I haven't started DA2 yet (I will, I promise xD), but when I do I'll put this on the list of shaders to attempt to tweak. The files are different in DA2 (they're compiled), but hopefully I'll be able to do it!
Unfortunately the colour curves contribute significantly to brightness - the gloomy appearance of the game with framebuffer effects turned off is pretty much exactly how it looks with the colour curves turned off, so it's not such a quick fix :(
I am actually working on a mod that changes both the colour curves and the physical lighting of some areas, starting with the fade and brecilian forest and planning to hit at least most outdoors areas, and I'll probably experiment with just removing the colour cast (while keeping the brightness) for some indoor areas. :D
I figured out as much when trying to disable it myself. I was more thinking that more neutral lighting might help when adding my own color correction via reshade. To that end it looks pretty good actually (though the lighting is less dynamic from area-to-area).
That all sounds really exciting! I've also been considering how I would delve into messing with the color curves and shaders, but considering how incompetent I am at understanding coding language, I'm not sure how far I would make it. But with much more knowledgeable people looking into it, I know I can die happy!
@CawCrowche It might not be as technical as you think! The colour curves themselves are just a set of gradient images that the game compares to a default black->white gradient and then applies the same colour transformation to the game frames. All you need to edit those are an image editor and a lot of patience. (They do have some specific settings needed to save them though -- they need to be u8888 (uncompressed 8 bit per channel) and have no mipmaps.)
The problem is that so much of the game's lighting (particularly outdoors) is just....yellow. xD (I think in some circumstances they were going for "beautiful afternoon sunshine" but accidentally hit "pee" on their way past?) So modding the colour curves can definitely improve things if you want to have a go at them (a lot of them are rather red across the board), but they will still be working against the lighting -- which is of course why I've decided to take my life in my hands and mod the lighting. xD Whenever I finish the beast anyone will also be welcome to mod my colour curves in turn, of course.
Ah this is so good, thank you so much for making it! <3 One small step for DAO shader modding, one giant leap for my poor eyes that are actually trying to see this damn game ;D
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May I ask, is it possible to do the same for the DA2?)
I haven't started DA2 yet (I will, I promise xD), but when I do I'll put this on the list of shaders to attempt to tweak. The files are different in DA2 (they're compiled), but hopefully I'll be able to do it!
I am actually working on a mod that changes both the colour curves and the physical lighting of some areas, starting with the fade and brecilian forest and planning to hit at least most outdoors areas, and I'll probably experiment with just removing the colour cast (while keeping the brightness) for some indoor areas. :D
Also that mod you're working on sounds awesome!!
The problem is that so much of the game's lighting (particularly outdoors) is just....yellow. xD (I think in some circumstances they were going for "beautiful afternoon sunshine" but accidentally hit "pee" on their way past?) So modding the colour curves can definitely improve things if you want to have a go at them (a lot of them are rather red across the board), but they will still be working against the lighting -- which is of course why I've decided to take my life in my hands and mod the lighting. xD Whenever I finish the beast anyone will also be welcome to mod my colour curves in turn, of course.
One small step for DAO shader modding, one giant leap for my poor eyes that are actually trying to see this damn game ;D