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vkBasalt for FSR improvement
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#effects is a colon seperated list of effect to use | |
#e.g.: effects = fxaa:cas | |
#effects will be run in order from left to right | |
#one effect can be run multiple times e.g. smaa:smaa:cas | |
#cas - Contrast Adaptive Sharpening | |
#dls - Denoised Luma Sharpening | |
#fxaa - Fast Approximate Anti-Aliasing | |
#smaa - Enhanced Subpixel Morphological Antialiasing | |
#lut - Color LookUp Table | |
effects = smaa:dls | |
reshadeTexturePath = "/path/to/reshade-shaders/Textures" | |
reshadeIncludePath = "/path/to/reshade-shaders/Shaders" | |
depthCapture = off | |
#toggleKey toggles the effects on/off | |
toggleKey = Home | |
#enableOnLaunch sets if the effects are emabled when started | |
enableOnLaunch = True | |
#casSharpness specifies the amount of sharpning in the CAS shader. | |
#0.0 less sharp, less artefacts, but not off | |
#1.0 maximum sharp more artefacts | |
#Everything in between is possible | |
#negative values sharpen even less, up to -1.0 make a visible difference | |
casSharpness = 0.3 | |
#dlsSharpness specifies the amount of sharpening in the Denoised Luma Sharpening shader. | |
#Increase to sharpen details within the image. | |
#0.0 less sharp, less artefacts, but not off | |
#1.0 maximum sharp more artefacts | |
dlsSharpness = 0.5 | |
#dlsDenoise specifies the amount of denoising in the Denoised Luma Sharpening shader. | |
#Increase to limit how intensely film grain within the image gets sharpened. | |
#0.0 min | |
#1.0 max | |
dlsDenoise = 0.8 | |
#fxaaQualitySubpix can effect sharpness. | |
#1.00 - upper limit (softer) | |
#0.75 - default amount of filtering | |
#0.50 - lower limit (sharper, less sub-pixel aliasing removal) | |
#0.25 - almost off | |
#0.00 - completely off | |
fxaaQualitySubpix = 0.75 | |
#fxaaQualityEdgeThreshold is the minimum amount of local contrast required to apply algorithm. | |
#0.333 - too little (faster) | |
#0.250 - low quality | |
#0.166 - default | |
#0.125 - high quality | |
#0.063 - overkill (slower) | |
fxaaQualityEdgeThreshold = 0.1 | |
#fxaaQualityEdgeThresholdMin trims the algorithm from processing darks. | |
#0.0833 - upper limit (default, the start of visible unfiltered edges) | |
#0.0625 - high quality (faster) | |
#0.0312 - visible limit (slower) | |
#Special notes: due to the current implementation you | |
#Likely want to set this to zero. | |
#As colors that are mostly not-green | |
#will appear very dark in the green channel! | |
#Tune by looking at mostly non-green content, | |
#then start at zero and increase until aliasing is a problem. | |
fxaaQualityEdgeThresholdMin = 0.0312 | |
#smaaEdgeDetection changes the edge detection shader | |
#luma - default | |
#color - might catch more edges, but is more expensive | |
smaaEdgeDetection = luma | |
#smaaThreshold specifies the threshold or sensitivity to edges | |
#Lowering this value you will be able to detect more edges at the expense of performance. | |
#Range: [0, 0.5] | |
#0.1 is a reasonable value, and allows to catch most visible edges. | |
#0.05 is a rather overkill value, that allows to catch 'em all. | |
smaaThreshold = 0.05 | |
#smaaMaxSearchSteps specifies the maximum steps performed in the horizontal/vertical pattern searches | |
#Range: [0, 112] | |
#4 - low | |
#8 - medium | |
#16 - high | |
#32 - ultra | |
smaaMaxSearchSteps = 32 | |
#smaaMaxSearchStepsDiag specifies the maximum steps performed in the diagonal pattern searches | |
#Range: [0, 20] | |
#0 - low, medium | |
#8 - high | |
#16 - ultra | |
smaaMaxSearchStepsDiag = 16 | |
#smaaCornerRounding specifies how much sharp corners will be rounded | |
#Range: [0, 100] | |
#25 is a reasonable value | |
smaaCornerRounding = 25 | |
#lutFile is the path to the LUT file that will be used | |
#supported are .CUBE files and .png with width == height * height | |
lutFile = "/path/to/lut" |
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