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Active: 33377 users

SC2 Redecoloring

Forum Index > SC2 General
Post a Reply
1 2 Next All
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-06-12 20:04:56
June 12 2012 19:41 GMT
#1
Everyone can remember Darker Diablo 3 Mod, where you was able to change ingame brightness, color saturation and other settings. This mod works great with StarCraft 2 and I've decided to play a bit with some color and brightness settings.

I very like colors, used in video called "It's more than a video-game", that was made by Gollomor. Orange Metalopolis was very nice recoloring in that video. We can do something similar, using Darker D3 mod settings file.



How to install

1) Download
2) All files put into folder StarCraft II/Support/.., and when launching game, you will already have a bit darker desaturated game
3) Copy file d3d9.dll into folder Versions/Base###, where # - latest version

Open with Notepad next file: darkD3_Settings.h and you can start some editing. In result you will have different picture. Here are some redecoloring variants:

_________________________________________________

1. "Nuclear"

* mostly orange color
* game is a bit brighter

[image loading] [image loading] [image loading] [image loading]

+ Show Spoiler [Settings] +
/*================================================= =====================================
"USER" ADJUSTABLE SETTINGS
================================================== ====================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
//#define USE_ANTI_ALIASING
//#define USE_PRE_SHARPEN
//#define USE_BLOOM
#define USE_TECHNICOLOR
//#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
//#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.4


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 3; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.2; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.76 // 1.00 = Max
#define TechniPower 12.9 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 0.1 // 1.00 = Max
#define greenNegativeAmount 0.3 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.08
#define Exposure 0.20
#define Saturation 0.10 // use negative values for less saturation.
#define BlueShift -0.40 // Higher = more blue in image.
#define Bleach 0.06 // Bleach bypass, higher = stronger effect
#define Defog 0.05 // Strength of Lens Colors.
#define FogColor float4(0.2, 0.4, 0.9, 0.5) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Liver // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.82 // 1.00 = Max


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.10 // lower values = stronger radial effect from center
#define VignetteAmount -0.05 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.05;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;


_________________________________________________

2. "Golden"

* a lot less saturated, than previous, but still it's different from default gamegraphic
* some yellow and golden color
* game is a bit brighter

[image loading] [image loading] [image loading] [image loading]

+ Show Spoiler [Settings] +
/*================================================= =====================================
"USER" ADJUSTABLE SETTINGS
================================================== ====================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
//#define USE_ANTI_ALIASING
//#define USE_PRE_SHARPEN
//#define USE_BLOOM
#define USE_TECHNICOLOR
//#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
//#define USE_POST_SHARPEN
////#define USE_FINAL_LIMITER


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.4


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 3; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.2; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.86 // 1.00 = Max
#define TechniPower 10.4 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 0.2 // 1.00 = Max
#define greenNegativeAmount 0.3 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.08
#define Exposure 0.20
#define Saturation 0.10 // use negative values for less saturation.
#define BlueShift -0.40 // Higher = more blue in image.
#define Bleach 0.06 // Bleach bypass, higher = stronger effect
#define Defog 0.05 // Strength of Lens Colors.
#define FogColor float4(0.2, 0.4, 0.9, 0.5) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Liver // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.82 // 1.00 = Max


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.10 // lower values = stronger radial effect from center
#define VignetteAmount -0.05 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.05;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;


_________________________________________________

3. "Autumn"

* similar with previous, but closer to red and orange
* a bit more contrast, than previous

[image loading]

+ Show Spoiler [Settings] +
/*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
//#define USE_ANTI_ALIASING
//#define USE_PRE_SHARPEN
//#define USE_BLOOM
#define USE_TECHNICOLOR
//#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
//#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.4


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 3; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.2; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.66 // 1.00 = Max
#define TechniPower 9.4 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 0.2 // 1.00 = Max
#define greenNegativeAmount 0.4 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.08
#define Exposure 0.20
#define Saturation 0.10 // use negative values for less saturation.
#define BlueShift -0.40 // Higher = more blue in image.
#define Bleach 0.06 // Bleach bypass, higher = stronger effect
#define Defog 0.05 // Strength of Lens Colors.
#define FogColor float4(0.2, 0.4, 0.9, 0.5) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Liver // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.82 // 1.00 = Max


