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@cheater
Last active July 18, 2020 06:20
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This is my Retro CRT preset for ReShade.

screenshots: [https://imgur.com/gallery/NZx63Jz]

CRT shaders enabled: AMID EVIL screenshot processed with CRT emulation

Original: AMID EVIL screenshot original without CRT emulation

Put CRT_Yee65.fx in reshade-shaders/Shaders/ with the other shader files. Use ReShade.ini if you're going to use this for Amid Evil; otherwise use your own ReShade.ini. If you use a game other than Amid Evil with this ReShade preset, you will have to set up the depth buffer options. Turn off ReShade's performance mode, disable all techniques other than DisplayDepth, and follow instructions contained in tooltips. Your aim is to make close items bright and far items dark, or something like that, maybe it's the other way around. Just read the tooltips. Once you're done setting it up, change the global variables using the "edit global variables" button. Why and how you should do that is in the tooltip instructions as well. After you're done doing that make sure qUINT_dof works well. You might have to change the focal plane distance, etc. Enable only that one and make sure that far away objects are a bit blurry. Don't change blur radius and similar options.

This preset uses a few things to create a neat retro CRT look.

  1. pixelize - this makes the game's pixels around the same size as the pixels of the simulated CRT. Lower for more detail (HD!)
  2. qUINT_dof - makes far away object blurry. Makes them alias less on the CRT. They're still not blurrier than the CRT itself, it's just about removing visual garbage.
  3. CRT_Yee65 (included in this gist) - a version ov CRT_Yee64 that I improved by adding a slight noise to the downscaling option. This prevents annoying bands from forming. Change the framerate to 0 to get "fast noise", as it is currently it's set to update the noise at two frames per second so it doesn't look noisy but still prevents you from noticing the bands.
  4. various color modification steps
  5. crosshairfx. because of qUINT_dof, the crosshair (in Amid Evil which I was testing this ReShade preset with) became blurry if it was aiming at a thing that was far away.
  6. posterization. gives it those nice over-blown CRT colors
  7. You can also enable the directional blur plugin if you'd like.

Note that the main menu might be a bit blurry and I have no idea how to fix it, sorry. Maybe you can use a depth of field effect other than qUINT_dof, but honestly how much time do you spend in the main menu? Just bind a key to disabling effects in the reshade settings.

