0 //# Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones. #define TEXTURE_SHARPEN 1 //# Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity. #define CURVE_CONTRAST 0 //# S-Curve Scene Contrast Enhancement. Locally adjusts contrast using a four-point cubic bezier spline. #define CEL_SHADING 0 //# PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games. #define PAINT_SHADING 0 //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy. //#[TV EMU TECHNIQUES] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc. #define SCANLINES 0 //# Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res. #define VIGNETTE 0 //# Darkens the edges of the screen, to make it look more like it was shot with a camera lens. #define SP_DITHERING 0 //# Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding. #define PX_BORDER 0 //# Creates a pixel border, as a workaround for the bright edge that using hardware antialiasing(MSAA) can cause. (Ported by request from SFX). /*------------------------------------------------------------------------------ [EFFECT CONFIG OPTIONS] ------------------------------------------------------------------------------*/ //##[UHQ_FXAA] #define FxaaSubpixMax 1.00 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only. #define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra. #define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. When enabled: Only luma edge pixels are antialiased. When disabled: the entire scene is antialiased(FSAA). //##[BILINEAR_FILTERING] #define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering. #define OffsetAmount 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off. //##[BICUBIC_FILTERING] #define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering. #define BicubicStrength 0.75 //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering. #define PixelOffset 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off. //##[GAUSSIAN_FILTERING] #define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering. #define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering. //##[BLENDED BLOOM] #define BloomType BlendGlow //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark. #define BloomStrength 0.220 //[0.000 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type. #define BlendStrength 1.000 //[0.000 to 1.000] Strength of the blending. This is a modifier based on bloom. 1.0 equates to 100% strength. #define BloomDefocus 2.000 //[1.000 to 4.000] The initial bloom defocus value. Increases the softness of light, bright objects, etc. #define BloomWidth 3.200 //[1.000 to 8.000] Width of the bloom. Adjusts the width of the spread and soft glow. Scales with BloomStrength. #define BloomReds 0.040 //[0.000 to 1.000] Red channel correction of the bloom. Raising will increase the bloom of reds. #define BloomGreens 0.030 //[0.000 to 1.000] Green channel correction of the bloom. Raising will increase the bloom of greens. #define BloomBlues 0.020 //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues. //##[SCENE TONEMAPPING] #define TonemapType 1 //[0|1|2|3] The base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 & 3 are Filmic HDR(slight grading). #define TonemapMask 0 //[0 or 1] Enables an ALU tone masking curve. Produces a nice cinematic look. Suits some games more than others. #define MaskStrength 0.30 //[0.000 to 1.000] Strength of the tone masking. Higher for a stronger effect. This is a dependency of TonemapMask. #define ToneAmount 0.300 //[0.050 to 1.000] Tonemap strength (tone correction). Higher for stronger tone mapping, lower for lighter. #define BlackLevels 0.060 //[0.000 to 1.000] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them. #define Exposure 1.000 //[0.100 to 2.000] White correction (brightness). Higher values for more scene exposure, lower for less. #define Luminance 1.000 //[0.100 to 2.000] Luminance average (luminance correction). Higher values will lower scene luminance average. #define WhitePoint 1.000 //[0.100 to 2.000] Whitepoint average (wp lum correction). Higher values will lower the maximum scene white point. //##[COLOR CORRECTION] #define CorrectionPalette 1 //[1|2|3|4|5] The colorspace palette type. 1: RGB, 2: YXY, 3: XYZ, 4: HSV, 5: YUV. Each one will produce a different combination of shades & hues. #define ChannelR 1.20 //[0.00 to 8.00] R(1), Y(2), X(3), H(4), Y(5) component channel varies with the colorspace used. Higher values increase correction strength. #define ChannelG 1.60 //[0.00 to 8.00] G(1), X(2), Y(3), S(4), U(5) component channel varies with the colorspace used. Higher values increase correction strength. #define ChannelB 1.80 //[0.00 to 8.00] B(1), Y(2), Z(3), V(4), V(5) component channel varies with the colorspace used. Higher values increase correction strength. #define PaletteStrength 1.00 //[0.00 to 2.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation. //##[CROSS PROCESSING] #define FilmicProcess 1 //[1|2|3] The color conversion type for the cross process. 1: cool, 2: warm, 3: dusk. You can achieve different results with each. #define RedShift 0.50 //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift. #define GreenShift 0.50 //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift. #define BlueShift 0.50 //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift. #define ShiftRatio 0.50 //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect. //##[TEXTURE SHARPEN] #define SharpenStrength 2.00 //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used. #define SharpenClamp 0.015 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping. #define SharpenBias 2.40 //[0.50 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen. #define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly. //##[PIXEL VIBRANCE] #define Vibrance 0.10 //[-1.00 to 1.00] Overall vibrance strength. Locally adjusts the vibrance of pixels depending on their original saturation. #define RedVibrance 1.00 //[-8.00 to 8.00] Red channel coefficient of the vibrance strength. Adjusting the vibrance of the red channel independently. #define GreenVibrance 1.00 //[-8.00 to 8.00] Green channel coefficient of the vibrance strength. Adjusting the vibrance of the green channel independently. #define BlueVibrance 1.00 //[-8.00 to 8.00] Blue channel coefficient of the vibrance strength. Adjusting the vibrance of the blue channel independently. //##[COLOR_GRADING] #define RedGrading 1.20 //[0.00 to 3.00] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones. #define GreenGrading 1.10 //[0.00 to 3.00] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones. #define BlueGrading 1.10 //[0.00 to 3.00] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones. #define GradingStrength 0.25 //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount. #define Correlation 1.00 //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded. //##[CEL SHADING] #define EdgeStrength 1.00 //[0.00 to 4.00] Overall strength of the cel edge outline effect. Affects the overall density. 0.00: no outlines. #define EdgeFilter 0.60 //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc. #define EdgeThickness 1.00 //[0.50 to 4.00] Thickness of the cel edges. Increase for thicker outlining. Note: when downsampling, raise this to keep the same thickness. #define PaletteType 2 //[1|2|3] The color palette to use. 1 is Game Original, 2 is Animated Shading, 3 is Water Painting (Default is 2: Animated Shading). #define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base color luma calculations. Yuv luma can produce a better shaded look. #define LumaConversion 1 //[0 or 1] Uses BT.601, or BT.709, RGB<-YUV->RGB conversions. Some games prefer 601, but most prefer 709. BT.709 is typically recommended. #define ColorRounding 1 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others. //##[PAINT SHADING] #define PaintMethod 2 //[1 or 2] The algorithm used for paint effect. 