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.10 // lower values = stronger radial effect from center
#define VignetteAmount -0.05 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.05;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;


_________________________________________________

4. "Green Terran"

* mostly green color
* game brightness a bit increased

[image loading] [image loading] [image loading] [image loading]

+ Show Spoiler [Settings] +
/*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
//#define USE_ANTI_ALIASING
//#define USE_PRE_SHARPEN
//#define USE_BLOOM
#define USE_TECHNICOLOR
//#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
//#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.4


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 3; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.2; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.26 // 1.00 = Max
#define TechniPower 11.4 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 0.9 // 1.00 = Max
#define greenNegativeAmount 0.1 // 1.00 = Max
#define blueNegativeAmount 0.3 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.08
#define Exposure 0.20
#define Saturation 0.10 // use negative values for less saturation.
#define BlueShift -0.40 // Higher = more blue in image.
#define Bleach 0.06 // Bleach bypass, higher = stronger effect
#define Defog 0.05 // Strength of Lens Colors.
#define FogColor float4(0.2, 0.4, 0.9, 0.5) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Liver // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.82 // 1.00 = Max


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.10 // lower values = stronger radial effect from center
#define VignetteAmount -0.05 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.05;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;


_________________________________________________

5. "Purple Swarm"

* this time mostly... purple!
* not that contrast and brightness, like previous variants, but still it's different from default

[image loading] [image loading] [image loading]

+ Show Spoiler [Settings] +
/*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
//#define USE_ANTI_ALIASING
//#define USE_PRE_SHARPEN
//#define USE_BLOOM
#define USE_TECHNICOLOR
//#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
//#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.4


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 3; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.2; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.60 // 1.00 = Max
#define TechniPower 5.5 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 0.7 // 1.00 = Max
#define greenNegativeAmount 1.0 // 1.00 = Max
#define blueNegativeAmount 0.3 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.08
#define Exposure 0.20
#define Saturation 0.10 // use negative values for less saturation.
#define BlueShift -0.40 // Higher = more blue in image.
#define Bleach 0.06 // Bleach bypass, higher = stronger effect
#define Defog 0.05 // Strength of Lens Colors.
#define FogColor float4(0.2, 0.4, 0.9, 0.5) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Liver // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.82 // 1.00 = Max


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.10 // lower values = stronger radial effect from center
#define VignetteAmount -0.05 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.05;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;

_________________________________________________

6. "Protossish Low Saturation"

* mostly grey-cyan

[image loading] [image loading]

+ Show Spoiler [Settings] +
/*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
//#define USE_ANTI_ALIASING
//#define USE_PRE_SHARPEN
//#define USE_BLOOM
#define USE_TECHNICOLOR
//#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
//#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER


/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.60; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing


/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.4


/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 3; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1.2; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)


/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.70 // 1.00 = Max
#define TechniPower 5.9 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 1.0 // 1.00 = Max
#define greenNegativeAmount 0.5 // 1.00 = Max
#define blueNegativeAmount 0.4 // 1.00 = Max


/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.08
#define Exposure 0.20
#define Saturation 0.10 // use negative values for less saturation.
#define BlueShift -0.40 // Higher = more blue in image.
#define Bleach 0.06 // Bleach bypass, higher = stronger effect
#define Defog 0.05 // Strength of Lens Colors.
#define FogColor float4(0.2, 0.4, 0.9, 0.5) //Lens-style color filters for Blue, Red, Yellow, White.


/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Liver // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.82 // 1.00 = Max


/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.10 // lower values = stronger radial effect from center
#define VignetteAmount -0.05 // Strength of black. -2.00 = Max Black, 1.00 = Max White.


