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Skyrim sweetfx preset s
Skyrim sweetfx preset s







skyrim sweetfx preset s
  1. #SKYRIM SWEETFX PRESET S MOVIE#
  2. #SKYRIM SWEETFX PRESET S FREE#

#define Curves_formula 5 // The constrast s-curve you want to use. #define Curves_contrast 0.2 // The amount of contrast you want #define Vibrance 0.15 // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define FogColor float3(0.00, 0.00, 2.55) // What color to remove - default is blue #define Defog 0.000 // How much of the color tint to remove #define Bleach 0.00 // Brightens the shadows and fades the colors #define Saturation 0.00 // Adjust saturation #define RGB_Gain float3(1.007, 1.007, 0.990) // Adjust highlights for Red, Green and Blue #define RGB_Gamma float3(0.985, 0.950, 1.002) // Adjust midtones for Red, Green and Blue #define RGB_Lift float3(1.300, 1.300, 1.400) // Adjust shadows for Red, Green and Blue #define Blend 0.2 // How strong the effect should be. #define DPXSaturation 3.0 // Adjust saturation of the effect. #define ColorGamma 2.5 // Adjusts the colorfulness of the effect in a manner similar to Vibrance. #define radius2 0.79 // Raising this seems to make the effect stronger and also brighter

skyrim sweetfx preset s

#define HDRPower 1.3 // Strangely lowering this makes the image brighter #define BloomWidth 0.0142 // Width of the bloom #define BloomPower 1.446 // Strength of the bloom #define BloomThreshold 20.25 // Threshold for what is a bright light (that causes bloom) and what isn't. #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)

#SKYRIM SWEETFX PRESET S FREE#

I designed the pattern for offset_bias 1.0, but feel free to experiment. #define offset_bias 1.0 // Offset bias adjusts the radius of the sampling pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define pattern 2 // Choose a sample pattern. #define sharp_clamp 0.04 // Limits maximum amount of sharpening a pixel recieves - Default is 0.035 #define sharp_strength 0.5 // Strength of the sharpening #define SMAA_DIRECTX9_LINEAR_BLEND 0 // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. #define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_CORNER_ROUNDING 33 // Determines the percent of antialiasing to apply to corners. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // Determines the radius SMAA will search for diagonal aliased edges #define SMAA_MAX_SEARCH_STEPS 98 // Determines the radius SMAA will search for aliased edges #define SMAA_THRESHOLD 0.05 // Edge detection threshold #define USE_SPLITSCREEN 0 // Splitscreen : Enables the before-and-after splitscreen comparison mode. This lessens banding artifacts (mostly caused by Vignette) #define USE_DITHER 1 // Dither : Applies dithering to simulate more colors than your monitor can display. #define USE_VIGNETTE 0 // Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. #define USE_SEPIA 0 // Sepia : Sepia tones the image. #define USE_CURVES 0 // Curves : Contrast adjustments using S-curves. #define USE_VIBRANCE 0 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_TONEMAP 1 // Tonemap : Adjust gamma, exposure, saturation, bleach and defog. #define USE_LIFTGAMMAGAIN 1 // Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_DPX 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.

#SKYRIM SWEETFX PRESET S MOVIE#

#define USE_TECHNICOLOR 0 // TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_HDR 1 // HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_BLOOM 0 // Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_LUMASHARPEN 1 // LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_SMAA_ANTIALIASING 1 // SMAA Anti-aliasing : Smoothens jagged lines.









Skyrim sweetfx preset s