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More Color and Contrast v3 - FINAL

Created by Zomgerd
Added Jan. 5, 2013
Shader used: SweetFX 1.3
Preset description:
v3 changes and FINAL CHANGES TO THIS PRESET! (Yes I know I just released v2) - Contrast restored to v1 status - Tonemap disabled. LiftGammaGain Enabled to make shadows less dark and hopefully your nights as well. If not I suggest adjusting in-game brightness or your monitor brightness. - DPX Blend upped by .1 **Still no SMAA as I don't like what it does to text and I don't care to use it.** This preset is the final of the series as I feel I can really do no more to Skyrim with vanilla lighting and stay within my personal taste. This preset was ALWAYS meant for the stock lighting of the game and not intended for use with any lighting mod. I would exercise caution when using this preset with lighting mods as it makes already dark areas darker. Again if this preset is still too dark at night, either turn your in-game brightness up or your monitor brightness. Personally I don't think it's that dark as I can still clearly see where I am going. **Lighting Mods I use with these settings (none of which are in the screenshots below): - Project Reality Climates of Tamriel - Hazardous Dungeons, Cold Interior Lighting, Vanilla Nights Level 3 (level 4 is also default experience CoT both of which are extremely dark, level 3 is the brightest.) When it rains at night it will be really dark, has nothing to do with my settings just how CoT is. http://skyrim.nexusmods.com/mods/17802 - Lanterns of Skyrim All In One (and Climates of Tamriel preset for it) http://skyrim.nexusmods.com/mods/18916 - DYNAVISION (depth of field mod I know it has nothing to do with lighting) default settings on everything except Interior DoF which is at 80 - reason I use this mod is cause it gives more cinematic feel which is quite nice. Also if you use don't use SkyUI grab v1.5 :P http://skyrim.nexusmods.com/mods/12525
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/*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_DPX 1 //[0 or 1] 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_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.12 // [0.05 to 0.20] Edge detection threshold #define SMAA_MAX_SEARCH_STEPS 16 // [0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0 // [0 to 100] Determines the percent of antialiasing to apply to corners. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.60 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 // [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. // I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.5 //[0.0000 to 8.0000] Strength of the bloom #define BloomWidth 1.0142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.15 //[0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 0.75 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.11 //[0.0 to 1.0] #define TechniPower 2.8 //[0.0 to 8.0] #define redNegativeAmount 0.88 //[0.0 to 1.0] #define greenNegativeAmount 0.88 //[0.0 to 1.0] #define blueNegativeAmount 0.88 //[0.0 to 1.0] /*-----------------------------------------------------------. / 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 0.40 //[0.6 to 0.2] #define GreenC 0.40 //[0.6 to 0.2] #define BlueC 0.40 //[0.6 to 0.2] #define Blend 0.3 //[0.0 to 0.1] How strong the effect should be. /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.025, 1.025, 1.025) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.010, 1.010, 1.010) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.020, 1.020, 1.020) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.0 //[0.00 to 2.00] Adjust midtones #define Exposure 0.00 //[-1.00 to 1.00] Adjust exposure #define Saturation 0.00 //[-1.00 to 1.00] Adjust saturation #define Bleach 0.00 //[0.00 to 1.00] Brightens the shadows and fades the colors #define Defog 0.00 //[0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.00,0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.25 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_contrast 0.10 //[-1.0 to 1.0] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 4 //[1|2|3|4|5|6|7] The constrast s-curve you want to use. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #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) //[0.00 to 1.00] Center of effect. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section. //Note that the checkerboard pattern used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / 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

Comments

Zomgerd
10 Jan 20:22 CET

Yes, I have listed them in the description.

Ultimo
10 Jan 18:58 CET

You mean Lighting mods?

Zomgerd
6 Jan 21:38 CET

Ultimo - the preset was not made with ENB nor was it in mind so I could not advise you on a preset. If you find one that does, please link it here and I'll add it to the description as a compatible ENB.

That aside I can offer some mods (none of which pictured above) that I use with these settings.

Ultimo
6 Jan 18:33 CET

thanks, good job man. Can you advise me an ENB preset with this SFX settings?

Zomgerd
6 Jan 00:38 CET

I don't mind anyone tweaking my settings as long as I'm credited for the original settings. If you do not own Skyrim, I'd recommend not messing with the settings, as LiftGammaGain seem pretty touchy in Skyrim, too much vibrance makes the game look weird to me, LumaSharpening is hard to notice for the most part if you have the 2k texture pack from NexusMods.

The screenshots actually don't do the preset much justice to be honest. Night in Skyrim is easy to navigate through with this preset. In the end I made the settings for myself and friends and continued to update it here as I knew it was not done, I'm satisfied with the end result of it with vanilla lighting. :)

StixsmasterHD
6 Jan 00:22 CET

If you dont mind I could possibly attempt to help to tweak this a lil further though I do not own Skyrim so I could not test things in real time like usual I would need a test dummy.

I could even help you to make things more detailed without making anything too much darker overall. Try my New Vegas preset out youll get what I mean.

StixsmasterHD
6 Jan 00:19 CET

good job on the switch from tonemap to liftgamma. Props.

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