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Want a more colorfull Skyrim?


KeyserSoeze

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Played around some with the great FXAA-mod and got this result. I think it looks much better than the original game.

 

Have try if you want, here is my ini, copy paste this into your "injFX_Settings.h".

 

Link to the mod:

http://www.skyrimnexus.com/downloads/file.php?id=131

 

 

/*======================================================================================

"USER" ADJUSTABLE SETTINGS

======================================================================================*/

 

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments

// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

 

/*------------------------------------------------------------------------------

FILTER SELECTION

------------------------------------------------------------------------------*/

// Comment to deactivate an effect.

// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP

#define USE_ANTI_ALIASING

#define USE_PRE_SHARPEN

#define USE_BLOOM

#define USE_TECHNICOLOR

#define USE_TONEMAP

//#define USE_SEPIA

//#define USE_VIGNETTE

#define USE_POST_SHARPEN

//#define USE_FINAL_LIMITER

 

 

/*------------------------------------------------------------------------------

FXAA SHADER

------------------------------------------------------------------------------*/

// Set values to calculate the amount of Anti Aliasing applied

float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur

float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing

float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing

 

 

/*------------------------------------------------------------------------------

PRE_SHARPEN

------------------------------------------------------------------------------*/

//For higher precision in the calculation of contour, requires slightly more processing power

bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

 

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass

#define Average 0.8

#define CoefBlur 2

 

// Set values of the sharpening amount

#define SharpenEdge 0.15

#define Sharpen_val0 1.25

 

 

/*------------------------------------------------------------------------------

BLOOM

------------------------------------------------------------------------------*/

// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp

#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2

float BloomPreset = 5; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.

float BloomThreshold = 1.5; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)

float BloomWidth = 1.85; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)

float BloomPower = 1.75; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)

 

 

/*------------------------------------------------------------------------------

TECHNICOLOR

------------------------------------------------------------------------------*/

#define TechniAmount 0.10 // 1.00 = Max

#define TechniPower 4.20 // lower values = whitening

 

// lower values = stronger channel

#define redNegativeAmount 0.9 // 1.00 = Max

#define greenNegativeAmount 0.925 // 1.00 = Max

#define blueNegativeAmount 0.9 // 1.00 = Max

 

 

/*------------------------------------------------------------------------------

TONEMAP

------------------------------------------------------------------------------*/

#define Gamma 1.10

#define Exposure -0.10

#define Saturation 1.1 // use negative values for less saturation.

#define BlueShift 0.25 // Higher = more blue in image.

#define Bleach 0.00 // Bleach bypass, higher = stronger effect

#define Defog 0.000 // Strength of Lens Colors.

#define FogColor float4(0.0, 0.0, 0.0, 0.0) //Lens-style color filters for Blue, Red, Yellow, White.

 

 

/*------------------------------------------------------------------------------

SEPIA

------------------------------------------------------------------------------*/

#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)

#define SepiaPower 0.5 // 1.00 = Max

 

 

/*------------------------------------------------------------------------------

VIGNETTE

------------------------------------------------------------------------------*/

// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame

#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.

#define VignetteRadius 1.00 // lower values = stronger radial effect from center

#define VignetteAmount -0.70 // Strength of black. -2.0 = Max Black, 1.00 = Max White.

 

 

/*------------------------------------------------------------------------------

POST_SHARPEN

------------------------------------------------------------------------------*/

// Controls additional sharpening applied after previous processing. Strength should be max 0.25!

float Sharpen = 0.045;

 

 

/*------------------------------------------------------------------------------

FINAL_LIMITER

------------------------------------------------------------------------------*/

// Controls the strenght of the limiter. 1.000 for default setting

int LimiterStrenght = 1.000;

 

 

Enjoy!

 

 

Some Screens:

 

http://www.thepicturehost.com/thumbnails/c9c21a0392067fbe1d0be074537b0b40.png

 

http://www.thepicturehost.com/thumbnails/6423c0a679d91e87048d56d2c9e4c5dd.png

 

http://www.thepicturehost.com/thumbnails/758901508ebd6e570469579441596c78.png

 

http://www.thepicturehost.com/thumbnails/c51c5414f783e2beb3d094886d7810e3.png

 

http://www.thepicturehost.com/thumbnails/0b04767015dd9d9f8d37108acddb324b.png

 

http://www.thepicturehost.com/thumbnails/bbe24badddcdf1513182d86a3c43f846.png

 

http://www.thepicturehost.com/thumbnails/3636ed1f0cdf7c1e149e4eb79e5400d2.png

 

http://www.thepicturehost.com/thumbnails/6abec6f662f6ab1063f2dae88f441464.png

 

http://www.thepicturehost.com/thumbnails/405b95b18c1ae310551e975a71b8fc2e.png

 

http://www.thepicturehost.com/thumbnails/a42e0d9bea57b2fa105ce82e4adda07e.png

Edited by KeyserSoeze
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Too oversaturated.

