![]() ![]() #define USE_FISHEYE_CA 0 // Fisheye lens & Chromatic Aberration: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect. #define USE_SHARPENING 1 // Sharpen: Sharps the image but may increase aliasing #define USE_DEPTHOFFIELDĐ // Depth of Field: Simulates out of focus blur of a camera. #define USE_AMBIENTOCCLUSIONđ // Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. #define USE_ANAMFLARE 0 // Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording. #define USE_GODRAYS 0 // Godrays: Adds some light rays rotating around screen center. #define USE_CHAPMAN_LENSĐ // Chapman's lensflare: Simple lensflare shader with one big halo. ![]() #define USE_LENZFLARE 0 // Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect. NOT the SweetFX way to do bloom but a more proper way. #define USE_BLOOM 1 // Bloom: Makes bright lights bleed their light into their surroundings. #define USE_GAUSSIAN_ANAMFLAREĐ // Gaussian Anamflare: Applies a horizontal light beam to bright pixels. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt! ![]() #define USE_LENSDIRT 0 // Lensdirt: Simulates a dirty camera lens. #define USE_COLORHUEFX 0 // Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. #define USE_SINCITY 0 // Sin City: Effect from the movie "Sin City" - everything else than red is grey. #define USE_WATCHDOG_TONEMAPĐ // Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. #define USE_FILMICCURVE 0 // Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3. #define USE_HPD 0 // Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves. #define USE_SPHERICALTONEMAPĐ // Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms. #define USE_COLORMOD 0 // Colormod: Contrast, Saturation and Brightness ported from colormod.asi. #define USE_REINHARDLINEARĐ // Reinhard: Reinhard mixed with some linear tonemapping. #define USE_REINHARD 0 // Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works. #define USE_FILMICPASS 1 // Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look. #define USE_CROSSPROCESS 0 // Cross Processing: Simulates wrong chemistry in color processing. #define USE_COLORMOOD 0 // Color Mood: Applies a "mood" to the color, tinting mainly the dark colors. #define USE_SKYRIMTONEMAPĐ // Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's. #define USE_SEPIA 0 // Sepia : Sepia tones the image. #define USE_CURVES 0 // Curves : Contrast adjustments using S-curves. #define USE_VIBRANCE 1 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_TONEMAP 0 // Tonemap : Adjust gamma, exposure, saturation, bleach and defog. #define USE_LIFTGAMMAGAIN 0 // Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. #define USE_MONOCHROME 0 // Monochrome : Monochrome makes the colors disappear. #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_SWFX_TECHNICOLOR 0 // Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. #define USE_TECHNICOLOR 0 // Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Use Curves instead if you want to avoid that. This increases contrast but causes clipping. #define USE_LEVELS 0 // Levels : Sets a new black and white point. #define USE_CARTOON 0 // Cartoon : "Toon"s the image. #define USE_LUT 1 // Color Lookup Table: Uses a gradient texture to adjust the colors of the image. #define USE_HUD_MASKING 0 // HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing. #define USE_HDR_LEVEL 2 // HDR Level: Rendering bitrate. ![]() #define USE_SPLITSCREEN 0 // Splitscreen: Disables all effects on the right half of the screen to show changes. #define USE_DEPTHBUFFER_OUTPUTĐ // Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only. #define MASTEREFFECT_TOGGLEKEYĐx91 // Key used to toggle all MasterEffect effects. MasterEffect ReBorn 1.1.287 public beta by Marty McFly visit /MartyMcModding for news/updates ![]()
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