• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:35
CEST 06:35
KST 13:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: In A Tizzy9[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 237Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Weekly Cups (Sep 13-20): herO scores triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool How do you feel about the StarCraft shooter announcement at BlizzCon 2026? The Death of Cheese: From a Professional Cheeser
Tourneys
Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Bot on ladder PLAYzone Challenge - open offline tour in Prague BSL Season 23 BW General Discussion NaDa's Body
Tourneys
PLAYzone Challenge - open offline tour in Prague [ASL22] Ro8 Day 2 [ASL22] Ro16 Group D [ASL22] Ro8 Day 1
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread Diablo IV Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Gaming Intensity, Problemati…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12328 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
Denmark3815 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
Netherlands10342 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
TL+ Member
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 25m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 103
StarCraft: Brood War
Britney 4299
Terrorterran 8
sorry 4
Icarus 3
Dota 2
monkeys_forever861
NeuroSwarm173
febbydoto47
League of Legends
JimRising 711
Super Smash Bros
hungrybox610
Other Games
summit1g10335
WinterStarcraft441
C9.Mang0312
PiGStarcraft231
Maynarde169
ViBE119
Sick109
Livibee73
UpATreeSC55
Organizations
Other Games
gamesdonequick1174
StarCraft: Brood War
Afreeca ASL 441
[ Show 13 non-featured ]
StarCraft 2
• practicex 20
• mYiSmile19
• Letter142
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo904
Upcoming Events
The PondCast
5h 25m
Replay Cast
19h 25m
Korean StarCraft League
1d 22h
CranKy Ducklings
2 days
GSL
3 days
Yamato Cup
3 days
Replay Cast
3 days
Afreeca Starleague
4 days
Soma vs Jaedong
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
[ Show More ]
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Leta vs Soulkey
PiGosaur Cup
5 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Super Anchor Qualifying S3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.