Zum Inhalt springen
danoc1

BF3 FXAA Injector Settings

Empfohlene Beiträge

Hallo,

so nun will ich auch hier mal posten.

Wie vielleicht einige schon wissen hab ich mit dem FXAA Injector ein bisher sehr erfolgreiches und hübsches Setting erstellt.

Aktuell ist noch Version 1.0 zum Download verfügbar. Bin aber grad an einem Update, was vielleicht die Tage noch fertiggestellt wird.

Screenshots: danoc1 v1.0

w4h4uzx4.jpg

ihgdphhn.jpg

Video 720p verfügbar!!!

">
Bearbeitet von BUdDY
Update v 1.2 BETA
Link zu diesem Kommentar
Auf anderen Seiten teilen

Die Alt/Neu-Screens wären noch etwas aussagekräftiger, wenn sie jeweils an der selben Position getätigt worden wären. So spielen halt noch die Lichtsettings der Map mit rein.

Das nur anbei, sonst sieht's ganz gut aus.

Link zu diesem Kommentar
Auf anderen Seiten teilen

Ich war so frei und habe den Titel und den ersten Beitrag editiert. Topic ist jetzt auch Sticky.

Hier ab sofort nur noch Settings + Vergleichsbilder posten!

Diskutiert werden kann im Diskussionsfred, siehe erster Post ganz unten.

Link zu diesem Kommentar
Auf anderen Seiten teilen

Ich bin noch am justieren aber die finde ich schonmal gar nicht so schlecht. Ich will eigentlich nur den Blau/Grau Stich entfernen und das Überstrahlen der Ecken etwas entfernen.

Settings (Ingame)

Alles Hoch

2xMSAA

Niedriges Post-AA (wird aber mit Injector logischerweise überschrieben)

8xAntisotropische Filterung

kein Motion Blur

FXAA Settings

/*================================================= =====================================

"USER" ADJUSTABLE SETTINGS

================================================== ====================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments

// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------

FILTER SELECTION

------------------------------------------------------------------------------*/

// Comment to deactivate an effect.

// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP

#define USE_ANTI_ALIASING

#define USE_PRE_SHARPEN

//#define USE_BLOOM *NOT WORKING

#define USE_TECHNICOLOR

#define USE_TONEMAP

//#define USE_SEPIA

//#define USE_VIGNETTE

#define USE_POST_SHARPEN

//#define USE_FINAL_LIMITER

/*------------------------------------------------------------------------------

FXAA SHADER

------------------------------------------------------------------------------*/

// Set values to calculate the amount of Anti Aliasing applied

float fxaaQualitySubpix = 0.62; // Default: 0.75 Raise to increase amount of blur

float fxaaQualityEdgeThreshold = 0.113; // Lower the value for more smoothing

float fxaaQualityEdgeThresholdMin = 0.0312; // Lower the value for more smoothing

/*------------------------------------------------------------------------------

PRE_SHARPEN

------------------------------------------------------------------------------*/

//For higher precision in the calculation of contour, requires slightly more processing power

bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass

#define Average 0.8

#define CoefBlur 2

// Set values of the sharpening amount

#define SharpenEdge 4.0

#define Sharpen_val0 1.2

/*------------------------------------------------------------------------------

BLOOM

------------------------------------------------------------------------------*/

// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp

#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2

float BloomPreset = 0; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.

float BloomThreshold = 0; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)

float BloomWidth = 0; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)

float BloomPower = 0; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)

/*------------------------------------------------------------------------------

TECHNICOLOR

------------------------------------------------------------------------------*/

#define TechniAmount 0.15 // 1.00 = Max

#define TechniPower 4.0 // lower values = whitening

// lower values = stronger channel

#define redNegativeAmount 1.0 // 1.00 = Max

#define greenNegativeAmount 1.0 // 1.00 = Max

#define blueNegativeAmount 1.0 // 1.00 = Max

/*------------------------------------------------------------------------------

TONEMAP

------------------------------------------------------------------------------*/

#define Gamma 1.3

#define Exposure 0.0

#define Saturation .42 // use negative values for less saturation.

#define BlueShift 0.00 // Higher = more blue in image.

#define Bleach 0.01 // Bleach bypass, higher = stronger effect

#define Defog .02 // Strength of Lens Colors.

#define FogColor float4(0,0,0,0) //Lens-style color filters for Blue, Red, Yellow, White.

/*------------------------------------------------------------------------------

SEPIA

------------------------------------------------------------------------------*/

#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)

#define GreyPower 1 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in

#define SepiaPower 0 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in

/*------------------------------------------------------------------------------

VIGNETTE

------------------------------------------------------------------------------*/

// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame

#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.

#define VignetteRadius 1.00 // lower values = stronger radial effect from center

#define VignetteAmount -0.70 // Strength of black. -2.00 = Max Black, 1.00 = Max White.