I've included a ReShade.ini for use with Amid Evil. It has "disable effect" set to the Pg Up key.

Enjoy!

/*
Ripped from Sonic Mania
*/
#include "ReShade.fxh"
#ifndef YEE64_USEPOINT
#define YEE64_USEPOINT 1
#endif
uniform int iWidth <
ui_label = "Width";
ui_type = "drag";
ui_min = 1;
ui_max = BUFFER_WIDTH;
ui_step = 1;
> = BUFFER_WIDTH;
uniform int iHeight <
ui_label = "Height";
ui_type = "drag";
ui_min = 1;
ui_max = BUFFER_HEIGHT;
ui_step = 1;
> = BUFFER_HEIGHT;
uniform float fDownScale <
ui_label = "DownScale";
ui_type = "drag";
ui_min = 1.0;
ui_max = 10.0;
ui_step = 0.001;
> = 1.2;
uniform float fDownScaleNoise <
ui_label = "DownScale Noise";
ui_type = "drag";
ui_min = 0.0;
ui_max = 2.0;
ui_step = 0.001;
> = 1.0;
uniform int fNoiseFramerate <
ui_label = "DownScale Noise framerate";
ui_tooltip = "Zero will match in-game framerate";
ui_type = "drag";
ui_min = 0; ui_max = 120; ui_step = 1;
> = 12;
uniform float Timer < source = "timer"; >;
uniform int FrameCount < source = "framecount"; >;
#define i2Resolution int2(iWidth, iHeight)
sampler sBackBuffer_Point {
Texture = ReShade::BackBufferTex;
MinFilter = POINT;
MagFilter = POINT;
};
// Noise generator
float SimpleNoise(float p)
{
return frac(sin(dot(p, float2(12.9898, 78.233))) * 43758.5453);
}
void PS_CRT_Yee64(
float4 pos : SV_POSITION,
float2 uv : TEXCOORD,
out float4 oC0 : SV_TARGET
) {
// Calculate seed change
float Seed = fNoiseFramerate == 0 ? FrameCount : floor(Timer * 0.001 * fNoiseFramerate);
// Protect from enormous numbers
Seed = frac(Seed * 0.0001) * 10000;
// Generate noise * (sqrt(5) + 1) / 4
const float GoldenABh = sqrt(5) * 0.25 + 0.25;
float Noise = saturate(SimpleNoise(Seed * uv.x * uv.y) * GoldenABh);
//Declare parameters
//pixelSize
static const float4 c0 = ReShade::ScreenSize.xyyy / float4(ReShade::AspectRatio, 1, 1, 1);
//textureSize
static const float4 c1 = i2Resolution.xyyy / (fDownScale + Noise * fDownScaleNoise * 0.01);
//viewSize
static const float4 c2 = ReShade::ScreenSize.xyyy;
//texDiffuse
#if YEE64_USEPOINT
#define s0 sBackBuffer_Point
#else
#define s0 ReShade::BackBuffer
#endif
//Declare constants
static const float4 c3 = float4(-1, 0.5, 1.25, 0);
static const float4 c4 = float4(0.5, -0.5, 1.5, -3);
static const float4 c5 = float4(-1, 1, -2, 2);
static const float4 c6 = float4(-3, -8, 720, 0.166666672);
static const float4 c7 = float4(-0.333000004, -0.666000009, 0.899999976, 1.20000005);
static const float4 c8 = float4(1.5, 0.5, 2.5, 0.899999976);
//Declare registers
float4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9;
//Code starts here
float4 v0 = uv.xyyy;
//dcl_2d s0
r0.z = c3.w;
