![]() #define USE_VIBRANCE 1 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_TONEMAP 1 // 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 1 // 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_SHARPENING 1 // Sharpen: Sharps the image but may increase aliasing #define USE_CARTOON 0 // Cartoon : "Toon"s the image. #define USE_EXPLOSION 0 // Explosion : Scatters the pixels, making the image look fuzzy. #define USE_GP65CJ042DOFĐ // gp65cj042 DOF: Enables Depth of Field shader, this version is originally by user gp65cj042, ME uses an optimized version by me (Marty McFly). #define USE_MATSODOF 0 // Matso DOF: Enables Matso's Depth of Field. #define USE_PETKAGTADOF 0 // PetkaGtA DOF: Enables PetkaGtA's Depth of Field, originally of Blender. #define USE_MAGIC_DOF 0 // Magic DOF: Enables intelligent hexagonal DOF shader which can create insane blur radii with almost no fps cost. #define USE_SSAO 0 // SSAO: Enables Screen-Space Ambient Occlusion, a non-physically correct but realistic shading algorithm NOT the SweetFX way to do bloom but a more proper way. #define USE_BLOOM 0 // 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_LUT 0 // Color Lookup Table: Uses a gradient texture to adjust the colors of the image. ![]() Results in game world looking tiny when viewed from above. ![]() #define USE_TILTSHIFT 0 // Tilt Shift: Photographic effect which blurs the screen to simulate focus. #define USE_DEPTHBUFFER_OUTPUTĐ // Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only. #define USE_FXAA 0 // FXAA: Detects aliased/jagged edges and slightly blurs them, using the FXAA technique. #define USE_CHAPMAN_LENSĐ // Chapman's lensflare: Simple lensflare shader with one big halo. #define USE_RAYMARCH_AO 0 // Raymarched AO: Another AO approach, non-physically correct but realistic shading algorithm. #define USE_SPLITSCREEN 0 // Splitscreen: Disables all effects on the right half of the screen to show changes. ![]() NOT COMPATIBLE TO ENBSERIES ANYMORE! THIS IS ONLY FOR RESHADE BY CROSIRE! MasterEffect ReBorn 1.0.341 public beta by Marty McFly visit /MartyMcModding for news/updates ![]()
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