>EDIT: Ok I wrongly thought this modification will give you the option to have the original image while benefiting from the rest of what PPS has to offer. Turns out there are no other benefits other than altering the image. This mod effect, then, can be simply achieved be achieved by turning on 4x AA in LFS options . So you can ignore the rest of my post.
Gutholz explained it well in post #7 and offered examples in his link for practical usage of the PPS file. EDIT<
Some of you may have noticed this new feature (lets shorten it to PPS) under Options - Misc, that came with K version, which basically changes brightness and color values among other things. I was not a fan of that. So after some online bitching from yours truly, our good guy King found a simple solution to have PPS enabled, with the benefits it brings, while retaining original image brightness and colors:
https://www.lfs.net/attachment/137301
1. save to LFS\data\shaders
2. rename original "PostProcess.psh" to "PostProcess - orig.psh" (for backup)
3. rename "PostProcess.txt" to "PostProcess.psh" (had to use .txt extension because .psh isn't allowed to be uploaded)
4. restart LFS for changes to take effect
You can view .psh content with plain notepad. Very few changes are made from the original.
Examples:
PPS off - original
PPS on - original
PPS on - new
Few important notes:
1. PPS will NOT work if you already have 3rd party .dll file in LFS folder. You will receive endless stream of "Could not create the render target texture" error messages instead. Remove any .dll if you want to have working PPS. At least until another King appears
2. You will lose ability to set AA levels with PPS on. Instead it is forced to 4x AA.
Source: https://www.lfs.net/forum/post/1900982#post1900982
3. You can play around with 1.0f value in this line, to achieve different brightness:
return (tex_col - float4(0.5f, 0.5f, 0.5f, 0.0f)) * 1.0f + float4(0.5f, 0.5f, 0.5f, 0.0f)
maybe other values, I haven't tried.
4. Can go back to original at any time by renaming "PostProcess - orig.psh" (the backup) to "PostProcess.psh" and restarting LFS.
* 1. and 2. is general PPS behavior, this modification has nothing to do with that.
Gutholz explained it well in post #7 and offered examples in his link for practical usage of the PPS file. EDIT<
Some of you may have noticed this new feature (lets shorten it to PPS) under Options - Misc, that came with K version, which basically changes brightness and color values among other things. I was not a fan of that. So after some online bitching from yours truly, our good guy King found a simple solution to have PPS enabled, with the benefits it brings, while retaining original image brightness and colors:
https://www.lfs.net/attachment/137301
1. save to LFS\data\shaders
2. rename original "PostProcess.psh" to "PostProcess - orig.psh" (for backup)
3. rename "PostProcess.txt" to "PostProcess.psh" (had to use .txt extension because .psh isn't allowed to be uploaded)
4. restart LFS for changes to take effect
You can view .psh content with plain notepad. Very few changes are made from the original.
Examples:
PPS off - original
PPS on - original
PPS on - new
Few important notes:
1. PPS will NOT work if you already have 3rd party .dll file in LFS folder. You will receive endless stream of "Could not create the render target texture" error messages instead. Remove any .dll if you want to have working PPS. At least until another King appears
2. You will lose ability to set AA levels with PPS on. Instead it is forced to 4x AA.
Source: https://www.lfs.net/forum/post/1900982#post1900982
3. You can play around with 1.0f value in this line, to achieve different brightness:
return (tex_col - float4(0.5f, 0.5f, 0.5f, 0.0f)) * 1.0f + float4(0.5f, 0.5f, 0.5f, 0.0f)
maybe other values, I haven't tried.
4. Can go back to original at any time by renaming "PostProcess - orig.psh" (the backup) to "PostProcess.psh" and restarting LFS.
* 1. and 2. is general PPS behavior, this modification has nothing to do with that.