r1.x = 1.0 / c0.x;
r1.y = 1.0 / c0.y;
r1.xy = (r1 * c1).xy;
r1.xy = (r1 * v0).xy;
r2.x = 1.0 / c1.x;
r2.y = 1.0 / c1.y;
r1.zw = (r2.xyxy * c0.xyxy).zw;
r1.zw = (r1 * r1.xyxy).zw;
r1.xy = (r1 * c2).xy;
r2.zw = (r1 * c1.xyxy).zw;
r2.zw = frac(r2).zw;
r0.xy = (-r2.zwzw).xy;
r3.xy = (r1.zwzw * c1 + r0.xzzw).xy;
r4.yz = (r1.xzww * c1.xxyw + r0.xzyw).yz;
r3.z = r0.y + r3.y;
r5 = r3.xzxz + -c4.zyxy;
r3 = r3.xzxz + c8.xyzy;
r3 = r2.xyxy * r3;
r5 = r2.xyxy * r5;
r6 = tex2D(s0, r5.zw);
r5 = tex2D(s0, r5.xy);
r5.xyz = (r5 * c3.zzzz).xyz;
r7 = r1.zwzw * c1.xyxy + r0.xyxy;
r0.zw = (r1 * c1.xyxy + - r7).zw;
r8.x = c3.x;
r1.zw = (r1 * c1.xyxy + r8.xxxx).zw;
r1.zw = (r0.xyxy + r1).zw;
r4.x = r0.x + r4.y;
r4 = r4.xzxz + c4.xyxz;
r4 = r2.xyxy * r4;
r0.xy = (r1.zwzw + c3.yyyy).xy;
r0.xy = (r2 * r0).xy;
r8 = tex2D(s0, r0.xy);
r8.xyz = (r8 * c3.zzzz).xyz;
r0.xy = (r0.zwzw + -c3.yyyy).xy;
r9 = -r0.xxxx + c5;
r9 = r9 * r9;
r9 = r9 * c4.wwww;
r0.z = pow(2, r9.x);
r6.xyz = (r6 * r0.zzzz).xyz;
r6.xyz = (r6 * c3.zzzz).xyz;
r0.w = pow(2, r9.z);
r5.xyz = (r5 * r0.wwww + r6).xyz;
r0.w = r0.z + r0.w;
r6 = r7.zwzw + c4.zyxx;
r7 = r7 + c4.yzzz;
r7 = r2.xyxy * r7;
r2 = r2.xyxy * r6;
r6 = tex2D(s0, r2.zw);
r2 = tex2D(s0, r2.xy);
r2.xyz = (r2 * c3.zzzz).xyz;
r1.zw = (r0.xyxy * r0.xyxy).zw;
r0.xy = (-r0.yyyy + c5).xy;
r0.xy = (r0 * r0).xy;
r0.xy = (r0 * c6.yyyy).xy;
r1.zw = (r1 * c6.xyxy).zw;
r1.z = pow(2, r1.z);
r1.w = pow(2, r1.w);
r6.xyz = (r6 * r1.zzzz).xyz;
r5.xyz = (r6 * c3.zzzz + r5).xyz;
r6 = tex2D(s0, r3.xy);
r3 = tex2D(s0, r3.zw);
r3.xyz = (r3 * c3.zzzz).xyz;
r2.w = pow(2, r9.y);
r3.w = pow(2, r9.w);
r6.xyz = (r6 * r2.wwww).xyz;
r5.xyz = (r6 * c3.zzzz + r5).xyz;
r3.xyz = (r3 * r3.wwww + r5).xyz;
r0.w = r0.w + r1.z;
r0.w = r2.w + r0.w;
r0.w = r3.w + r0.w;
r0.w = 1.0 / r0.w;
r3.xyz = (r0.wwww * r3).xyz;
r3.xyz = (r1.wwww * r3).xyz;
r5 = tex2D(s0, r4.xy);
r4 = tex2D(s0, r4.zw);
r4.xyz = (r1.zzzz * r4).xyz;
r4.xyz = (r4 * c3.zzzz).xyz;
r5.xyz = (r5 * c3.zzzz).xyz;
r5.xyz = (r1.zzzz * r5).xyz;
r0.w = r0.z + r1.z;
r0.w = r2.w + r0.w;
r0.w = 1.0 / r0.w;
r5.xyz = (r8 * r0.zzzz + r5).xyz;
r2.xyz = (r2 * r2.wwww + r5).xyz;
r2.xyz = (r0.wwww * r2).xyz;
r0.x = pow(2, r0.x);
r0.y = pow(2, r0.y);
r2.xyz = (r2 * r0.xxxx + r3).xyz;
r3 = tex2D(s0, r7.xy);
r5 = tex2D(s0, r7.zw);
r5.xyz = (r2.wwww * r5).xyz;
r3.xyz = (r0.zzzz * r3).xyz;
r3.xyz = (r3 * c3.zzzz + r4).xyz;
r3.xyz = (r5 * c3.zzzz + r3).xyz;
r0.xzw = (r0.wwww * r3.xyyz).xzw;
r0.xyz = (r0.xzww * r0.yyyy + r2).xyz;
r1.zw = frac(r1.xyxy).zw;
r1.xy = (-r1.zwzw + r1).xy;
r1.xy = (r1 + c3.yyyy).xy;
r0.w = (r1.y * -c4.w + r1.x);
r0.w = r0.w * c6.w;
r0.w = frac(r0.w);
r1.xy = (r0.wwww + c7).xy;