I agree. It should be subtle. A lot of people will like the more colorful views, but I think the dullness of Skyrim is what makes it beautiful.

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I like it, too. :) My first impression of Skyrim was that it was way, way too desaturated...almost black and white.

 

What version of FXAA are you using? I tried downloading your file and it made my game crash. Maybe I have the wrong version...

Edited by LadyAubrie
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I like it, too. :) My first impression of Skyrim was that it was way, way too desaturated...almost black and white.

 

What version of FXAA are you using? I tried downloading your file and it made my game crash. Maybe I have the wrong version...

 

 

FXAA_PPI_Automatic_Installer-131-1-2

 

Try and copy paste the values into your ini then.

 

 

/*======================================================================================

"USER" ADJUSTABLE SETTINGS

======================================================================================*/

 

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments

// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

 

/*------------------------------------------------------------------------------

FILTER SELECTION

------------------------------------------------------------------------------*/

// Comment to deactivate an effect.

// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP

#define USE_ANTI_ALIASING

#define USE_PRE_SHARPEN

#define USE_BLOOM

#define USE_TECHNICOLOR

#define USE_TONEMAP

//#define USE_SEPIA

//#define USE_VIGNETTE

#define USE_POST_SHARPEN

//#define USE_FINAL_LIMITER

 

 

/*------------------------------------------------------------------------------

FXAA SHADER

------------------------------------------------------------------------------*/

// Set values to calculate the amount of Anti Aliasing applied

float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur

float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing

float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing

 

 

/*------------------------------------------------------------------------------

PRE_SHARPEN

------------------------------------------------------------------------------*/

//For higher precision in the calculation of contour, requires slightly more processing power

bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

 

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass

#define Average 0.8

#define CoefBlur 2

 

// Set values of the sharpening amount

#define SharpenEdge 0.15

#define Sharpen_val0 1.25

 

 

/*------------------------------------------------------------------------------

BLOOM

------------------------------------------------------------------------------*/

// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp

#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2

float BloomPreset = 5; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.

float BloomThreshold = 1.5; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)

float BloomWidth = 1.85; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)

float BloomPower = 1.75; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)

 

 

/*------------------------------------------------------------------------------

TECHNICOLOR

------------------------------------------------------------------------------*/

#define TechniAmount 0.10 // 1.00 = Max

#define TechniPower 4.20 // lower values = whitening

 

// lower values = stronger channel

#define redNegativeAmount 0.9 // 1.00 = Max

#define greenNegativeAmount 0.925 // 1.00 = Max

#define blueNegativeAmount 0.9 // 1.00 = Max

 

 

/*------------------------------------------------------------------------------

TONEMAP

------------------------------------------------------------------------------*/

#define Gamma 1.10

#define Exposure -0.10

#define Saturation 1.1 // use negative values for less saturation.

#define BlueShift 0.25 // Higher = more blue in image.

#define Bleach 0.00 // Bleach bypass, higher = stronger effect

#define Defog 0.000 // Strength of Lens Colors.

#define FogColor float4(0.0, 0.0, 0.0, 0.0) //Lens-style color filters for Blue, Red, Yellow, White.

 

 

/*------------------------------------------------------------------------------

SEPIA

------------------------------------------------------------------------------*/

#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)

#define SepiaPower 0.5 // 1.00 = Max

 

 

/*------------------------------------------------------------------------------

VIGNETTE

------------------------------------------------------------------------------*/

// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame

#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.

#define VignetteRadius 1.00 // lower values = stronger radial effect from center

#define VignetteAmount -0.70 // Strength of black. -2.0 = Max Black, 1.00 = Max White.

 

 

/*------------------------------------------------------------------------------

POST_SHARPEN

------------------------------------------------------------------------------*/

// Controls additional sharpening applied after previous processing. Strength should be max 0.25!

float Sharpen = 0.045;

 

 

/*------------------------------------------------------------------------------

FINAL_LIMITER

------------------------------------------------------------------------------*/

// Controls the strenght of the limiter. 1.000 for default setting

int LimiterStrenght = 1.000;

 

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