Skyrim mit ENB Baumschatten extrem dunkel

Braineater

Software-Overclocker(in)
Hi,
ich hab die letzten Tage mein Skyrim mit 60 Mods etwas auf vorderman gebracht. Ich nutze ENB in Version 0.221 + eine leicht angepasste Version des SkyRealism (Realistic) Evolve Settings (ich hab dort nur die Schatten etwas heller gemacht und ein paar Settings deaktiviert, da ich dadurch Grafikfehler hatte). Leider habe ich noch einen nervigen Bug, nämlich alle NPCs und auch mein Spielermodell sind, sobald die Charaktere im Schatten sind, komisch rotstichig. Es liegt definitiv am ENB, denn wenn ich es deaktiviere sieht alles normal aus.

Da ich mich mit den ganzen Settings nicht wirklich auskenne, hat vll jemand einen Tipp für mich wo ich anpacken muss um das hinzubiegen? Ich wäre über jede Hilfe echt dankbar.

Achja für mein ENB nutze ich folgende Effekte:

  • UseOriginalPostProcessing=false
  • UseOriginalObjectsProcessing=true
  • EnableBloom=false
  • EnableAdaptation=true
  • EnableDepthOfField=true
  • EnableAmbientOcclusion=false
  • EnableDetailedShadow=true
  • EnableSunRays=true
  • EnableSkyLighting=true
  • EnableImageBasedLighting=false
  • EnableReflection=false
  • EnableSoftParticles=true
  • EnableParticleLights=false
  • EnableSunGlare=true
  • EnableSubSurfaceScattering=false
  • EnableLens=true
  • EnableWater=true
  • EnableUnderwater=true
  • EnableCloudShadows=false
  • EnableVolumetricRays=false
  • EnableProceduralSun=false
  • EnableMist=false

Ich weiß nicht ob es eventuell an der Sonne liegen könnte, denn die hat einen leichten rotstich.

2015-01-07_00114.jpg 2015-01-07_00135.jpg
 
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AW: Skyrim mit ENB rote Haut von Spielermodellen

Warum lädst Du Dir nicht ein konfiguriertes ENB Paket runter, wie z.B. RealVision? Das kann man konfigurieren und es sieht wirklich gut aus.
 
AW: Skyrim mit ENB rote Haut von Spielermodellen

RealVision sagt mir leider optisch garnicht zu. Aber zumindest tritt dort der Fehler mit den roten Modells nicht auf. Dann muss ich wohl mal mit hilfe des Presets auf Ursachensuche gehen. Es liegt wohl irgendwie am UseOriginalObjectsProcessing=true. Hier muss ich wohl noch die richtigen Parameter rausfinden nachdem der Wert auf false gesetzt wurde.
 
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AW: Skyrim mit ENB rote Haut von Spielermodellen

hab den Fehler beseitigt. UseOriginalObjectsProcessing=true und dazu das Subsurface Scattering für objekte nachjustiert. nun sieht alles fein aus.
 
AW: Skyrim mit ENB rote Haut von Spielermodellen

Probiers doch mal mit Grim and Somber Enb , denke das gefällt dir! ;)
 
AW: Skyrim mit ENB rote Haut von Spielermodellen

Danke für den Tipp, die schau ich mir mal an.

Meins sieht aktuell so aus, da bin ich mit den zu dunklen Schatten außen noch nicht zufrieden :( Hab haufen Zeit in das Konfigurieren des ENB gesteckt und bekomme es einfach nicht gebacken mit den Schatten.

2015-01-12_00028.jpg 2015-01-12_00030.jpg 2015-01-12_00031.jpg 2015-01-12_00032.jpg 2015-01-12_00035.jpg
 
AW: Skyrim mit ENB rote Haut von Spielermodellen

In der Annahme, dass du dich auf die undetaillierten Tiefen ("Black-outs") beziehst:

Spiel mal wahlweise mit dem "ColorPow"- (enbseries.ini) oder "ContrastIntensity"-Parameter (enbeffect.fx). Beide sollten, falls kein enbeffectprepass-Shader einen sichtbaren Einfluss auf deine Frames nimmt, ungefähr dasselbe bewirken. ;)
Edit: Sehe gerade, dass du einen DOF-Shader verwendest. Verwende dann lieber ContrastIntensity.
Im Anschluss nochmal TonemappingCurveDay/Night nachjustieren.

Falls dir die Schlagschatten zu dunkel sind: [ENVIRONMENT]->DirectLightingIntensity und DirectLightingCurve (empfehle allgemein, keine hohen Werte bei der Intensität zu verwenden und im Gegenzug mit dem Curve-Parameter n bisschen radikaler umzugehen).