r2.yz = (r1.y >= 0 ? c7.xzww : c7.xwzw).yz;
r2.x = c8.w;
r1.xyz = (r1.x >= 0 ? r2 : c7.wzzw).xyz;
r1.xyz = (r0 * r1).xyz;
r2.z = c6.z;
r0.w = r2.z + -c2.y;
oC0.xyz = (r0.w >= 0 ? r0 : r1).xyz;
oC0.w = -c3.x;
}
technique CRT_Yee65 {
pass {
VertexShader = PostProcessVS;
PixelShader = PS_CRT_Yee64;
}
}
[DX11_BUFFER_DETECTION]
DepthBufferClearingNumber=0
DepthBufferRetrievalMode=0
UseAspectRatioHeuristics=1
[GENERAL]
ClockFormat=1
CurrentPresetPath=G:\Steam\steamapps\common\Amid Evil\AmidEvil\Binaries\Win64\Retro CRT.ini
EffectSearchPaths=.\reshade-shaders\Shaders,.\reshade-shaders\Shaders\PD80,.\reshade-shaders\Shaders\Depth3D,.\reshade-shaders\Shaders\OtisFX,.\reshade-shaders\Shaders\Pirate,.\reshade-shaders\Shaders\qUINT,.\reshade-shaders\Shaders\Daodan,.\reshade-shaders\Shaders\Fubax,.\reshade-shaders\Shaders\GShade,.\reshade-shaders\Shaders\My Own Shaders
FPSPosition=1
NewVariableUI=0
NoDebugInfo=0
NoFontScaling=1
NoReloadOnInit=0
PerformanceMode=1
PreprocessorDefinitions=RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=1000.0,RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=0,RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=0,RESHADE_DEPTH_INPUT_IS_REVERSED=1
PresetTransitionDelay=1000
SaveWindowState=0
ScreenshotFormat=1
ScreenshotIncludePreset=0
ScreenshotPath=
ScreenshotSaveBefore=1
ScreenshotSaveUI=0
ShowClock=0
ShowFPS=0
ShowFrameTime=0
ShowScreenshotMessage=1
TextureSearchPaths=.\reshade-shaders\Textures
TutorialProgress=4
[INPUT]
ForceShortcutModifiers=1
InputProcessing=2
KeyEffects=33,0,0,0
KeyMenu=36,0,0,0
KeyNextPreset=0,0,0,0
KeyPreviousPreset=0,0,0,0
KeyReload=0,0,0,0
KeyScreenshot=44,0,0,0
[STYLE]
Alpha=1.000000
Background=0.000000,0.168627,0.211765,1.000000
Border=0.027451,0.211765,0.258824,1.000000
BorderShadow=0.000000,0.000000,0.000000,0.000000
Button=0.027451,0.211765,0.258824,1.000000
ButtonActive=0.000000,0.168627,0.211765,1.000000
ButtonHovered=0.027451,0.211765,0.258824,1.000000
CheckMark=0.345098,0.431373,0.458824,1.000000
ChildBg=0.000000,0.000000,0.000000,0.000000
ChildRounding=0.000000
ColFPSText=1.000000,1.000000,0.784314,1.000000
Comment=0.345098,0.431373,0.458824,1.000000
CurrentLineEdge=0.027451,0.211765,0.258824,0.498039
Cursor=0.513726,0.580392,0.588235,1.000000
Default=0.513726,0.580392,0.588235,1.000000
DockingEmptyBg=0.000000,0.000000,0.000000,0.000000
DockingPreview=0.396078,0.482353,0.513726,0.933333
DragDropTarget=0.345098,0.431373,0.458824,1.000000
EditorFont=
EditorFontSize=13
EditorStyleIndex=3
ErrorMarker=0.862745,0.196078,0.184314,0.498039
Font=
FontSize=13
FPSScale=1.000000
FrameBg=0.027451,0.211765,0.258824,0.988235
