![]() #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 ![]() ![]()
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