#define USE_COLORMOD 0 // Colormod: Contrast, Saturation and Brightness ported from colormod.asi. #define USE_REINHARDLINEARĐ // Reinhard: Reinhard mixed with some linear tonemapping. #define USE_REINHARD 0 // Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works. #define USE_FILMICPASS 0 // Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look. #define USE_CROSSPROCESS 0 // Cross Processing: Simulates wrong chemistry in color processing. #define USE_COLORMOOD 0 // Color Mood: Applies a "mood" to the color, tinting mainly the dark colors. #define USE_SKYRIMTONEMAPĐ // Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's. #define USE_SEPIA 0 // Sepia : Sepia tones the image. #define USE_CURVES 0 // Curves : Contrast adjustments using S-curves. #define USE_VIBRANCE 0 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_TONEMAP 0 // Tonemap : Adjust gamma, exposure, saturation, bleach and defog. #define USE_LIFTGAMMAGAIN 0 // Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. #define USE_MONOCHROME 0 // Monochrome : Monochrome makes the colors disappear. #define USE_DPX 0 // 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.
#HOW TO USE SWEETFX WITH WATCH DOGS MOVIE#
#define USE_SWFX_TECHNICOLOR 0 // Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. #define USE_TECHNICOLOR 0 // Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Use Curves instead if you want to avoid that. This increases contrast but causes clipping. #define USE_LEVELS 1 // Levels : Sets a new black and white point. #define USE_CARTOON 0 // Cartoon : "Toon"s the image. #define USE_LUT 0 // Color Lookup Table: Uses a gradient texture to adjust the colors of the image. #define USE_HUD_MASKING 0 // HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing. #define USE_HDR_LEVEL 0 // HDR Level: Rendering bitrate. #define USE_SPLITSCREEN 0 // Splitscreen: Disables all effects on the right half of the screen to show changes. #define USE_DEPTHBUFFER_OUTPUTĐ // Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only. #define MASTEREFFECT_TOGGLEKEYĐx20 // Key used to toggle all MasterEffect effects. MasterEffect ReBorn 1.1.287 public beta by Marty McFly visit /MartyMcModding for news/updates Steam and boxed edition all sliders maxed out!!!!!! Master Effects H file is the file you mess with be advised when fsx starts reshade will load ontop of fsx it will inject all settings into fsx take about 1.5 mins to complete when its done all files will ready to go and fsx is ready to go.