FrameBgActive=0.027451,0.211765,0.258824,1.000000
FrameBgHovered=0.027451,0.211765,0.258824,1.000000
FrameRounding=0.000000
GrabRounding=0.000000
Header=0.027451,0.211765,0.258824,1.000000
HeaderActive=0.027451,0.211765,0.258824,1.000000
HeaderHovered=0.027451,0.211765,0.258824,1.000000
Identifier=0.513726,0.580392,0.588235,1.000000
Keyword=0.709804,0.537255,0.000000,1.000000
KnownIdentifier=0.513726,0.580392,0.588235,1.000000
LineNumber=0.345098,0.431373,0.458824,1.000000
LineNumberFill=0.027451,0.211765,0.258824,0.498039
LineNumberFillInactive=0.027451,0.211765,0.258824,0.498039
MenuBarBg=0.027451,0.211765,0.258824,1.000000
ModalWindowDimBg=0.992157,0.964706,0.890196,0.125490
MultilineComment=0.345098,0.431373,0.458824,1.000000
NavHighlight=0.000000,0.000000,0.000000,0.000000
NavWindowingDimBg=0.992157,0.964706,0.890196,0.125490
NavWindowingHighlight=0.513726,0.580392,0.588235,0.933333
NumberLiteral=0.164706,0.631373,0.596078,1.000000
PlotHistogram=0.345098,0.431373,0.458824,1.000000
PlotHistogramHovered=0.345098,0.431373,0.458824,1.000000
PlotLines=0.345098,0.431373,0.458824,1.000000
PlotLinesHovered=0.345098,0.431373,0.458824,1.000000
PopupBg=0.000000,0.168627,0.211765,0.988235
PopupRounding=0.000000
Preprocessor=0.796079,0.294118,0.086275,1.000000
PreprocessorIdentifier=0.423529,0.443137,0.768628,1.000000
Punctuation=0.513726,0.580392,0.588235,1.000000
ResizeGrip=0.027451,0.211765,0.258824,1.000000
ResizeGripActive=0.345098,0.431373,0.458824,1.000000
ResizeGripHovered=0.027451,0.211765,0.258824,1.000000
ScrollbarBg=0.000000,0.168627,0.211765,1.000000
ScrollbarGrab=0.027451,0.211765,0.258824,1.000000
ScrollbarGrabActive=0.027451,0.211765,0.258824,1.000000
ScrollbarGrabHovered=0.027451,0.211765,0.258824,1.000000
ScrollbarRounding=0.000000
Selection=0.345098,0.431373,0.458824,0.627451
Separator=0.027451,0.211765,0.258824,1.000000
SeparatorActive=0.027451,0.211765,0.258824,1.000000
SeparatorHovered=0.027451,0.211765,0.258824,1.000000
SliderGrab=0.145098,0.313726,0.368627,1.000000
SliderGrabActive=0.145098,0.313726,0.368627,1.000000
StringLiteral=0.164706,0.631373,0.596078,1.000000
StyleIndex=5
Tab=0.000000,0.168627,0.211765,1.000000
TabActive=0.027451,0.211765,0.258824,1.000000
TabHovered=0.027451,0.211765,0.258824,1.000000
TabRounding=0.000000
TabUnfocused=0.000000,0.168627,0.211765,1.000000
TabUnfocusedActive=0.027451,0.211765,0.258824,1.000000
Text=0.513726,0.580392,0.588235,1.000000
TextDisabled=0.345098,0.431373,0.458824,1.000000
TextSelectedBg=0.345098,0.431373,0.458824,1.000000
TitleBg=0.000000,0.168627,0.211765,1.000000
TitleBgActive=0.000000,0.168627,0.211765,1.000000
TitleBgCollapsed=0.000000,0.168627,0.211765,1.000000
