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fixed those ugly sprites.

Created by Chosen_Tyrant
Added June 26, 2021
Shader used: ReShade
Preset description:
Was created using 4k fullscreen. I started by adding a little sharpness to the whole image, then blended everything on top of that and added some CA to blend the sprites close to a crt blending effect, which is what makes sprites look as intended. After the blending, I added more sharpness on top of that, and then some bloom which also helps blending the pixels and gives off a faint soft glow like a crt screen would. The result is a sharper image, with more detail in the backgrounds while also blending the sprites to look not only as intended, but as intended in a much sharper way suitable to 4k. Reshade saved my sprites.
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pBloomIntensity=0.300000 pBloomRadius=64.000000 pBloomSaturation=1.382000 pBloomThreshold=0.400000 pEnableHDR=1 pEnableLensdirt=0 pLensdirtCurve=1.200000 pLensdirtIntensity=1.000000 pTonemapContrast=0.560000 pTonemapCurve=4.700000 pTonemapExposure=1.771000 pTonemapMode=0 pTonemapSaturateBlacks=0.187000 [Prism.fx] Aberration=6 Automatic=1 Curve=1.000000 SampleCount=8 [qUINT_bloom.fx] BLOOM_ADAPT_EXPOSURE=0.000000 BLOOM_ADAPT_SPEED=2.000000 BLOOM_ADAPT_STRENGTH=0.500000 BLOOM_CURVE=0.827000 BLOOM_INTENSITY=0.652000 BLOOM_LAYER_MULT_1=0.050000 BLOOM_LAYER_MULT_2=0.050000 BLOOM_LAYER_MULT_3=0.050000 BLOOM_LAYER_MULT_4=0.100000 BLOOM_LAYER_MULT_5=0.500000 BLOOM_LAYER_MULT_6=0.010000 BLOOM_LAYER_MULT_7=0.010000 BLOOM_SAT=2.000000 BLOOM_TONEMAP_COMPRESSION=4.000000 [qUINT_sharp.fx] DEPTH_MASK_ENABLE=0 RMS_MASK_ENABLE=1 SHARPEN_MODE=1 SHARP_STRENGTH=0.700000 [SharpContrast.fx] Debug=0 DepthCurve=1.000000 EdgeBias=1.000000 EdgeFloor=0.000000 EnableDepth=0 GammaCorrect=1 MaskSky=1 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