Dritte Möglichkeit:
Fehlende Gammakorrektur nach dem Tonemapping in der enbeffect.fx. Sowas ist immer böse, da du i.d.R. bereits etliche Parameter zum Kompensieren der zu dunkel wirkenden Tiefen geändert hast und das Bild dann nach "korrektem" Gamma-Encoding das Bild wirkt. Könnte ich mir mal anschauen, müsstest mir allerdings die enbeffect.fx senden.
 
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AW: Skyrim mit ENB rote Haut von Spielermodellen

Ich nutze eine eigens angepasste Version des SkyRealism Evolded Realistic Presets: SkyRealism - ENB Evolved at Skyrim Nexus - mods and community

Hab nur die ENBSeries.ini angepasst und enbeffectsprepass.fx ausgetauscht (für anderes DOF). Der Rest ist so wie gehabt. Die dunklen Schatten Innen finde ich nichtmal so schlimm, viel schlimmer sind die sehr dunklen schatten draußen, die Bäume teilweise fast Schwarz werden lassen. Wenn du dazu einen Tipp hättest wäre ich echt dankbar, hab soviel Zeit in das Anpassen gesteckt, da wäre es fast schade ein neues Setting nehmen zu müssen.

2015-01-15_00001.jpg

Hier ist meine ini
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; See the User Manual for detailed information on each of the variables in this file. ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=false
ProxyLibrary=

[GLOBAL]
UseEffect=true
UseDefferedRendering=true
AdditionalConfigFile=enbseries2.ini

[FIX]
FixGameBugs=true
FixParallaxBugs=true
IgnoreLoadingScreen=true
IgnoreInventory=true
FixSsaoWaterTransparency=true
FixSsaoHairTransparency=false
FixTintGamma=true
RemoveBlur=true
FixSubSurfaceScattering=true
ForceFakeVideocard=false
ForceSingleCoreCPU=false
IgnoreThreadManagement=false
IgnoreThreadPriority=false
AntiBSOD=true

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; NOTICE: Vanilla Bloom, Vanilla Adaptation, Vignette, Sepia Tone, ;;
;; Grain, Letterbox, and Interlacing can be toggled in enbeffect.fx ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[EFFECT]
UseOriginalPostProcessing=false
UseOriginalObjectsProcessing=false
EnableBloom=false
EnableAdaptation=true
EnableDepthOfField=true
EnableAmbientOcclusion=true
EnableDetailedShadow=true
EnableSunRays=true
EnableSkyLighting=true
EnableImageBasedLighting=false
EnableReflection=false
EnableSoftParticles=true
EnableParticleLights=false
EnableSunGlare=true
EnableSubSurfaceScattering=false
EnableLens=true
EnableWater=true
EnableUnderwater=true
EnableCloudShadows=false
EnableVolumetricRays=false
EnableProceduralSun=false
EnableMist=false

[ANTIALIASING]
EnableEdgeAA=true
EnableTemporalAA=false

[WEATHER]
EnableMultipleWeathers=false

[TIMEOFDAY]
Enable=true
DawnDuration=2.0
SunriseTime=7.5
DayTime=13.0
SunsetTime=18.5
DuskDuration=2.0
NightTime=1.0

[NIGHTDAY]
DetectorOldVersion=false
DetectorDefaultDay=false
DetectorLevelDay=0.65
DetectorLevelNight=0.35
DetectorLevelCurve=1.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; NOTICE: Adaptation is currently not implemented. ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ADAPTATION]
ForceMinMaxValues=false
AdaptationSensitivity=0.2
AdaptationTime=0.4
AdaptationMin=0.1
AdaptationMax=100.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; NOTICE: Bloom Settings can be further customized in enbbloom.fx. ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[BLOOM]
Quality=1
AmountSunrise=0.25
AmountDay=0.25
AmountSunset=0.2
AmountNight=0.2
AmountInteriorDay=0.2
AmountInteriorNight=0.2
BlueShiftAmountSunrise=1.0
BlueShiftAmountDay=1.0
BlueShiftAmountSunset=1.0
BlueShiftAmountNight=1.0
BlueShiftAmountInteriorDay=1.0
BlueShiftAmountInteriorNight=1.0
IgnoreWeatherSystem=false
ContrastDay=1.0
ContrastNight=1.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; NOTICE: Lenz Reflection can be further customized in enbbloom.fx ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[CAMERAFX]
LenzReflectionIntensitySunrise=0.0
LenzReflectionIntensityDay=0.0
LenzReflectionIntensitySunset=0.0
LenzReflectionIntensityNight=0.0
LenzReflectionIntensityInteriorDay=0.0
LenzReflectionIntensityInteriorNight=0.0
LenzReflectionPowerSunrise=5.0
LenzReflectionPowerDay=5.0
LenzReflectionPowerSunset=5.0
LenzReflectionPowerNight=5.0
LenzReflectionPowerInteriorDay=5.0
LenzReflectionPowerInteriorNight=5.0

