I just wanted share the non-gui settings for MXAO, you can paste them in the pre-processor settings. Then you change them, though you have to press reload in Reshade 3.0 to see the changes you made
EDIT01: Gathered all settings in first post. EDIT02: Denoise added EDIT03: MXAO updated to version 2 EDIT04: Corrections of MXAO, EDIT05: Added MagicBloom EDIT06: Added Colorfulness AdaptiveSharpen// NON-GUI AdaptiveSharpen settings
fast_ops=1 // Faster code path, small difference in quality
Bloom// NON-GUI BLOOM settings
// If 1, only pixels with depth = 1 get lens flares
// This prevents white objects from getting lens flares sources, which would normally happen in LDR
LENZ_DEPTH_CHECK=0
CHAPMAN_DEPTH_CHECK=0
GODRAY_DEPTH_CHECK=0
FLARE_DEPTH_CHECK=0
Colourfulness// NON-GUI Colorfulness settings
fast_luma01 // Rapid approx of sRGB gamma, small difference in quality
Denoise// NON-GUI Denoise settings
BlockRadius=2 //[1 to 10] (NLM only) For tweaking the amount of noise on edges, higher values require more performance
WindowRadius=3 //[1 to 10] Higher values require more performance but might increase the image quality.
DOF// NON-GUI DOF Settings
//
// MCFLY ADVANCED DOF Settings - SHAPE
bADOF_ShapeTextureEnable=0 // Enables the use of a texture overlay. Quite some performance drop.
iADOF_ShapeTextureSize=63 // Higher texture size means less performance. Higher quality integers better work with detailed shape textures. Uneven numbers recommended because even size textures have no center pixel.
iADOF_ShapeVertices=5 // Polygon count of bokeh shape. 4 = square, 5 = pentagon, 6 = hexagon and so on
//
// MCFLY ADVANCED DOF Settings - POSTFX
bADOF_ImageGrainEnable=0 // Enables some fuzzyness in blurred areas. The more out of focus, the more grain
LUT// NON-GUI LUT settings
fLUT_TextureName="lut.png"
fLUT_TileSizeXY=32
fLUT_TileAmount=32
MagicBloom// NON-GUI MagicBloom Settings
MAGICBLOOM_ADAPT_RESOLUTION=256 // Determines the width/height of the texture used for adaptation. Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
MAGICBLOOM_BLUR_PRECALCULATED=1 // If set to 0 the gaussian blur will be calculated inside the shader. Otherwise, it uses a pre-calculated kernel (array).
MAGICBLOOM_NODIRT=0 //If set to 1 all lens dirt related features are disabled. Beneficial for performance if you don't wish to use lens dirt.
MAGICBLOOM_NOADAPT=0 // If set to 1 all adaptation related features are disabled. Beneficial for performance if you don't wish to use adaptation
MXAO// NON-GUI MXAO Settings
MXAO_MIPLEVEL_IL=2 // [0 to 4] Miplevel of IL texture. 0 = fullscreen 1 = 1/2 screen width/height 2 = 1/4 screen width/height and so forth.
MXAO_MIPLEVEL_AO=0 //[0 to 2] Miplevel of AO texture. 0 = fullscreen 1 = 1/2 screen width/height 2 = 1/4 screen width/height and so forth. Best results: IL MipLevel = AO MipLevel + 2
MXAO_ENABLE_IL=0 // Enables Indirect Lighting calculation. Will cause a major fps hit.
MXAO_ENABLE_BACKFACE=1 // Enables back face check so surfaces facing away from the source position don't cast light. Will cause a major fps hit.
Legacy MXAO settings
fMXAOSizeScale=1.0 // [0.5 to 1.0] Resolution scale in which AO is being calculated.
iMXAOMipLevelIL=2 // [0 to 4] Miplevel of IL texture. 0 = fullscreen 1 = 1/2 screen width/height 2 = 1/4 screen width/height and so forth.
iMXAOMipLevelAO=0 //[0 to 2] Miplevel of AO texture. 0 = fullscreen 1 = 1/2 screen width/height 2 = 1/4 screen width/height and so forth. Best results: IL MipLevel = AO MipLevel + 2
bMXAOBoundaryCheckEnable=0 //[0 or 1] Enables screen boundary check for samples. Can be useful to remove odd behaviour with too high sample radius / objects very close to camera. It comes with a slight fps drop.
AO_FADE____START=0.6 //[0.0 to 1.0] Depth at which AO starts to fade out. 0.0 = camera 1.0 = sky. Must be lower than AO fade end.
AO_FADE____END=0.9 //[0.0 to 1.0] Depth at which AO completely fades out. 0.0 = camera 1.0 = sky. Must be higher than AO fade start..