Tekke 7 mimic mode
#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 0 // 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 1 // 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 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. #define USE_TECHNICOLOR2 0 // TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not.
#Tekke 7 mimic mode 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 1 // 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 0 // 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)
#Tekke 7 mimic mode tv#
#define USE_ADVANCED_CRT 0 // Advanced CRT : Simulates an old CRT TV display.
#define USE_CA 1 // 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 0 // FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. #define USE_SMAA 1 // 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. 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.