/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.05;


/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;





P.S. And thats only editing ONE of graphical Direct-X parameters, there are tons of other settings than you can edit. Enjoy and experiment more! And also thanks to Pyloneer for that great DarkerD3 mod
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
June 12 2012 19:50 GMT
#2
hmm, from the 5 examples I must say I might consider recoloring (its abit like changing the terrain in dota with a program. It keeps the game more fun to watch somehow)

But I feel like its abit too much. The examples seem way too extreme. If I would use it, I'd go for more subtle changes. It feels like you just put a few settings to the max or something xD
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
June 12 2012 19:52 GMT
#3
whats the use of this ?..

if people wanted the map to look like that they could using the lighting in the editor.. thats like putting orange glasses to see everything orange
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-06-12 19:54:55
June 12 2012 19:52 GMT
#4
It's not that maxy, but I did settings mostly more noticeable. But you can decrease strength of very setting.

I've edited only this block in every variant:

/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.70 // 1.00 = Max
#define TechniPower 5.9 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 1.0 // 1.00 = Max
#define greenNegativeAmount 0.5 // 1.00 = Max
#define blueNegativeAmount 0.4 // 1.00 = Max

whats the use of this ?..

if people wanted the map to look like that they could using the lighting in the editor.. thats like putting orange glasses to see everything orange

If someone want something difference in game, here are way to customize game a bit. It's just graphical style and color.
ColonelSlur
Profile Joined December 2011
United States21 Posts
June 12 2012 19:56 GMT
#5
This could work out really well, but seems it will mostly be used for movie/cinematic moments, etc.

If you could create a default one with some subtle overall changes that make the game itself better and nicer looking for normal, play, it would be amazing.

Nice job !
sup frnds
ArcticRaven
Profile Joined August 2011
France1406 Posts
Last Edited: 2012-06-12 19:59:31
June 12 2012 19:58 GMT
#6
Hello ! These look very nice, could I know what your settings are so as to use these kinds of lightings in my maps ?

Nice job.

Edit : Nevermind, I learnt to read in the meantime. Thanks a lot
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
June 12 2012 20:01 GMT
#7
STARCRAFT MEETS INSTAGRAM
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
Grapefruit
Profile Joined November 2010
Germany439 Posts
June 12 2012 20:07 GMT
#8
Playing SC2 for graphics is like eating pizza for the carton box.
Starcraft 2 is funny, everybody picks the race, which he considers to be the weakest. ¯\_(ツ)_/¯
Grovbolle
Profile Blog Joined July 2011
Denmark3805 Posts
June 12 2012 20:08 GMT
#9
On June 13 2012 05:01 iPAndi wrote:
STARCRAFT MEETS INSTAGRAM


My thoughts exactly
Lies, damned lies and statistics: http://aligulac.com
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
June 12 2012 20:11 GMT
#10
On June 13 2012 05:08 Grovbolle wrote:
Show nested quote +
On June 13 2012 05:01 iPAndi wrote:
STARCRAFT MEETS INSTAGRAM


My thoughts exactly

Yeah, just add lens flare.
I will never ever play Mech against Protoss. - MVP
MentalGNT
Profile Joined January 2011
Denmark1264 Posts
June 12 2012 20:12 GMT
#11
On June 13 2012 05:08 Grovbolle wrote:
Show nested quote +
On June 13 2012 05:01 iPAndi wrote:
STARCRAFT MEETS INSTAGRAM


My thoughts exactly

And mine as well.

I think autumn looks pretty sick though. I'll probably not end up using any of these, but I could see them being useful if one were to make a movie.
What a player
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
June 12 2012 20:13 GMT
#12
On June 13 2012 05:07 Grapefruit wrote:
Playing SC2 for graphics is like eating pizza for the carton box.


Hah! Yes, I agree, however, there are still alot of people who care about graphics, even if they won't admit it. (I mean, just look at BW > SC2.)

I dislike that the UI is colored aswell tho, it kind of... pisses me off somehow
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
June 12 2012 20:23 GMT
#13
On June 13 2012 05:13 []Phase[] wrote:
Show nested quote +
On June 13 2012 05:07 Grapefruit wrote:
Playing SC2 for graphics is like eating pizza for the carton box.


Hah! Yes, I agree, however, there are still alot of people who care about graphics, even if they won't admit it. (I mean, just look at BW > SC2.)