[SSAO_SSIL]
UseIndirectLighting=true
UseComplexIndirectLighting=false
UseComplexAmbientOcclusion=false
UseAmbientIndirectLighting=true
SamplingQuality=1
SamplingPrecision=1
SamplingRange=0.1
FadeFogRange=1.0
SizeScale=1.0
SourceTexturesScale=1.0
FilterQuality=1
FilterType=1
AOAmount=1.2
AOAmountInterior=1.2
ILAmount=1.0
ILAmountInterior=1.0
AOIntensity=1.0
AOIntensityInterior=1.0
AOType=1
AOMixingType=1
AOMixingTypeInterior=1
UseOldType=false
EnableSupersampling=false
EnableComplexFilter=true
ILType=0
EnableDenoiser=true
FadeFogRangeDay=1.0
FadeFogRangeNight=1.0

[SKYLIGHTING]
Quality=1
FilterQuality=1
AmbientMinLevelSunrise=0.6
AmbientMinLevelDay=0.5
AmbientMinLevelSunset=0.6
AmbientMinLevelNight=0.85
AmbientMinLevelInteriorDay=0.4
AmbientMinLevelInteriorNight=0.4
IgnoreWeatherSystem=false

[ENVIRONMENT]
;; Direct Lighting refers to the directional light, usually the sun.
DirectLightingIntensitySunrise=1.0
DirectLightingIntensityDay=1.0
DirectLightingIntensitySunset=1.0
DirectLightingIntensityNight=0.75
DirectLightingIntensityInteriorDay=0.65
DirectLightingIntensityInteriorNight=0.65
DirectLightingCurveSunrise=1.0
DirectLightingCurveDay=1.0
DirectLightingCurveSunset=1.0
DirectLightingCurveNight=1.0
DirectLightingCurveInteriorDay=1.2
DirectLightingCurveInteriorNight=1.2
DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationDay=0.0
DirectLightingDesaturationSunset=0.0
DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0

;; Specular Lighting refers to highlights from torch, fire, and other light sources.
SpecularAmountMultiplierSunrise=0.8
SpecularAmountMultiplierDay=0.8
SpecularAmountMultiplierSunset=0.8
SpecularAmountMultiplierNight=0.8
SpecularAmountMultiplierInteriorDay=0.8
SpecularAmountMultiplierInteriorNight=0.8
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SpecularFromLightSunrise=0.0
SpecularFromLightDay=0.0
SpecularFromLightSunset=0.0
SpecularFromLightNight=0.0
SpecularFromLightInteriorDay=0.0
SpecularFromLightInteriorNight=0.0

;; Ambient Lighting is a sourceless light that affects everything.
AmbientLightingIntensitySunrise=1.0
AmbientLightingIntensityDay=1.0
AmbientLightingIntensitySunset=1.0
AmbientLightingIntensityNight=0.9
AmbientLightingIntensityInteriorDay=0.65
AmbientLightingIntensityInteriorNight=0.65
AmbientLightingCurveSunrise=1.0
AmbientLightingCurveDay=1.0
AmbientLightingCurveSunset=1.0
AmbientLightingCurveNight=1.0
AmbientLightingCurveInteriorDay=1.0
AmbientLightingCurveInteriorNight=1.0
AmbientLightingDesaturationSunrise=0.0
AmbientLightingDesaturationDay=0.0
AmbientLightingDesaturationSunset=0.0
AmbientLightingDesaturationNight=0.0
AmbientLightingDesaturationInteriorDay=0.0
AmbientLightingDesaturationInteriorNight=0.0

