14 minutes ago
Nordic Winter
Preset description:
*Nordic Winter*
Disable SFX in-game and calibrate your gamma, then enable SFX.
Includes:
Bloom
HDR
Luma Sharpen
Lift Gamma Gain
Tonemap
Vibrance
Curves
Dither
(NOTE: Screens were taken at 1080p.)
I'm quite spoiled by ENB effects in TES:V. I find the default TESO situation very washed-out and bright, so this is my attempt at a more atmospheric TESO. Nights should be dark, caves shouldn't be lit by an inner-Sun, etc.
Thanks to Sekta for the entry/guide and to all you lot for the presets. Keep 'em coming!
/*******************************************
* Nordic Winter
* This file has been generated by RadeonPro
* from Case's profile
*
* Darker Nights, Better ambient light.
*
*******************************************/
#define USE_SMAA_ANTIALIASING 1
#define USE_CARTOON 0
#define USE_ADVANCED_CRT 0
#define USE_BLOOM 1
#define USE_HDR 1
#define USE_LUMASHARPEN 1
#define USE_TECHNICOLOR 0
#define USE_DPX 0
#define USE_MONOCHROME 0
#define USE_LIFTGAMMAGAIN 1
#define USE_TONEMAP 1
#define USE_VIBRANCE 1
#define USE_CURVES 1
#define USE_SEPIA 0
#define USE_VIGNETTE 0
#define USE_DITHER 1
#define USE_BORDER 0
#define USE_SPLITSCREEN 0
/*
Cartoon settings
*/
#define CartoonPower 0.12 // [0.1 to 10.0] Amount of effect you want.
/*
Advanced CRT settings
*/
#define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 1.2 // [1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.4 // [0.0 to 4.0] Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma 2.2 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.0 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 1.5 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0010 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.10 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.01 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
/*
Bloom settings
*/
#define BloomThreshold 25.00 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 2.314 // [0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0100 // [0.0000 to 1.0000] Width of the bloom
/*
HDR settings
*/
#define HDRPower 1.78 // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.80 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*
LumaSharpen settings
*/
#define sharp_strength 0.60 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.200 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
#define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*
Technicolor settings
*/
#define TechniAmount 0.4 // [0.00 to 1.00]
#define TechniPower 4.0 // [0.00 to 8.00]
#define redNegativeAmount 0.88 // [0.00 to 1.00]
#define greenNegativeAmount 0.88 // [0.00 to 1.00]
#define blueNegativeAmount 0.88 // [0.00 to 1.00]
/*
Cineon DPX settings
*/
#define Red 8.0 // [1.0 to 15.0]
#define Green 8.0 // [1.0 to 15.0]
#define Blue 8.0 // [1.0 to 15.0]
#define ColorGamma 2.5 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.20 // [0.60 to 0.20]
#define GreenC 0.20 // [0.60 to 0.20]
#define BlueC 0.20 // [0.60 to 0.20]
#define Blend 0.2 // [0.00 to 1.00] How strong the effect should be.
/*
Monochrome settings
*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
/*
Lift Gamma Gain settings
*/
#define RGB_Lift float3(1.005,1.025,1.005) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.005,1.025,1.050) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.030,1.015,1.005) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*
Tonemap settings
*/
#define Gamma 0.920 // [0.000 to 2.000] Adjust midtones
#define Exposure -0.012 // [-1.000 to 1.000] Adjust exposure
#define Saturation -0.250 // [-1.000 to 1.000] Adjust saturation
#define Bleach 0.025 // [0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.400 // [0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.01,0.03,0.02) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*
Vibrance settings
*/
#define Vibrance 0.07 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*
Curves settings
*/
#define Curves_mode 0 // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.20 // [-1.00 to 1.00] The amount of contrast you want
#define Curves_formula 7 // [1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
/*
Sepia settings
*/
#define ColorTone float3(1.40,1.10,0.90) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.11 // [0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58 // [0.00 to 1.00] How much to tint the image
/*
Vignette settings
*/
#define VignetteRatio 1.00 // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8 // [1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500,0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect.
/*
Dither settings
*/
#define dither_method 2 // [1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
/*
Border settings
*/
/*
Splitscreen settings
*/
#define splitscreen_mode 1 // [1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
I'd be all over this if it didn't darken the UI as well, haha. Awesome preset though.
Nice preset. It's a shame there are no torches otherwise I would have made mine a lot darker.
Great preset! Just the way I like it lol