The brighter the overall scene is, the more of a warm sunlight hue is applied. It looks better than using a gold-colored LUT because it's more selective.
That shader can be disabled and the effect goes away completely, but then you'd probably want to disable everything except for the ambient light shader (and maybe the filmgrain).
Or reduce the effect in its settings (drop it from something like .3333 to .25).
But I wanted a warm color shift, and that's what does it (it's the default color for bright scenes for that shader). The alternative would be to just use a different LUT (a gold filter), but then you're color shifting the UI (and other things like the travel lanes) a lot. I do use a LUT, but that's just to bring out the blues.
I probably shoulda put up more screenshots that shows what it DOESN'T affect (I do have screenshots of the map UI) but I thought that would be confusing.
So, yeah, the screenshots are the _most_ dramatic examples of the color shifting I could find.
AND... yeah, specifically when it comes to color-shifting, whether it looks "better" is entirely subjective (and lcd panel dependent to some extent), which is why I basically never upload simple reshade presets (that don't include modified shader code) because it's mostly pointless. I broke my own rule this time only because I really liked the effect and the performance cost is so low (~0.1ms on cpu and < 1ms on gpu) for how dramatic the changes are.
I think that could be an OK option for some older games. While playing X4, I'm never thinking to myself: "This game needs better SSAO". If disabling the ingame SSAO would result in smoother gameplay (less stutters) because it was implemented badly, that would be a different story -- but that's not the case with this game. One game I'm aware of that has (or had?) badly implemented SSAO was State of Decay 2 -- the performance hit on high was insane on older hardware (3570k, 1070ti).
5 comments
That's from the prod80_04_ColorGradient shader.
The brighter the overall scene is, the more of a warm sunlight hue is applied. It looks better than using a gold-colored LUT because it's more selective.
That shader can be disabled and the effect goes away completely, but then you'd probably want to disable everything except for the ambient light shader (and maybe the filmgrain).
Or reduce the effect in its settings (drop it from something like .3333 to .25).
But I wanted a warm color shift, and that's what does it (it's the default color for bright scenes for that shader). The alternative would be to just use a different LUT (a gold filter), but then you're color shifting the UI (and other things like the travel lanes) a lot. I do use a LUT, but that's just to bring out the blues.
I probably shoulda put up more screenshots that shows what it DOESN'T affect (I do have screenshots of the map UI) but I thought that would be confusing.
So, yeah, the screenshots are the _most_ dramatic examples of the color shifting I could find.
AND... yeah, specifically when it comes to color-shifting, whether it looks "better" is entirely subjective (and lcd panel dependent to some extent), which is why I basically never upload simple reshade presets (that don't include modified shader code) because it's mostly pointless. I broke my own rule this time only because I really liked the effect and the performance cost is so low (~0.1ms on cpu and < 1ms on gpu) for how dramatic the changes are.