

* Cinematic desaturation, tonemapping, and contrast changes. * SMAA (Anti aliasing) to greatly smoothen the overall image. High-end gaming PC's are highly recommended to run this at a playable framerate, best paired with the 60FPS modification found in the parent (Tutorials) forum/subforum. The SEGP greatly enhances the graphics while still retaining much of the games original appearance.ĭo note that despite the improvements in graphics, this comes at a cost of dramatically lower framerates on weaker computers. * You can now toggle increased brightness with Numpad 8ĮDIT: Update didn't work, now fixed in 0.1.0b * Intensity of toggle-able desaturation effect decreased * New version system arbitrarily starting from 0.1.0 The Spore Enhanced Graphics Project (SEGP for short) is a project by me to improve Spore's graphics through third party post-processing programs. * Further desaturation: Self explanatory.ĮDIT: Improved installation instructions! * HDR (Numpad 8): Now changed to heavily increase image brightness. * Ambient lighting can be toggled now (Numpad 4). * Experimental DOF: Super experimental Depth of Field that only works in places where a depth buffer can successfully render (EG: Creature editor). * Lens flare and God rays (Toggled with Numpad 2): A basic performance-intensive lens flare applied to all very bright/white colors, and Crepuscular rays/God-rays, to simulate light from a bright object sending out light beams around the fine crevices of the object in front of said light source. To simulate how your eyes are unused to sudden sunlight. * Adaptive Bloom (Toggled with Numpad 6): Basic bloom, but it has a perk, any sudden exposure to bright light, out of a dark area will result in high bloom that eventually fades away into it's normal state. * A brand new, proper vignette (Toggled with Numpad 1) * Cross Processing (Toggled with Numpad /): Gives the image a minor contrast boost, and gives darker colors a distinctive blue-ish tint) * Alternative contrast (Toggled with Numpad *): A generally more vibrant contrast method compared to Curves (default contrast method, more filmic, toggled with Numpad -) * All toggle keys re-keymapped to be more comfortable. * Many overall changes to many effects, and many contrast/vibrance/tonemapping changes.

Here is a list of all things that will be added in V0.2: Also developing a fancy Wix site for SEGP, so stay tuned!

I've been busy implementing some new features, including adaptive bloom and lens-flares. Please leave behind some feedback so that I know the shader worked for you, and if you liked it! Screenshots (Slightly Outdated, Imgur album)
