   /*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/

Game: Assassin's Creed Unity

Author: Geoman88
SweetFX version: 1.5.1/Boulotaur2024 Injector. +Chromatic Aberration Shader.
Description:  


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$$$$$  /  $$$$$$\ $$  __$$\ $$ |  $$ |\_$$  _|  \_$$  _|      $$  __$$\             $$ |      $$  __$$\ $$  __$$\ $$$$\     $$ |$$  __$$\ 
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$$ |\$$\          $$ |  $$ |$$ |  $$ |  $$ |$$\   $$ |$$\     $$   ____|            $$ |  $$\ $$ |  $$ |$$ |  $$ |$$ |      $$ |$$ |  $$ |
$$ | \$$\         $$$$$$$  |\$$$$$$  |  \$$$$  |  \$$$$  |    \$$$$$$$\             \$$$$$$  |\$$$$$$  |$$ |  $$ |$$ |      $$ |\$$$$$$$ |
\__|  \__|        $$  ____/  \______/    \____/    \____/      \_______|             \______/  \______/ \__|  \__|\__|      \__| \____$$ |
                  $$ |                                                                                                          $$\   $$ |
                  $$ |                                                                                                          \$$$$$$  |
                  \__|                                                                                                           \______/ 

				  
 Geoman88's Ass Creed: Unity Config 1.1

 •SMAA
 •LUMASHARPEN
 •LEVELS
 •GAUSSIAN - UNSHARPMASK
 •TONEMAP
 •VIBRANCE
 •CURVES
 •DITHER

   *--------------------------------------------------------*
   |                         Optional                       |
   *--------------------------------------------------------*
   
 
   *--------------------------------------------------------*
   |                         Updates                        |
   *--------------------------------------------------------*

   •Small changes to Gaussian, Levels and Tonemap.

   *--------------------------------------------------------*
   |                      Miscellaneous                     |
   *--------------------------------------------------------*
   
 • CeeJay.dk released a new SweetFX Version. 1.5.1
 • I added all his new and updated Shaders to Boulotaur2024's Injector which has x64 support.
 • I also added a Chromatic Aberration Shader to this version.
 • You'll need this Version to get the same results as me.

 • DOWNLOAD HERE
 • sFX.TheLazy - http://goo.gl/W2kZQQ

 • For questions or requests visit the forum - http://sfx.thelazy.net/forum/
 • Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx
   
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING  1            // [0 or 1] SMAA Anti-aliasing:(SMAA多重采样抗锯齿)平滑边缘减少锯齿
#define USE_FXAA_ANTIALIASING  0            // [0 or 1] FXAA Anti-aliasing:(FXAA快速近似抗锯齿)锯齿平滑处理技术.注:它只支持DX9,而且需要注入FXAA的DLL
#define USE_CA                 0            // [0 or 1] 色差。您只能使用色差或爆炸着色器。不都在相同的时间
#define USE_EXPLOSION          0            // [0 or 1] Explosion : 散射像素,使图像看起来比较模糊。
#define USE_CARTOON            0            // [0 or 1] Cartoon:(动画风格)卡通化的影像模式.(会影响SMAA,CRT,Bloom,HDR,Lumasharpen等功能)
#define USE_LEVELS             0            // [0 or 1] Levels : 设置新的黑白色点.这能增加对比度.但能出现失真.如你避免这种情况.可以使用曲线替代
#define USE_ADVANCED_CRT       0            // [0 or 1] Advanced CRT:(高级CRT模式)模拟老一代的CTR显示器效果.(会影响SMAA, Cartoon, Bloom, HDR and Lumasharpen等功能,而且有些功能会严重消耗机子性能) 
#define USE_BLOOM              0            // [0 or 1] Bloom:(泛光)把强光参透到周围坏境中.(损失性能较多)
#define USE_HDR                0            // [0 or 1] HDR:(高动态范围)用来实现比普通数位图像技术更大曝光动态范围(即更大的明暗差别),注.模拟不完全,作者赶工中
#define USE_LUMASHARPEN        1            // [0 or 1] LumaSharpen:(锐化图像)可以减少锯齿让图像更清晰,注.虽然效果不太理想！但作者还在努力优化中
#define USE_GAUSSIAN           0            // [0 or 1] 高斯模糊：可用于...模糊，而且 bloom//朦胧/ glowy的样子，柔化
#define USE_FILMGRAIN          0            // [0 or 1] 胶片效果
#define USE_TECHNICOLOR        0            // [0 or 1] TECHNICOLOR:(彩色印片法)模拟实现让图像看起来像是经过三色带TECHNICOLOR(旧电影风格化)技术处理过样式,
#define USE_DPX                0            // [0 or 1] Cineon DPX:(电影风格)让图像看起来就像经过Cineon DPX技术处理过的样式.
#define USE_MONOCHROME         0            // [0 or 1] Monochrome:(黑白风格)消除其它颜色,呈现黑白风格
#define USE_LIFTGAMMAGAIN      0            // [0 or 1] Lift Gamma Gain:(提升伽马杜增益)调整图像亮度,阴影色彩,中间色调,高光色调
#define USE_TONEMAP            0            // [0 or 1] Tonemap:(色泽贴图)调整伽马度,暴光度,饱和度,漂白,除雾(可能会失效)
#define USE_VIBRANCE           1            // [0 or 1] Vibrance:(自然饱和度)根据原始的色彩饱和度自然饱和图像的像素
#define USE_CURVES             1            // [0 or 1] Curves:(曲线)利用S曲线调整对比度
#define USE_SEPIA              0            // [0 or 1] Sepia:(棕黑色)棕黑色色调图像(怀旧风格化)
#define USE_VIGNETTE           0            // [0 or 1] Vignette:(暗角)让图像的边缘变暗,使其看起来就像是长镜头相机拍摄后的效果.但可能出现色带现象
#define USE_DITHER             0            // [0 or 1] Dither:(抖动显示)通过在相邻像素间随机的加入不同的颜色来修饰图象,这样可以减少Vignette引起的色带现象
#define USE_BORDER             0            // [0 or 1] Border:(边缘)是用screenedge黑色来解决有AA模式引起的亮边问题
#define USE_SPLITSCREEN        0            // [0 or 1] Splitscreen:(分屏)开启后会拆分屏幕用于对比渲染前后的效果

