/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game: Elder Scrolls Online
Author: Sandhya - credit goes to Sekta for the base preset!
SweetFX version: 1.5.1
Description: This is a SweetFX preset for Elder Scrolls Online. It attempts to enhance the graphics of the game while retaining the overall look of the vanilla game.
It does what most of the other SFX profiles for the game so far also do - which is to reduce the slight green haze present in the vanilla game. At the same time, it increases the contrast slightly, and subtly alters the lighting to create warmth while avoiding an over-saturated scene. It also enhances the detail of the textures in the game, and provides additional (or alternative, if you want to turn off the in-game AA) anti-aliasing. FPS drop should be minimal - I've noticed none at all.
This is a perpetual work in progress and will be tweaked and updated as and when I feel the urge. Not all game locations have been checked with the preset active, so there may be some areas where it doesn't look ideal. The preset is, however, relatively subtle, so it shouldn't cause too many problems.
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_CARTOON 0
#define USE_ADVANCED_CRT 0
#define USE_BLOOM 0
#define USE_HDR 0
#define USE_LUMASHARPEN 1
#define USE_TECHNICOLOR 1
#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 0.10 // [0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.00 // [0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
/*
Advanced CRT settings
*/
#define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 1.0 // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 // [0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 // [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 2.0 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 // [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 -0.15 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.00 // [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 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 // [0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom
/*
HDR settings
*/
#define HDRPower 1.10 // [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 0.030 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
#define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 0.80 // [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 0.02 // [0.00 to 1.00]
#define TechniPower 2.80 // [0.00 to 8.00]
#define redNegativeAmount 0.98 // [0.00 to 1.00]
#define greenNegativeAmount 0.92 // [0.00 to 1.00]
#define blueNegativeAmount 0.9 // [0.00 to 1.00]
/*
Cineon DPX settings
*/
#define Red 8.00 // [1.0 to 15.0]
#define Green 8.00 // [1.0 to 15.0]
#define Blue 8.00 // [1.0 to 15.0]
#define ColorGamma 2.00 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.00 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.30 // [0.20 to 0.60]
#define GreenC 0.30 // [0.20 to 0.60]
#define BlueC 0.32 // [0.20 to 0.60]
#define Blend 0.20 // [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(0.800,0.810,0.820) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000,0.985,0.970) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.980,0.980,1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*
Tonemap settings
*/
#define Gamma 1.000 // [0.000 to 2.000] Adjust midtones
#define Exposure 0.000 // [-1.000 to 1.000] Adjust exposure
#define Saturation 0.250 // [-1.000 to 1.000] Adjust saturation
#define Bleach 0.000 // [-1.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.300 // [-1.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00,0.01,0.03) // [0.000 to 2.550, 0.000 to 2.550, 0.000 to 2.550] What color to remove - default is blue
/*
Vibrance settings
*/
#define Vibrance -0.15 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(0.15,0.50,1.00) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
/*
Curves settings
*/
#define Curves_mode 2 // [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 0.35 // [-1.00 to 1.00] The amount of contrast you want
#define Curves_formula 9 // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
/*
Sepia settings
*/
#define ColorTone float3(1.0,1.0,1.0) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.0 // [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 VignetteType 1 // [1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.78 // [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 1.20 // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.45 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 6 // [2 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 for VignetteType 1. 2 and 3 do not obey this setting.
/*
Dither settings
*/
#define dither_method 1 // [1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
/*
Border settings
*/
#define border_width float2(1,100) // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0,0,0) // [0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
/*
Splitscreen settings
*/
#define splitscreen_mode 1 // [1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split,
Cool edits. You based it off a older setting though. I change mine all the time as I play because I often come across something I don't like. It's a bit more colourful than what it was, at least it's more colourful than vanilla. The main culprit for the overexposed look is tonemap, combined with the negative vibrance and positive saturation to try give it that realistic lighting look. You can untick tonemap to fix that look easily. On my screen I didn't notice haloing but thanks for pointing that out, I reduced my sharpness clamp.