WarningMarker=0.709804,0.537255,0.000000,0.498039
WindowBg=0.000000,0.168627,0.211765,1.000000
WindowRounding=0.000000
PreprocessorDefinitions=YEE64_USEPOINT=1,CROSSHAIR_RES=45
Techniques=prod80_06_Posterize_Pixelate,ADOF,LiftGammaGain,CrossHair,CRT_Yee65,ColorfulPoster,prod80_01B_RT_Correct_Color,prod80_04_ColorTemperature,Technicolor
TechniqueSorting=prod80_06_Posterize_Pixelate,ADOF,LiftGammaGain,DirectionalDepthBlur,CrossHair,CRT_Yee65,ColorfulPoster,prod80_01B_RT_Correct_Color,prod80_04_ColorTemperature,Technicolor,MinimalColorGrading,prod80_04_ContrastBrightnessSaturation,AdaptiveFog,AdaptiveTonemapper,AdvancedCRT,After,After,After,ApplyLUT,ArcaneBloom,ArtisticVignette,ASCII,AspectRatioPS,AspectRatioComposition,AspectRatioSuite,Before,Before,Before,Bloom,Border,BulgePinch,CA,Cartoon,Checkerboard,Chromakey,ChromaticAberration,CinematicDOF,ColorIsolation,ColorLab,ColorMatrix,Comic,CRT_Yee64,CRT_Yeetron,Cursor,Curves,Daltonize,Deband,DELC_Sharpen,DepthAlpha,DepthHaze,DisplayLUT,DisplayDepth,Dither,DPX,Emphasize,EyeAdaption,FilmGrain,FilmicAnamorphSharpen,FilmicBloom,FilmicGrade,FilmicSharpen,Flashlight,FlexibleCA,Flipbook,FocalDOF,FramerateLimiter,FXAA,GrainSpread,HDR,HexLensFlare,HotsamplingHelper,Interlaced,Layer,Letterbox,Levels,Lightroom,LumaSharpen,LUT,MagicHDR,MBMB,MeshEdges,Monochrome,MultiFX,MultiLUT,MultiTonePoster,MXAO,NeoBloom,Nostalgia,Overlay,PandaFX,pd80_02_Bonus_LUT_pack,PerfectPerspective,PiecewiseFilmicTonemap,PiecewiseFilmicTonemap_Debug,Pirate_Bloom,Pirate_Curve,Pirate_DepthPreProcess,Pirate_DOF,Pirate_FXAA,Pirate_GI,Pirate_LightAdaptation,Pirate_LumaSharpen,Pirate_SSAO,Pirate_Tonemap,Pirate_Vibrance,Pirate_Vignette,Pong,prod80_01A_RT_Correct_Contrast,prod80_01_Color_Gamut,prod80_02_Bloom,prod80_02_Cinetools_LUT,prod80_02_LUT_Creator,prod80_03_Color_Space_Curves,prod80_03_CurvedLevels,prod80_03_FilmicTonemap,prod80_03_Levels,prod80_03_Shadows_Midtones_Highlights,prod80_04_Black_and_White,prod80_04_ColorBalance,prod80_04_ColorGradient,prod80_04_ColorIsolation,prod80_04_Magical_Rectangle,prod80_04_Saturation_Limiter,prod80_04_SelectiveColor,prod80_04_SelectiveColor_v2,prod80_04_Technicolor,prod80_05_LumaSharpen,prod80_06_ChromaticAberration,prod80_06_Depth_Slicer,prod80_06_FilmGrain,prod80_06_LumaFade_End,prod80_06_LumaFade_Start,RealGrain,Reflection,RemoveTint,RetroCRT,RetroFog,RetroTint,RimLight,ScreenShake,SCurve,SimpleBloom,SimpleGrain,Sketch,SMAA,SSR,SunsetFilter,SuperDepth3D,SuperDepth3D_VR,Swirl,Technicolor2,ImageTest,ThinFilm,TiltShift,Tint,TinyPlanet,Tonemap,UIDetect,UIDetect_After,UIDetect_Before,UIDetect_ShowPixel,UIMask_Bottom,UIMask_Top,Unsharp,Vibrance,Vignette,VR_nose,VR,VirtualResolution,WhitepointerFixer,ZigZag