#define USE_CUSTOM             0            // [0 or 1] Custom : 修改自定义渲染文件custom.h,在这里设置强度值

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD         0.08         // [0.05 to 0.20] 边缘检测阈值.如果SMAA检测边缘锯齿不完全时,尝试降低该值.我更喜欢在0.08和0.12之间.
#define SMAA_MAX_SEARCH_STEPS  25           // [0 to 98] 决定SMAA搜索图像边缘锯齿的半径
#define SMAA_MAX_SEARCH_STEPS_DIAG 12           // [0 to 16] 决定SMAA搜索对角边缘锯齿的半径
#define SMAA_CORNER_ROUNDING   4            // [0 to 100] 决定用于边角抗锯齿的百分比,

// -- Advanced SMAA settings -- 
#define COLOR_EDGE_DETECTION   0            // [0 or 1] 1-使用色彩边缘检测 (速度较慢.还原度较高) 0-使用亮度边缘检测 (速度较快)
#define SMAA_DIRECTX9_LINEAR_BLEND 0            // [0 or 1] 使用DX9硬处理? (其实软处理也无所谓！) 1-如果你需要硬处理  0-如果需要软处理 it at 0. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card. 

   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET   39           // [1 to 39] 选择预设质量,39为最高质量
#define fxaa_Subpix            0.4          // [0.000 to 1.000] 设置子像素的采样移除数量
#define fxaa_EdgeThreshold     0.01         // [0.000 to 1.000] 边缘检测阈值.
#define fxaa_EdgeThresholdMin  0.01         // [0.000 to 1.000] 模糊阈值.模糊处理的修整算法

   /*-----------------------------------------------------------.
  /                       Chromatic aberration                  										/
  '-----------------------------------------------------------*/
#define outfocus               0.006        // [0.00 to 1.000] 非常强大的色差效果


   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius       3.0          // [0.2 to 100.0] 设置到你想要的数字


   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower           8.0          // [0.1 to 10.0] 设置到你想要的渲染数值
#define CartoonEdgeSlope       2.0          // [0.1 to 8.0] 这是暗边的过滤值.不过你可能需要增加补偿力度.(整数值渲染速度更快)

   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/

#define Levels_black_point     0            // [0 to 255] 这是设置新的黑色点.如值过高会变成一片黑(字面上的是这样的).默认值16.0
#define Levels_white_point     255          // [0 to 255] 这是设置新的白色点.如值过低会变成一片白(字面上的是这样的).默认值235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount              1.00         // [0.00 to 1.00] 设置CTR渲染效果到你想要的数值

