#define SMAA_DIRECTX9_LINEAR_BLEND 0 // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. #define SMAA_EDGE_DETECTION 2 // 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection 0 seems to affect fine text the least so it's the default. #define SMAA_CORNER_ROUNDING 0 // Determines the percent of antialiasing to apply to corners. #define SMAA_MAX_SEARCH_STEPS_DIAG 8 // Determines the radius SMAA will search for diagonal aliased edges #define SMAA_MAX_SEARCH_STEPS 16 // Determines the radius SMAA will search for aliased edges If SMAA misses some edges try lowering this slightly. #define SMAA_THRESHOLD 0.10 // Edge detection threshold. #define Ascii_font_color_mode 1 // 0 = font_color, 1 = image color, 2 = colorized grayscale #define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am) #define Ascii_background_color float3(0, 0, 0) // What color the background should be. #define Ascii_font_color float3(255, 255, 255) // What color the font should be. #define Ascii_font 2 // 1 = 5x5 font, 2 = 3x5 font #define Ascii_spacing 1 // Determines the spacing between characters. #define Ascii_input_image 1 // 1 = Color buffer, 2 = Depth buffer. #define USE_CUSTOM 0 // Custom : Write your own shader by editing custom.h, and then enable it here.
![titanic honor and glory demo commands titanic honor and glory demo commands](https://www.gry-online.pl/i/h/1/10641811.jpg)
#define USE_DEPTH 0 // Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game #define USE_TRANSITION 0 // Transition : Shows a welcome screen and then transitions to the regularly scheduled programming #define USE_SPLITSCREEN 0 // Splitscreen : Enables the before-and-after splitscreen comparison mode. #define USE_BORDER 0 // Border : Can be used to create letterbox borders around the image. This lessens banding artifacts (mostly caused by Vignette) #define USE_DITHER 1 // Dither : Applies dithering to simulate more colors than your monitor can display. #define USE_FILMGRAIN 0 // Film Grain : Adds film grain to the image. #define USE_VIGNETTE 1 // Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. #define USE_SEPIA 0 // Sepia : Sepia tones the image. #define USE_CURVES 1 // Curves : Contrast adjustments using S-curves. #define USE_VIBRANCE 1 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_TONEMAP 1 // Tonemap : Adjust gamma, exposure, saturation, bleach and defog. #define USE_LIFTGAMMAGAIN 1 // Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. #define USE_COLORMATRIX 0 // Color Matrix : Allows color modification using a user-defined color matrix. #define USE_MONOCHROME 0 // Monochrome : Monochrome makes the colors disappear. #define USE_DPX 1 // Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor. #define USE_TECHNICOLOR2 0 // TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not.
TITANIC HONOR AND GLORY DEMO COMMANDS MOVIE
#define USE_TECHNICOLOR 0 // TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) Use Curves instead if you want to avoid that. This increases contrast but causes clipping. #define USE_LEVELS 0 // Levels : Sets a new black and white point. #define USE_NOSTALGIA 0 // Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder. #define USE_LENS_DISTORTION 0 // Cubic Lens Distortion : Distorts the lens cubicly. #define USE_LUMASHARPEN 1 // LumaSharpen : Sharpens the image. #define USE_HDR 0 // HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_BLOOM 1 // Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_PIXELART_CRT 0 // PixelArt CRT : Scanlines for pixel art (high performance cost)
TITANIC HONOR AND GLORY DEMO COMMANDS TV
#define USE_ADVANCED_CRT 0 // Advanced CRT : Simulates an old CRT TV display.
![titanic honor and glory demo commands titanic honor and glory demo commands](https://www.gry-online.pl/i/h/10/105777734.jpg)
#define USE_CA 0 // Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors. #define USE_EXPLOSION 0 // Explosion : Scatters the pixels, making the image look fuzzy. #define USE_FXAA 1 // FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. #define USE_SMAA 0 // SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_CARTOON 0 // Cartoon : "Toon"s the image. #define USE_ASCII 0 // Ascii : Converts the image to Ascii-art.
![titanic honor and glory demo commands titanic honor and glory demo commands](https://i.ytimg.com/vi/2WA_WW8NIPY/maxresdefault.jpg)
Effects are listed in the order that they are applied. More features, bugfixes and performance optimizations will come before release. This is a preview release meant to allow users to beta test SweetFXs 2.0 new injector called ReShade.