;; Ambient Color Filter allows you to apply a color gradient to ambient light using R, G, B values.
AmbientColorFilterAmountSunrise=0.0
AmbientColorFilterAmountDay=0.0
AmbientColorFilterAmountSunset=0.0
AmbientColorFilterAmountNight=0.0
AmbientColorFilterAmountInteriorDay=0.0
AmbientColorFilterAmountInteriorNight=0.0
AmbientColorFilterTopSunrise=1, 1, 1
AmbientColorFilterTopDay=1, 1, 1
AmbientColorFilterTopSunset=1, 1, 1
AmbientColorFilterTopNight=1, 1, 1
AmbientColorFilterTopInteriorDay=1, 1, 1
AmbientColorFilterTopInteriorNight=1, 1, 1
AmbientColorFilterMiddleSunrise=1, 1, 1
AmbientColorFilterMiddleDay=1, 1, 1
AmbientColorFilterMiddleSunset=1, 1, 1
AmbientColorFilterMiddleNight=1, 1, 1
AmbientColorFilterMiddleInteriorDay=1, 1, 1
AmbientColorFilterMiddleInteriorNight=1, 1, 1
AmbientColorFilterBottomSunrise=1, 1, 1
AmbientColorFilterBottomDay=1, 1, 1
AmbientColorFilterBottomSunset=1, 1, 1
AmbientColorFilterBottomNight=1, 1, 1
AmbientColorFilterBottomInteriorDay=1, 1, 1
AmbientColorFilterBottomInteriorNight=1, 1, 1

;; Point Lighting refers to overall color and light from torch, fire, etc. light sources.
PointLightingIntensitySunrise=1.0
PointLightingIntensityDay=1.0
PointLightingIntensitySunset=1.0
PointLightingIntensityNight=1.5
PointLightingIntensityInteriorDay=1.2
PointLightingIntensityInteriorNight=1.2
PointLightingCurveSunrise=1.0
PointLightingCurveDay=1.0
PointLightingCurveSunset=1.0
PointLightingCurveNight=1.05
PointLightingCurveInteriorDay=1.05
PointLightingCurveInteriorNight=1.05
PointLightingDesaturationSunrise=0.0
PointLightingDesaturationDay=0.0
PointLightingDesaturationSunset=0.0
PointLightingDesaturationNight=0.0
PointLightingDesaturationInteriorDay=0.0
PointLightingDesaturationInteriorNight=0.0

;; Particle Lights are a new feature in ENBSeries.
ParticleLightsIntensitySunrise=1.0
ParticleLightsIntensityDay=1.0
ParticleLightsIntensitySunset=1.0
ParticleLightsIntensityNight=1.0
ParticleLightsIntensityInteriorDay=1.0
ParticleLightsIntensityInteriorNight=1.0

;; Fog is simply a color that is applied to all objects, the further they are from the camera.
FogColorMultiplierSunrise=1.0
FogColorMultiplierDay=1.0
FogColorMultiplierSunset=1.0
FogColorMultiplierNight=1.0
FogColorMultiplierInteriorDay=1.0
FogColorMultiplierInteriorNight=1.0
FogColorCurveSunrise=1.0
FogColorCurveDay=1.0
FogColorCurveSunset=1.0
FogColorCurveNight=1.0
FogColorCurveInteriorDay=1.7
FogColorCurveInteriorNight=1.7

;; Overall color controls to change color saturations.
ColorPowSunrise=1.0
ColorPowDay=1.0
ColorPowSunset=1.0
ColorPowNight=1.0
ColorPowInteriorDay=1.0
ColorPowInteriorNight=1.0
IgnoreWeatherSystem=false

[SKY]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; NOTICE: Do not expect sky colors to match vanilla if this is enabled. ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Enable=false
DisableWrongSkyMath=false