#define CRTResolution          1.0          // [1.0 to 8.0] 输入系数大小(值越低给出的"复古样式分辨率越低") 默认值 2.0
#define CRTgamma               2.2          // [0.0 to 4.0] 模拟CRT的伽马样式(默认值2.2)
#define CRTmonitorgamma        2.4          // [0.0 to 4.0] 模拟CRT的显示器伽马样式(表示样式默认值2.4)
#define CRTBrightness          1.2          // [1.0 to 3.0] 用于亮度增强微调值 默认值1.2
#define CRTScanlineIntensity   2.0          // [2.0 to 4.0] 扫描行强度(最好使用整数值). 默认值 2.0
#define CRTScanlineGaussian    1            // [0 or 1] 使用"新的非高斯扫描线光晕效果" 默认值 1

#define CRTCurvature           1            // [[0 or 1] "木桶效应" 1=开启 0=关闭
#define CRTCurvatureRadius     2.0          // [0.0 to 2.0] 弧度半径(当木桶效应开启时才会有效) 默认值 2.0
#define CRTCornerSize          0.0100       // [0.0000 to 0.0020] 值越高边角越圆滑. 默认值 0.001
#define CRTDistance            2.00         // [0.00 to 4.00] 模拟观看者于显示器的距离. 默认值 2.00
#define CRTAngleX              0.00         // [-0.20 to 0.20] 倾斜角的弧度 (X坐标)
#define CRTAngleY              -0.15        // [-0.20 to 0.20] 倾斜角的弧度 (Y坐标) (当值为-0.15时弧度为街机样式)
#define CRTOverScan            1.00         // [1.00 to 1.10] 边缘修正 (e.g. 1.02 for 2% overscan). 默认值 1.00
#define CRTOversample          0            // [0 or 1] 启用3X(倍)超采样的光束剖面(警告:除非配置够高,不建议开启)


   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold         23.25        // [0.00 to 50.00] 这可能是泛光亮度阈值(可能会引起泛光),也可能不是
#define BloomPower             1.           // [0.000 to 8.000] 泛光强度
#define BloomWidth             0.0142       // [0.0000 to 1.0000] 泛光阔度


   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower               1.45         // [0.00 to 8.00] 各种降低让图像看起来更亮
#define radius2                0.85         // [0.00 to 8.00] 进一步提升效果增强,同时也会变的更亮


   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength         1            // [0.10 to 3.00] 锐化强度
#define sharp_clamp            0.034        // [0.000 to 1.000] 锐化像素受光面最大数量 - 默认值 0.035

// -- Advanced sharpening settings --
#define pattern                2            // [1|2|3|4] 选择样本图案. 1 = 快速, 2 = 普通, 3 = 更宽, 4 = 角锥形.
#define offset_bias            1.2          // [0.0 to 6.0] 调整采样模式的偏移偏置半径
                         //我设计的图案是1.0,请随意测试

// -- Debug sharpening settings --
#define show_sharpen           0            // [0 or 1] 可视锐化强度(倍乘数为4会看的更清楚)


   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect            0            // [0|1|2|3] 0 = 模糊, 1 = USM锐化 (占用强), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality           2            // [0|1|2|3] 警告: 2 和 3 占用强. 默认 1
#define GaussSigma             2            // [1 to 4] 增强更宽模糊/bloom is (当 Bloom 被选择时生效)
#define GaussBloomWarmth       2            // [0|1|2] "Temperature" of the bloom - 0 = 中性, 1 = 暖, 2 = 朦胧/雾
#define GaussThreshold         0.50         // [0.00 to 1.00] [仅 DX10/11] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure          43.0         // [0.00 to 100.00] [仅 DX10/11] 曝光效果 (越低越亮)
#define GaussStrength          0.3          // [0.00 to 1.00] 有效量混合成最终图像


   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrain_strength     0.08         // [0.01 to 1.00] 数值越高颗粒感越强
#define FilmGrain_variance     0.16         // [0.01 to 1.00] 控制高斯噪声.较低的数值看起来更加平滑


   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount           0.20         // [0.00 to 1.00] 
#define TechniPower            5.5          // [0.00 to 8.00] 
#define redNegativeAmount      1.0          // [0.00 to 1.00] 
#define greenNegativeAmount    0.90         // [0.00 to 1.00] 
#define blueNegativeAmount     0.85         // [0.00 to 1.00] 


