Si jamais j'ai fais quelque modif pour rendre encore plus réaliste l'éclairage du jeu.
pour tester il suffit de copier/coller et de tout remplacer ce qui va suivre dans le fichier texte "injFX_setting.h"
/*===============================================
=======================================
FXAA Injector danoc1 v1.25 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
- 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 = 0.60; // Default: 0.75 Raise to
increase amount of blur
float fxaaQualityEdgeThreshold = 0.060; // Lower the value
for more smoothing
float fxaaQualityEdgeThresholdMin = 0.310; // 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 0.5
- define CoefBlur 1
// Set values of the sharpening amount
- define SharpenEdge 0.2
- define Sharpen_val0 0.9
/*------------------------------------------------
------------------------------
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 16
float BloomPreset = 0;
float BloomThreshold = 16;
float BloomWidth = 16;
float BloomPower = 16;
/*------------------------------------------------
------------------------------
TECHNICOLOR
--------------------------------------------------
----------------------------*/
- define TechniAmount 0.37 // 1.00 = Max
- define TechniPower 4.26
// lower values = stronger channel
- define redNegativeAmount 1.07 // 1.00 = Max
- define greenNegativeAmount 1.0 // 1.00 = Max
- define blueNegativeAmount 1.0 // 1.00 = Max
/*------------------------------------------------
------------------------------
TONEMAP
--------------------------------------------------
----------------------------*/
- define Gamma 0.80
- define Exposure 0.2
- define Saturation 1.07
- define BlueShift 0.03
- define Bleach 0.125
- define Defog 0.12
- define FogColor float4(0.05, 0.11, 0.09, 2.0)
/*------------------------------------------------
------------------------------
SEPIA
--------------------------------------------------
----------------------------*/
- define Earthyellow // Color Tone, available tones can be
seen in ColorTones.PNG (Do not use spaces in the name!)
- define GreyPower 0.0
- define SepiaPower 0.2
/*------------------------------------------------
------------------------------
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)
- define VignetteRadius 1.00
- define VignetteAmount -0.90
/*------------------------------------------------
------------------------------
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;