SweetFX 主要漢化備份
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來源
翻譯大部分都來自各大論壇,僅進行收集整理和細微說明調整。
配置文件
/*———————————————————–. / 效果选择 / ‘———————————————————–*/ // 1 = 开,0 = 关 #define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA 反锯齿 (高性能损耗) #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA 反锯齿 (高性能损耗) #define USE_EXPLOSION 0 //[0 or 1] 模糊滤镜 (像素散射) #define USE_CARTOON 0 //[0 or 1] 卡通风格 (与 SMAA 反锯齿,CRT 显示模式,光晕,HDR 和 画面锐化相冲突) #define USE_ADVANCED_CRT 0 //[0 or 1] CRT 显示模式 (与 SMAA 反锯齿,卡通风格,光晕,HDR 和 画面锐化相冲突,高性能损耗) #define USE_BLOOM 0 //[0 or 1] 光晕 (高性能损耗) #define USE_HDR 0 //[0 or 1] HDR 高动态渲染 (高性能损耗) #define USE_LUMASHARPEN 1 //[0 or 1] 画面锐化 #define USE_LEVELS 0 //[0 or 1] 提升对比度 (重新渲染黑白方块,容易失真,可用曲线代替) #define USE_TECHNICOLOR 1 //[0 or 1] 彩色印片风格滤镜 (老式电影风格) #define USE_DPX 0 //[0 or 1] Cineon DPX 风格滤镜 (老式电影风格) #define USE_MONOCHROME 0 //[0 or 1] 黑白风格滤镜 #define USE_LIFTGAMMAGAIN 0 //[0 or 1] 伽马增益 (调整图像亮度,阴影色彩,中间色调,高光色调) #define USE_TONEMAP 0 //[0 or 1] 色泽贴图 (调整伽马度,暴光度,饱和度,漂白,除雾。容易失效) #define USE_VIBRANCE 0 //[0 or 1] 自然饱和度 #define USE_CURVES 1 //[0 or 1] 曲线 (利用 S 曲线调整对比度) #define USE_SEPIA 0 //[0 or 1] 棕黑怀旧风格滤镜 #define USE_VIGNETTE 0 //[0 or 1] 暗角 (让图像的边缘变暗,使其看起来就像是长镜头相机拍摄后的效果,但可能出现色带现象) #define USE_DITHER 0 //[0 or 1] 图像抖动 (通过在相邻像素间随机的加入不同的颜色来修饰图象,这样可以减少 自然饱和度 引起的色带现象) #define USE_BORDER 0 //[0 or 1] 黑边 (解决亮边问题) #define USE_SPLITSCREEN 0 //[0 or 1] 分屏显示 #define USE_CUSTOM 0 //[0 or 1] 启用自定义渲染文件 custom.h 的渲染 /*———————————————————–. / 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. /*———————————————————–. / Explosion settings / ‘———————————————————–*/ #define Explosion_Radius 2.5 //[0.2 to 100.0] Amount of effect you want. /*———————————————————–. / Cartoon settings / ‘———————————————————–*/ #define CartoonPower 1.5 //[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. /*———————————————————-. / Advanced CRT settings / ‘———————————————————-*/ #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the “low-res retro look”). Default is 1.2 #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2) #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.2 //[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 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0100 //[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 -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the ‘arcade tilt’ look) #define CRTOverScan 1.00 //[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 0.65 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves – Default is 0.035 // — Advanced sharpening settings — #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //I designed the pattern for offset_bias 1.0, but feel free to experiment. // — Debug sharpening settings — #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*———————————————————-. / Levels settings / ‘———————————————————-*/ #define Levels_black_point 16 //[0 to 255] The black point is the new black – literally. Everything darker than this will become completely black. Default is 16.0 #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0 //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping). /*———————————————————–. / TECHNICOLOR settings / ‘———————————————————–*/ #define TechniAmount 0.4 //[0.00 to 1.00] #define TechniPower 4.0 //[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 0.88 //[0.00 to 1.00] /*———————————————————–. / Cineon DPX settings / ‘———————————————————–*/ #define Red 8.0 //[1.0 to 15.0] #define Green 8.0 //[1.0 to 15.0] #define Blue 8.0 //[1.0 to 15.0] #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 //[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 //Note that a value of 1.000 is a neutral setting that leave the color unchanged. /*———————————————————–. / Tonemap settings / ‘———————————————————–*/ #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 settings / ‘———————————————————–*/ #define Vibrance 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others /*———————————————————–. / Curves settings / ‘———————————————————–*/ #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want // — Advanced curve settings — #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it’s the fastest formula. /*———————————————————–. / Sepia settings / ‘———————————————————–*/ #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.11 //[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 /*———————————————————–. / Vignette settings / ‘———————————————————–*/ #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style #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 //[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers) #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting. /*———————————————————–. / Dither settings / ‘———————————————————–*/ #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) //Note that the patterns used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*———————————————————–. / Border settings / ‘———————————————————–*/ #define border_width float2(1,20) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. #define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white. /*———————————————————–. / Splitscreen settings / ‘———————————————————–*/ #define splitscreen_mode 1 //[1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split /*———————————————————–. / Custom settings / ‘———————————————————–*/ #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect