![]() #define FxaaQuality 4 // Overall Fxaa quality preset (pixel coverage). #define FxaaSubpixMax 0.00 // Amount of subpixel aliasing removal. #define PX_BORDER 0 //# Creates a pixel border, as a workaround for the bright edge that using hardware antialiasing(MSAA) can cause. Smoothes gradiants, this can reduce color banding. #define SP_DITHERING 0 //# Subpixel Dithering to simulate more colors than your monitor can display. Which is usually very prevalent in skyboxes (for example). #define DEBANDING 0 //# Applies a debanding effect, to minimize banding artifacts. #define VIGNETTE 0 //# Darkens the edges of the screen, to make it look more like it was shot with a camera lens. #define SCANLINES 0 //# Scanlines to simulate the look of a CRT TV. Similar to scanlines, but with more control options. #define LOTTES_CRT 0 //# Timothy Lottes CRT emulation effect. These effects are typically used to simulated older TVs/CRT etc. #READ: These can all be turned on & off independently of each other. Changes the temperature of the image from D65 white point reference. #define COLOR_TEMPERATURE 0 //# White Point Temperature. Adapted from ENB series, it's pretty performance heavy. #define PAINT_SHADING 0 //# Paint Shading. Typically best suited for animated style games. #define CEL_SHADING 0 //# PX Cel Shading. Locally adjusts contrast using a four-point cubic bezier spline. #define CURVE_CONTRAST 0 //# S-Curve Scene Contrast Enhancement. Looks similar to a negative texture LOD bias. #define TEXTURE_SHARPEN 0 //# Bicubic Texture Unsharpen Mask. Alters individual colour components on a scene, to enhance selected colour tones. #define COLOR_GRADING 0 //# Post-Complement Colour Grading. Intelligently adjusts pixel vibrance depending on original color saturation. #define PIXEL_VIBRANCE 0 //# Pixel Vibrance. Fixed expansion to variable compression gamma correction curve. #define GAMMA_CORRECTION 0 //# RGB Gamma Correction. Alters the tone of the scene, crossing the game's color set, with another. #define CROSS_PROCESSING 0 //# Filmic Cross Processing. Colorspace conversion, with correction curves, and multiple palette types. #define COLOR_CORRECTION 0 //# Component Color Correction. Layered component conversion, and applies scene tone mapping. #define SCENE_TONEMAPPING 1 //# HDR Scene Tonemapping. Soft lighting with blending techniques, for a natural looking bloom. #define BLENDED_BLOOM 1 //# High Quality SP Bloom. Uses Lanczos on up scaling, and downsampling of games for smoother scaling. #define LANCZOS_SCALER 0 //# Lanczos Interpolation Scaling. Uses BCS on up scaling, and downsampling of games, for smoother scaling. #define BICUBLIC_SCALER 0 //# Bicubic Interpolation Scaling. Gaussian filtering - strong to extra strong filtering of textures. #define GAUSSIAN_FILTERING 0 //# Gaussian Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures. #define BICUBIC_FILTERING 0 //# Bicubic Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures. #define BILINEAR_FILTERING 0 //# Bilinear Fullscreen Texture Filtering. Use post antialiasing OR FS filtering, not both. #READ: For best results: Only enable one type of filtering at one time. If GSdx's internal FXAA is also enabled, this equals FXAA2x. #define UHQ_FXAA 0 //# High Quality Fast Approximate Anti Aliasing. #READ: For best results: Use gsdx fx antialiasing OR filtering. ![]()
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