/*------------------------------------------------------------------------------

POST_SHARPEN

------------------------------------------------------------------------------*/

// Controls additional sharpening applied after previous processing. Strength should be max 0.25!

float Sharpen = 0.01;

/*------------------------------------------------------------------------------

FINAL_LIMITER

------------------------------------------------------------------------------*/

// Controls the strenght of the limiter. 1.000 for default setting

int LimiterStrenght = 1.000;

Bilder (Ohne Injector, dann Mit) (aus Versehen als .jpg gespeichert deshalb eher mäßige Bildqualität)

http://imgur.com/a/eY9gt#0 (Fullsize rechts oben beim Bild)

Auf Wunsch mach ich noch ein paar mehr.

Bearbeitet von Dayjay
Link zu diesem Kommentar
Auf anderen Seiten teilen

Ich habe absichtlich die Änderungen nicht so stark vorgenommen, da man sich sonst die dunklen Bereiche sehr leicht komplett zerschießt. :)

Injector Settings:

/*======================================================================================							 "USER" ADJUSTABLE SETTINGS======================================================================================*/// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results/*------------------------------------------------------------------------------						FILTER SELECTION------------------------------------------------------------------------------*/// Comment to deactivate an effect. // Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP#define USE_ANTI_ALIASING#define USE_PRE_SHARPEN//#define USE_BLOOM *NOT WORKING#define USE_TECHNICOLOR#define USE_TONEMAP//#define USE_SEPIA//#define USE_VIGNETTE#define USE_POST_SHARPEN//#define USE_FINAL_LIMITER/*------------------------------------------------------------------------------						FXAA SHADER------------------------------------------------------------------------------*/// Set values to calculate the amount of Anti Aliasing appliedfloat fxaaQualitySubpix = 5;  // Default: 0.75 Raise to increase amount of blurfloat fxaaQualityEdgeThreshold = 0.010; // Lower the value for more smoothingfloat fxaaQualityEdgeThresholdMin = 0.001; // Lower the value for more smoothing/*------------------------------------------------------------------------------						PRE_SHARPEN------------------------------------------------------------------------------*///For higher precision in the calculation of contour, requires slightly more processing powerbool highQualitySharpen = 1; //0 = Disable  | 1 = Enable// Set values to calculate the amount of  AA produced blur to consider for the sharpening pass#define Average 0.7#define CoefBlur 2// Set values of the sharpening amount#define SharpenEdge 0.5#define Sharpen_val0 2.1/*------------------------------------------------------------------------------						BLOOM------------------------------------------------------------------------------*/// Number of samples per pixel taken for the Bloom effect. Don't set it to high!  4 = 25spp, 8 = 81spp, 16 = 289spp#define NUM_SAMPLES2 8 // Must be set with a value dividable by 2float BloomPreset = 0; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.float BloomThreshold = 9; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)float BloomWidth = 9; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)float BloomPower = 9; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)/*------------------------------------------------------------------------------						TECHNICOLOR------------------------------------------------------------------------------*/#define TechniAmount 0.21 // 1.00 = Max#define TechniPower 11.0 // lower values = whitening// lower values = stronger channel#define redNegativeAmount 0.80 // 1.00 = Max#define greenNegativeAmount 0.80 // 1.00 = Max#define blueNegativeAmount 0.80 // 1.00 = Max/*------------------------------------------------------------------------------						TONEMAP------------------------------------------------------------------------------*/#define Gamma 1.1#define Exposure 0.00#define Saturation 0.60 // use negative values for less saturation. #define BlueShift 0.00 // Higher = more blue in image.#define Bleach 0.0 // Bleach bypass, higher = stronger effect#define Defog 0.0 // Strength of Lens Colors.#define FogColor float4(0.08, 0.28, 0.10, 3.0) //Lens-style color filters for Blue, Red, Yellow, White./*------------------------------------------------------------------------------						SEPIA------------------------------------------------------------------------------*/#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)#define GreyPower 9 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in #define SepiaPower 7 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in/*------------------------------------------------------------------------------						VIGNETTE------------------------------------------------------------------------------*/// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.#define VignetteRadius 1.00 // lower values = stronger radial effect from center#define VignetteAmount -0.90 // Strength of black. -2.00 = Max Black, 1.00 = Max White./*------------------------------------------------------------------------------						POST_SHARPEN------------------------------------------------------------------------------*/// Controls additional sharpening applied after previous processing. Strength should be max 0.25!float Sharpen = 0.15;/*------------------------------------------------------------------------------						FINAL_LIMITER------------------------------------------------------------------------------*/// Controls the strenght of the limiter. 1.000 for default settingint LimiterStrenght = 1.000;

Screenshots:

http://imgur.com/a/HmDtg

Alle BF3 Settings auf Ultra + 4xMSAA + PostAA + 16xAF + kein Motion Blur+ ui.drawhud 0

Bearbeitet von sid6.5
Link zu diesem Kommentar
Auf anderen Seiten teilen

Jetzt habe ich den, für mich persönlichen, Geschmack getroffen. :somuchwin:

kbf320111221151313794173625dbjpg.2.jpg kbf320111221153521175af335da7jpg.2.jpg kbf3201112211538148026ace3ee9jpg.2.jpg kbf3201112211542293682941ec41jpg.2.jpg

Setting:

/*===============================================================================

=======

							 "USER" ADJUSTABLE SETTINGS

================================================================================

======*/



// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments

// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results



/*------------------------------------------------------------------------------

						FILTER SELECTION

------------------------------------------------------------------------------*/

// Comment to deactivate an effect. 

// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP

#define USE_ANTI_ALIASING

#define USE_PRE_SHARPEN

//#define USE_BLOOM *NOT WORKING

#define USE_TECHNICOLOR

#define USE_TONEMAP

#define USE_SEPIA

//#define USE_VIGNETTE

#define USE_POST_SHARPEN

//#define USE_FINAL_LIMITER





/*------------------------------------------------------------------------------

						FXAA SHADER

------------------------------------------------------------------------------*/

// Set values to calculate the amount of Anti Aliasing applied

float fxaaQualitySubpix = 0.75;  // Default: 0.75 Raise to increase amount of blur

float fxaaQualityEdgeThreshold = 0.113; // Lower the value for more smoothing

float fxaaQualityEdgeThresholdMin = 0.0312; // Lower the value for more smoothing





/*------------------------------------------------------------------------------

						PRE_SHARPEN

------------------------------------------------------------------------------*/

//For higher precision in the calculation of contour, requires slightly more processing power

bool highQualitySharpen = 1; //0 = Disable  | 1 = Enable



// Set values to calculate the amount of  AA produced blur to consider for the sharpening pass

#define Average 0.8

#define CoefBlur 2



// Set values of the sharpening amount

#define SharpenEdge 0.6

#define Sharpen_val0 0.6





/*------------------------------------------------------------------------------

						BLOOM

------------------------------------------------------------------------------*/

// Number of samples per pixel taken for the Bloom effect. Don't set it to high!  4 = 25spp, 8 = 81spp, 16 = 289spp

#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2

float BloomPreset = 0; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.

float BloomThreshold = 0; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)

float BloomWidth = 0; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)

float BloomPower = 0; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)





/*------------------------------------------------------------------------------

						TECHNICOLOR

------------------------------------------------------------------------------*/

#define TechniAmount 0.30 // 1.00 = Max

#define TechniPower 4.0 // lower values = whitening



// lower values = stronger channel

#define redNegativeAmount 1.0 // 1.00 = Max

#define greenNegativeAmount 1.0 // 1.00 = Max

#define blueNegativeAmount 1.0 // 1.00 = Max





/*------------------------------------------------------------------------------

						TONEMAP

------------------------------------------------------------------------------*/

#define Gamma 0.9

#define Exposure 0.00

#define Saturation 0.4 // use negative values for less saturation. 

#define BlueShift 0.00 // Higher = more blue in image.

#define Bleach 0.01 // Bleach bypass, higher = stronger effect

#define Defog 0.0 // Strength of Lens Colors.

#define FogColor float4(0.08, 0.28, 0.10, 3.0) //Lens-style color filters for Blue, Red, Yellow, White.





/*------------------------------------------------------------------------------

						SEPIA

------------------------------------------------------------------------------*/

#define Fawn // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)

#define GreyPower 1 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to blend in 

#define SepiaPower 1 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish to blend in





/*------------------------------------------------------------------------------

						VIGNETTE

------------------------------------------------------------------------------*/

// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame

#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.

#define VignetteRadius 1.00 // lower values = stronger radial effect from center

#define VignetteAmount -0.70 // Strength of black. -2.00 = Max Black, 1.00 = Max White.





/*------------------------------------------------------------------------------

						POST_SHARPEN

------------------------------------------------------------------------------*/

// Controls additional sharpening applied after previous processing. Strength should be max 0.25!

float Sharpen = 0.25;





/*------------------------------------------------------------------------------

						FINAL_LIMITER

------------------------------------------------------------------------------*/

// Controls the strenght of the limiter. 1.000 for default setting

int LimiterStrenght = 1.000;

Link zu diesem Kommentar
Auf anderen Seiten teilen

Hier nur die Settings, für Diskussionen haben wir diesen Thread. Ich verschieb mal alles was nicht hierhergehört.

Link zu diesem Kommentar
Auf anderen Seiten teilen

Erstelle ein Benutzerkonto oder melde Dich an, um zu kommentieren

Du musst ein Benutzerkonto haben, um einen Kommentar verfassen zu können

Benutzerkonto erstellen

Neues Benutzerkonto für unsere Community erstellen. Es ist einfach!

Neues Benutzerkonto erstellen

Anmelden

Du hast bereits ein Benutzerkonto? Melde Dich hier an.

Jetzt anmelden


  • Wer ist Online   0 Benutzer

    • Keine registrierten Benutzer online.
×
×
  • Neu erstellen...

Wichtige Information

Wir haben Cookies auf Deinem Gerät platziert. Das hilft uns diese Webseite zu verbessern. Du kannst die Cookie-Einstellungen anpassen, andernfalls gehen wir davon aus, dass Du damit einverstanden bist, weiterzumachen.