I dislike that the UI is colored aswell tho, it kind of... pisses me off somehow


i do it for the mini table thing in the middle that holds the slices together :D
133 221 333 123 111
Schashlik
Profile Joined July 2011
Germany7 Posts
June 12 2012 20:26 GMT
#14
Is this actually a legit form of Sc2 modding? I really do not know. You seem to have to edit some data, doesn't that get noticed by the warden?

v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2012-06-12 20:42:15
June 12 2012 20:27 GMT
#15
It's alright, but I don't see this serving any real purpose. Using those templates is like the opposite of the color strength mod; I can't tell the difference between anything with this, and holy crap are the color schemes way too overpowering.

I'm glad that the descriptions are there for people to change the settings, because you can add vigenette, sharpening, AA, saturation among many other things, and those templates do not show this mod justice. You should focus this post into showing people how to customize their game in any way, and make more normal templates. I messed with the FX injector a lot with Skyrim, and theres way more you can do than turn your color scheme orange, green, etc.

edit2: If you'd like me to help you with that, shoot me a PM. I'm familiar with the attributes, and values required to edit.

edit3:
On June 13 2012 05:26 Schashlik wrote:
Is this actually a legit form of Sc2 modding? I really do not know. You seem to have to edit some data, doesn't that get noticed by the warden?


I am going to assume if they allow it for D3, they'll allow it for SC2. NVIDIA FXAA 3.11 is created by Timothy Lottes, it was originally a tool created by him/Nvidia to run alongside games to enhance graphical/visual attributes such as the ones found in the Nvidia control panel. Then multiple different people have re purposed it to this day to run alone-alongside basically any game, allowing you to add a multitude of visual adjustments/settings. AFAIK it's not a hack, so I don't think they would consider it such.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 12 2012 21:24 GMT
#16
On June 13 2012 05:26 Schashlik wrote:
Is this actually a legit form of Sc2 modding? I really do not know. You seem to have to edit some data, doesn't that get noticed by the warden?


How it can be noticed by warden, if this is not a program/mod/hack or something heretic? It's a direct-x filter editing.
kongor
Profile Joined February 2011
Canada38 Posts
June 13 2012 15:14 GMT
#17
I've played with it and it's really neat. However, the default settings that the mod comes with, not even the ones proposed by Existor, for me make the game harder to see, must be something about the sharpening. The darker color is nice, but I would need to play with it some more to find settings that make a completely pleasing change. As it stands, I found my eyes were straining to see the action onscreen. The extreme changes Existor previewed above are cool, but as you can see they make the whole screen like that, not just the game space, so UI, battle.net, even the loading screens take on the filters. It's like, the filters make for neat pictures but it's not as fun when you actually have to play the game like that...

Having said that, there's obviously a ton of potential to further modify the look of the game with this mod. It's nice to have the option but I haven't yet found a setting that makes me want to use it all the time. Please share your settings if you've found something you like!

Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-06-13 15:24:24
June 13 2012 15:21 GMT
#18
I've using "Autumn" settings, but with a bit decreased effect of that mod.

/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.66 // 1.00 = Max - here I have 0.56 and game looks okay for me. This parameter is strength of that TECHNICOLOR effect, and I've decreased it a bit.
#define TechniPower 9.4 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 0.2 // 1.00 = Max
#define greenNegativeAmount 0.4 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max


I've played with it and it's really neat. However, the default settings that the mod comes with, not even the ones proposed by Existor, for me make the game harder to see, must be something about the sharpening.

Nah sharpening, it was needed for Diablo 3, but in SC2 everything is already clear to see. Yes, default mod is a STRONGEST from Darker Diablo 3 official site. I've turned OFF some special effects, that makes game darker, and staying only with recoloring. It's enought for me. With darker effect you can revert ingame brightness, increasing it back, or edit in file with settings, turning off with // some effects
AsymptoticClimax
Profile Joined May 2012
United Kingdom249 Posts
Last Edited: 2012-06-13 19:26:37
June 13 2012 19:26 GMT
#19
ugh imgur isn't loading for me T_T

E: awesome vid btw, loved it.
i wish my motherboard would find a fatherboard so i could have anotherboard
R1CH
Profile Blog Joined May 2007
Netherlands10340 Posts
June 13 2012 19:28 GMT
#20
A Direct3D hook is very risky in terms of hack detection. I would be careful about using this.
AdministratorTwitter: @R1CH_TL
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