1: water painting, 2: oil painting. You may want to readjust the radius between the two. #define PaintRadius 4 //[2 to 8] Radius of the painted effect, increasing the radius also requires longer loops, so higher values require more performance. #define PaintStrength 1.00 //[0.00 to 1.00] The overall interpolated strength of the paint effect. Where 1.0 equates to 100% strength. //##[CURVE_CONTRAST] #define CurveType 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define CurvesContrast 0.35 //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening. //##[GAMMA_CORRECTION] #define Gamma 2.20 //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2) //##[SCANLINES] #define ScanlineType 0 //[0|1|2] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy) #define ScanlineScale 0.50 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems. #define ScanlineIntensity 0.18 //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.18 for ScanlineType 0|1|2, 0.50 for ScanlineType 3. #define ScanlineBrightness 1.02 //[0.50 to 2.00] The brightness of the scanlines. Defaults: 2.00 for ScanlineType 0|1|2, 1.50 for ScanlineType 3. //##[VIGNETTE] #define VignetteRatio 1.77 //[0.15 to 6.00] Sets the espect ratio of the vignette. 1.77 for 16:9, 1.60 for 16:10, 1.33 for 4:3, 1.00 for 1:1. #define VignetteRadius 1.10 //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center #define VignetteAmount 0.25 //[0.00 to 1.00] Strength of black edge occlusion. Increase for higher strength, decrease for lower. #define VignetteSlope 12 //[2|4|8|10|12|16] How far away from the center the vignetting will start. //##[SUBPIXEL DITHERING] #define DitherMethod 2 //[1 or 2] 1: Ordered grid dithering(faster), 2: random dithering(higher quality). Hardware dithering is also enabled by default. #define ShowMethod 0 //[0 or 1] Shows the dithering method, based of the type of dithering selected. Useful for debugging, and confirmation of working order. //##[PX_BORDER] #define BorderWidth float2(2, 2) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. #define BorderColor float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white. //[END OF USER OPTIONS] Não se esqueça de ativar o uso de Shaders lá nas configurações de vídeo. Além desse filtro do próprio emulador também estou usando outro externo, no caso esse: aqui, quando você terminar de baixar é só extrair e executar o aplicativo, selecionar o .exe do PCSX2, escolher Direct3D 10/11 e pronto. Ai você vai até a pasta principal do PCSX2 entra na pasta ''SweetFX'' abre o SweetFX_Settings.txt e cola isso: /*-----------------------------------------------------------.
/ 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 0 //[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_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen) #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost) #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_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_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 1 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.10 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12. #define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[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. 0 seems to affect fine text the least so it's the default. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card. /*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality. #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] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 1.0 //[0.1 to 10.0] Amount of effect you want. /*-----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 1.2 //[1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4) #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.0 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0 #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0 #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0) #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0010 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001 #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00 #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates) #define CRTAngleY -0.10 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look) #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01 #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 2.00 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.045 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 4 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 0.0 //[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) /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.3 //[0.00 to 1.00] #define TechniPower 8.0 //[0.00 to 8.00] #define redNegativeAmount 0.88 //[0.00 to 1.00] #define greenNegativeAmount 0.88 //[0.00 to 1.00] #define blueNegativeAmount 0.68 //[0.00 to 1.00] /*-----------------------------------------------------------. / 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 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 2 //[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 0.2 //[0.00 to 1.00] How strong the effect should be. /*-----------------------------------------------------------. / Monochrome settings / '-----------------------------------------------------------*/ #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.000, 1.000, 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 settings / '-----------------------------------------------------------*/ #define Gamma 1.0 //[0.000 to 2.000] Adjust midtones #define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.00 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.02 //[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 0.35 //[-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_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 0.15 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 6 //[1|2|3|4|5|6|7|8|9] 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(1.00, 1.00, 1.10) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.21 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high. #define VignetteRadius 1.00 //[-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) //[0.000 to 1.000, 0.000 to 1.000] Center of effect. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ #define dither_method 1 //[1 or 2] 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|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 Por fim, você vai novamente até configurações de vídeo e no Renderer você seleciona Direct3D11. Comparação: Pra excluir o efeito é só excluir os arquivos novos que apareceram na pasta principal do emulador. Responder
Posts: 115.189
Tópicos: 1.132 Registrado: Jan 2009 PSN: rodrigorey Steam: rodrigorey
11-05-2016, 05:06 PM
Foi colocar o P3P no celular, cheio dos filtros e ficar postando centenas de screens aqui neste tópico, só pra provar o quão superior ele é.
Responder
11-05-2016, 05:38 PM
Square_ escreveu: (11-05-2016, 05:01 PM)Estou usando o shader do próprio PCSX2 + Configuração de 55 Saturation, 45 Brightess, 60 Contrast. Valeu!!!! Responder
|
« Mais Antigo | Mais Recente »
|