[ColorfulPoster.fx]
fUISlope=8.600000
fUIStepContinuity=0.260000
fUIStrength=0.547000
fUITint=0.727000
iUIDebugOverlayPosterizeLevels=0
iUILumaLevels=20
iUIStepType=1
[CrossHair.fx]
AutomaticColor=0
Coefficients=0
Fixed=1
ManualColor=0.000000,1.000000,0.000000
OffsetXY=0,0
Opacity=1.000000
PreviewZoom=0
Radius=0.400000
Stroke=1
Zoom=2.000000
ZoomToggle=0
[CRT_Yee65.fx]
fDownScale=1.200000
fDownScaleNoise=0.028000
fNoiseFramerate=4
iHeight=322
iWidth=800
[DirectionalDepthBlur.fx]
BlurAngle=0.310000
BlurLength=0.010000
BlurQuality=1.000000
BlurType=0
FocusPlane=0.940000
FocusPlaneMaxRange=246.000000
FocusPoint=0.500000,0.500000
FocusPointBlendColor=0.000000,0.000000,0.000000
FocusPointBlendFactor=1.000000
FocusRange=0.000000
HighlightGain=0.500000
ScaleFactor=0.340000
[DisplayDepth.fx]
bUIShowOffset=0
bUIUsePreprocessorDefs=0
fUIDepthMultiplier=1.000000
fUIFarPlane=1000.000000
fUIOffset=0.000000,0.000000
fUIScale=1.000000,1.000000
iUILogarithmic=0
iUIPresentType=0
iUIReversed=1
iUIUpsideDown=0
[LiftGammaGain.fx]
RGB_Gain=1.071003,1.071003,1.071003
RGB_Gamma=0.966000,0.966000,0.965995
RGB_Lift=1.009001,1.009001,1.009001
[PD80_01B_RT_Correct_Color.fx]
dither_strength=1.000000
enable_dither=1
enable_fade=1
freeze=0
midCC_scale=0.500000
mid_use_alt_method=1
rt_blackpoint_method=1
rt_blackpoint_respect_luma=0
rt_bp_rl_str=1.000000
rt_bp_str=1.000000
rt_enable_blackpoint_correction=1
rt_enable_midpoint_correction=1
rt_enable_whitepoint_correction=1
rt_midpoint_respect_luma=1
rt_whitepoint_method=0
rt_whitepoint_respect_luma=1
rt_wp_rl_str=1.000000
rt_wp_str=1.000000
transition_speed=0.500000
[PD80_04_Color_Temperature.fx]
Kelvin=12224
kMix=1.000000
LumPreservation=1.000000
[PD80_06_Posterize_Pixelate.fx]
border_str=0.000000
dither_motion=0
dither_strength=1.000000
effect_strength=1.000000
enable_dither=0
number_of_levels=255
pixel_size=3
[qUINT_dof.fx]
bADOF_AutofocusEnable=0
fADOF_AutofocusCenter=0.500000,0.500000
fADOF_AutofocusRadius=0.600000
fADOF_AutofocusSpeed=0.100000
fADOF_BokehIntensity=0.300000
fADOF_FarBlurCurve=1.500000
fADOF_HyperFocus=0.311000
fADOF_ManualfocusDepth=0.218000
fADOF_NearBlurCurve=5.999000
fADOF_RenderResolutionMult=0.500000
fADOF_ShapeAnamorphRatio=1.000000
fADOF_ShapeChromaAmount=-0.100000
fADOF_ShapeCurvatureAmount=1.000000
fADOF_ShapeRadius=20.500000
fADOF_ShapeRotation=0.000000
fADOF_SmootheningAmount=4.000000
iADOF_BokehMode=2
iADOF_ShapeChromaMode=2
iADOF_ShapeQuality=5
iADOF_ShapeVertices=6
[Technicolor.fx]
Power=4.000000
RGBNegativeAmount=0.880000,0.880000,0.880000
Strength=0.766000
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