A Preset for FXAA Post Process Injector Version 2 by Waning Gibbous
Skyrim » Visuals and graphics
Added: 30/11/2011 - 03:11AM
Updated: 26/03/2013 - 10:08AM

239 Endorsements

2.2 Latest version

9,966 Unique D/Ls

13,822 Total D/Ls

103,261 Total Views

Uploaded by WaningGibbous


Last updated at 10:08, 26 Mar 2013 Uploaded at 3:11, 30 Nov 2011

The goal here is to have a nice, natural looking environment. I hope you enjoy it. Please comment and endorse if you like it...

Please do not re-post this mod anywhere else, this is a Nexus exclusive.

VERSION 2.2 now has four presets!

Uninstall FXAA Post Process Injector V1.3 (if you have it installed).
Install FXAA Post Process Injector V2.1 by some_dude (I installed his 4th preset).
In the folder "injFX_Shaders", replace the "UserSettings.h" with one of these (drag it into folder or copy and paste).
Double click to run "FXAA_Tool.exe", (this loads the new preset)
Close the "FXAA_Tool.exe"
Play game.

Preset 1 has Bloom, Tonemap, PostSharpen
Preset 2 has Tonemap, PostSharpen
Preset 3 has Bloom, Technicolor, Tonemap, PostSharpen
Preset 4 is for people with darker monitors or like lighter looking enviroments. One preset has bloom the other doesnt.

Please endorse me if you value my efforts.

Note: the pictures posted here are to give you a rough idea what the preset looks like. You really won't know until you try it for yourself ( that goes for anyones presets).


NOTE: My versions 1.1 and older DO NOT WORK on the FXAA PPI Version 2. Use FXAA PPI version 1.3.

Install FXAA Post Process Injector by some_dude (I used his 2nd preset option).
Replace that injFX_Settings.h with this one.
Play game.


The rest of this page is about making your own adjustments. If you are not interested in that dont read any further.

I renamed this V1.1 (It was V2) so as not to be confusing with the new FXAA PPI V2.
A little lighter, a little less bloom, and a little bluer. This is not a replacement for version 1, just a little different.
Edit as you would the original below.
Reduced #define Gamma 1.25
Reduced float BloomThreshold = 1.0;
Reduced float BloomWidth = 1.00;
Reduced float BloomPower = 1.00;
Increased #define BlueShift -0.07


Open the injFX_Settings.h file in notepad or your favorite text editor. I use Notepad++.

If you run your game in windowed mode you need to exit game and restart game to see changes. In full screen mode alt+tab to see changes.

NOTE: If it looks too green to you then change in TONEMAP: #define BlueShift -0.09 to 0.0 (Or something greater than -0.09... -0.05 for instance) SEE BELOW...

NOTE: If its too dark at night pressing your Pause/Break key on your keyboard will disable settings. My companion carries a torch, I also use candlelight spell often.

NOTE: If its too dark in the daytime (Or at night) reducing TONEMAP: #define Gamma will lighten the picture. So will increasing the #define Exposure.

Change these values
float BloomPreset = 0; // Disabled = 0. Valid Preset Values = 1 to 9. Preset value 1 to 9 takes control over the next 3 settings. Original setting was 5.
float BloomThreshold = 2.4; // The min. level at which the effect starts. Valid Values = 1 to 9, use decimals for fine tuning. Original setting was 1.0
float BloomWidth = 1.00; // Sets the width of the effect. Valid Values = 1 to 9, use decimals for fine tuning Original setting was 1.0
float BloomPower = 2.15; // The power of the effect. Valid Values = 1 to 9, use decimals for fine tuning Original setting was 1.0

#define TechniAmount 0.05 // 1.00 = Max. Lower number = more vibrant. Original setting was .30
#define TechniPower 4.8 // lower values = whitening. Original setting was 4.5

Lower values = stronger channel. I needed more red... you may not!
#define redNegativeAmount .94 // 1.00 = Max Original setting was 1.0
#define greenNegativeAmount 1.00 // 1.00 = Max
#define blueNegativeAmount 1.00 // 1.00 = Max

increasing Gamma darkens the picture. Increasing Exposure brightens the picture.
#define Gamma 1.27 //Larger number = darker picture. Original setting was 1.10
#define Exposure 0.20 //Larger number = lighter picture. Original setting was -0.10
#define Saturation -0.20 // use negative values for less saturation. Original setting was 0.70
#define BlueShift -0.09 // Higher = more blue in image. My image was way too blue hence the negative number. Original setting was 0.00

float Sharpen = 0.04; // Original setting was 0.05

Thats it!

CREDITS: Thanks to:
Everyone that worked on the Post Process Injector.
The nexusnetwork.
To all the modders that make these games great!

2.2 Uploaded file.
2.1 Uploaded file.
2.0 Uploaded file.
1.1 Uploaded file.
1.0 Uploaded file.