   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red                    10.0         // [1.0 to 15.0] 
#define Green                  8.0          // [1.0 to 15.0] 
#define Blue                   2.0          // [1.0 to 15.0] 

#define ColorGamma             1.0          // [0.1 to 2.5] 调整鲜艳程度这是类似于自然饱和度渲染方式. 1.0 适中
#define DPXSaturation          0.1          // [0.0 to 8.0] 调整饱和度渲染. 1.0 适中

#define RedC                   0.60         // [0.60 to 0.20] 
#define GreenC                 0.35         // [0.60 to 0.20] 
#define BlueC                  0.20         // [0.60 to 0.20] 

#define Blend                  0.1          // [0.00 to 1.00] 进一步增强渲染


   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18, 0.41, 0.41) // [0.00 to 1.00] RGB色彩百分比 (should sum up to 1.00)


   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift               float3(0.99, 1.00, 1.00) // [0.000 to 2.000] 调整阴影色调(红,绿,蓝).
#define RGB_Gamma              float3(0.95, 1.01, 1.00) // [0.000 to 2.000] 调整中间色调(红,绿,蓝).
#define RGB_Gain               float3(1.0, 1.00, 1.00) // [0.000 to 2.000] 调整高光色调(红,绿,蓝).
   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma                  0.75         // [0.000 to 2.000] 调整中间色调
#define Exposure               -0.3         // [-1.000 to 1.000] 调整曝光度
#define Saturation             -0.0         // [-1.000 to 1.000] 调整饱和度
#define Bleach                 0.40         // [0.000 to 1.000] 增亮阴影和色彩淡入淡出
#define Defog                  0.00         // [0.000 to 1.000] 移除色调量
#define FogColor               float3(0.02, 0.18, 0.02) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] 移除颜色量-默认为蓝色


   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance               -0.3         // [-1.00 to 1.00] 根据原始的色彩饱和度自然饱和图像的像素.
#define Vibrance_RGB_balance   float3(0.9, 0.6, 0.3) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


   /*-----------------------------------------------------------.
  /                  Curves settings                            /
  '-----------------------------------------------------------*/
#define Curves_mode            0            // [0|1|2] 选择对比度渲染方式.0 = 亮度,1 = 色度,2=色度和亮度.默认值0
#define Curves_contrast        0.4          // [-1.00 to 1.00] 颜色反差值

// -- Advanced curve settings --
#define Curves_formula         8            // [1|2|3|4|5|6|7|8|9|10] S曲线反差值
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
							 

   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone              float3(1.26, 1.10, 0.80) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] 图像色调颜色
#define GreyPower              0.0          // [0.00 to 1.00] 图像饱和度着色力度
#define SepiaPower             0.2          // [0.00 to 1.00] 图像色调量


   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteType           1            // [1|2|3] 1 = 原版, 2 = 新风格, 3 = 电视风格
#define VignetteRatio          1.00         // [0.15 to 6.00] 设置浑圆的宽高比列1.00 (1/1)或1.60(16/10)宽度是高度的60%
#define VignetteRadius         1.00         // [-1.00 to 3.00] 值越低 = 中心径向渲染更强
#define VignetteAmount         -0.40        // [-2.00 to 1.00] 黑白强度. -2.00 = 最黑, 1.00 = 最白.
#define VignetteSlope          1            // [2 to 16] 数字越大.倾向中心的晕影越多(FPS同样会降低FPS)
#define VignetteCenter         float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] VignetteType中间渲染效果


   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method          2            // [1 or 2] 1 = 顺序抖动 (质量好速度快), 2 = 随机抖动 (质量非常高的抖动,但速度较慢)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                  Border settings                            /
  '-----------------------------------------------------------*/
#define border_width           float2(0,0)  // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
#define border_ratio           float(2.0 / 1.0) // [0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
                                        //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
#define border_color           float3(0, 0, 0) // [0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.

   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode       1            // [1|2|3|4|5|6] 1 = 1 = 垂直50/50拆分,2 = 垂直25/50/25拆分,3 = 垂直50/50倾斜拆分
                              // 4 = 水平50/50拆分,5 = 水平25/50/25拆分

   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 45 ; 45 = inset
// key_reload_sweetfx = 46 ; 46 = delete


   /*-----------------------------------------------------------.
  /                  Misc settings                              /
  '-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = 
// external_dxgi_wrapper = 