//=================================================================================================================== //Preprocess Settings #define DEPTH_USE_RESHADE_SETTINGS 0 //[0 or 1] 0 - Uses my preprocess live settings for depth. 1 - Uses reshade linearization #define DEPTH_TEXTURE_QUALITY 1.0 //[>0.0] 1.0 - Screen resolution. Lowering this might ruin the AO precision. Go from 1.0 to AO texture quality. // If you use reshade settings, download it from https://raw.githubusercontent.com/crosire/reshade-shaders/master/Shaders/ReShade.fxh //=================================================================================================================== //SSAO Settings #define DEPTH_AO_PASSES 3 //[>1] Number of passes, more just means less noise, but costs more fps #define DEPTH_AO_MIN_PASSES 2 //[>1] Minimum number of passes. Total is Minimum + Passes #define DEPTH_AO_LOOP_FIX 0 //[0 or 1] Set this to 1 if you're getting X3570 or X4579 errors. #define DEPTH_AO_TAP_MODE 0 //[0 or 1] 0 - Uses four directions, 1 - Uses eight directions, slower #define DEPTH_AO_ENABLE 1 //[0 or 1] 0 - Off, 1 - on, turns AO on and off if you only want GI #define DEPTH_AO_USE_ALCHEMY 0 //[0 or 1] 0 - off, 1 - on, Uses the alchemy gatherer for ao instead, doesn't work so well when you have to use farplane #define DEPTH_AO_USE_MANUAL_RADIUS 1 //[0 or 1] (Doesn't work with alchemy) 0 - Automatic culling, 1 - Manual culling, useful for when you have to use farplane. #define DEPTH_AO_USE_TIMED_NOISE 1 //[0 or 1] 1 - Enables a noise variation on the vectors, avoids banding but is slightly slower #define DEPTH_AO_FADE_START 0.5 //[0.0 to 1.0] When to start fading the AO/GI #define DEPTH_AO_FADE_END 0.8 //[0.0 to 1.0] Maximum range of the AO/GI, must be higher than the start #define DEPTH_AO_TEXTURE_QUALITY 0.75 //[>0.0] 1.0 - Screen resolution. Multiplier to the resolution of the effect, lower means faster but less precise and blurier. #define DEPTH_AO_MIPLEVELS 5 //[>1] Mip levels to increase speed at the cost of quality #define DEPTH_AO_USE_BLUR 1 #define DEPTH_AO_BLUR_TAPS 4 //[>1] Number of taps of the blur. #define DEPTH_AO_BLUR_MODE 1 //[0, 1, 2] 0 - Linear, 1 - Normal weighted, 2 - Directional (Looks a lot like linear, but preserves some details) //=================================================================================================================== #define GI_DIFFUSE_PASSES 4 //[>1] Number of passes in the shader. #define GI_TEXTURE_QUALITY 0.5 //[>0.0] 1.0 - Screen resolution. #define DEPTH_COLOR_TEXTUE_QUALITY 0.25 //[>0.0] 1.0 - Screen resolution. How blurry is the source image for the GI, since GI is already a blurry effect, lower means faster with no real loss in quality. #define GI_VECTOR_MODE 2 //[0, 1, or 2] 0 - Static, 1 - Depth based (Avoids still patterns), 2 - Depth based with random length, noisier but avoids interference patterns. #define GI_VARIABLE_MIPLEVELS 1 //[0 or 1] 0 - Manual miplevel set in the shader config. 1 - Automatic miplevels. //=================================================================================================================== //DOF Settings #define DOF_TEXTURE_QUALITY 0.5 //[>0.0] 1.0 - Screen resolution. Lowering this will decrease quality of the DOF, but also increase its radius. #define DOF_TAPS 4 //[>0] Increasing this increases the radius and quality, but lowers speed. #define DOF_USE_MANUAL_FOCUS 0 //[0 or 1] 0 - Auto focus, 1 = Manual focus #define DOF_USE_LENS_SCRATCH 1 //[0 or 1] 0 - No les scratches on bokeh, 1 - You should polish your lens #define DOF_P_WORD_NEAR 0 //[0 or 1] Makes near blur overlap, only works with DOF_TEXTURE_QUALITY set to 1.0 #define DOF_SCRATCH_FILENAME "SCRATCH_Example.png" //Filename for the scratch file #define DOF_SCRATCH_WIDTH 1024 //Scratch file's width #define DOF_SCRATCH_HEIGHT 768 //Scratch file's height //===================================================================================================================