StarsIntensity=1.0
StarsCurve=1.0

AuroraBorealisIntensity=1.0
AuroraBorealisCurve=1.0
CloudsIntensitySunrise=1.0
CloudsIntensityDay=1.0
CloudsIntensitySunset=1.0
CloudsIntensityNight=1.0
CloudsIntensityInteriorDay=1.0
CloudsIntensityInteriorNight=1.0
CloudsCurveSunrise=1.0
CloudsCurveDay=1.0
CloudsCurveSunset=1.0
CloudsCurveNight=1.0
CloudsCurveInteriorDay=1.0
CloudsCurveInteriorNight=1.0
CloudsDesaturationSunrise=0.0
CloudsDesaturationDay=0.0
CloudsDesaturationSunset=0.0
CloudsDesaturationNight=0.0
CloudsDesaturationInteriorDay=0.0
CloudsDesaturationInteriorNight=0.0
CloudsEdgeClamp=0.5
CloudsEdgeIntensity=8.0
GradientIntensitySunrise=1.0
GradientIntensityDay=1.0
GradientIntensitySunset=1.0
GradientIntensityNight=1.0
GradientIntensityInteriorDay=1.0
GradientIntensityInteriorNight=1.0
GradientDesaturationSunrise=0.0
GradientDesaturationDay=0.0
GradientDesaturationSunset=0.0
GradientDesaturationNight=0.0
GradientDesaturationInteriorDay=0.0
GradientDesaturationInteriorNight=0.0
GradientTopIntensitySunrise=1.0
GradientTopIntensityDay=1.0
GradientTopIntensitySunset=1.0
GradientTopIntensityNight=1.0
GradientTopIntensityInteriorDay=1.0
GradientTopIntensityInteriorNight=1.0
GradientTopCurveSunrise=1.0
GradientTopCurveDay=1.0
GradientTopCurveSunset=1.0
GradientTopCurveNight=1.0
GradientTopCurveInteriorDay=1.0
GradientTopCurveInteriorNight=1.0
GradientMiddleIntensitySunrise=1.0
GradientMiddleIntensityDay=1.0
GradientMiddleIntensitySunset=1.0
GradientMiddleIntensityNight=1.0
GradientMiddleIntensityInteriorDay=1.0
GradientMiddleIntensityInteriorNight=1.0
GradientMiddleCurveSunrise=1.0
GradientMiddleCurveDay=1.0
GradientMiddleCurveSunset=1.0
GradientMiddleCurveNight=1.0
GradientMiddleCurveInteriorDay=1.0
GradientMiddleCurveInteriorNight=1.0
GradientHorizonIntensitySunrise=1.0
GradientHorizonIntensityDay=1.0
GradientHorizonIntensitySunset=1.0
GradientHorizonIntensityNight=1.0
GradientHorizonIntensityInteriorDay=1.0
GradientHorizonIntensityInteriorNight=1.0
GradientHorizonCurveSunrise=1.0
GradientHorizonCurveDay=1.0
GradientHorizonCurveSunset=1.0
GradientHorizonCurveNight=1.0
GradientHorizonCurveInteriorDay=1.0
GradientHorizonCurveInteriorNight=1.0

SunIntensitySunrise=1.2
SunIntensityDay=1.0
SunIntensitySunset=1.2
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1

SunGlowIntensitySunrise=1.0
SunGlowIntensityDay=1.0
SunGlowIntensitySunset=1.0
SunGlowIntensityNight=1.0
SunGlowIntensityInteriorDay=1.0
SunGlowIntensityInteriorNight=1.0
SunGlowHazinessSunrise=0.0
SunGlowHazinessDay=0.0
SunGlowHazinessSunset=0.0
SunGlowHazinessNight=0.0
SunGlowHazinessInteriorDay=0.0
SunGlowHazinessInteriorNight=0.0

SunCoronaIntensity=1.0
SunCoronaCurve=1.0
SunCoronaDesaturation=0.0

MoonIntensitySunrise=1.0
MoonIntensityDay=1.0
MoonIntensitySunset=1.0
MoonIntensityNight=1.0
MoonIntensityInteriorDay=1.0
MoonIntensityInteriorNight=1.0
MoonCurveSunrise=1.0
MoonCurveDay=1.0
MoonCurveSunset=1.0
MoonCurveNight=1.0
MoonCurveInteriorDay=1.0
MoonCurveInteriorNight=1.0
MoonDesaturationSunrise=0.0
MoonDesaturationDay=0.0
MoonDesaturationSunset=0.0
MoonDesaturationNight=0.0
MoonDesaturationInteriorDay=0.0
MoonDesaturationInteriorNight=0.0
IgnoreWeatherSystem=false
CloudsOpacitySunrise=1.0
CloudsOpacityDay=1.0
CloudsOpacitySunset=1.0
CloudsOpacityNight=1.0
CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0
CloudsEdgeFadeRange=1.0
CloudsEdgeMoonMultiplier=4.0
GradientIntensity=1.0
GradientDesaturation=0.0
SunIntensity=1.0
SunDesaturation=0.0
MoonIntensity=1.0
MoonCurve=1.0
MoonDesaturation=0.0

[OBJECT]
SubSurfaceScatteringMultiplierSunrise=0.4
SubSurfaceScatteringMultiplierDay=0.4
SubSurfaceScatteringMultiplierSunset=0.4
SubSurfaceScatteringMultiplierNight=0.5
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=4.0
SubSurfaceScatteringPowerDay=4.0
SubSurfaceScatteringPowerSunset=4.0
SubSurfaceScatteringPowerNight=3.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
IgnoreWeatherSystem=false

[VEGETATION]
SubSurfaceScatteringMultiplierSunrise=0.55
SubSurfaceScatteringMultiplierDay=0.55
SubSurfaceScatteringMultiplierSunset=0.55
SubSurfaceScatteringMultiplierNight=0.75
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=1.2
SubSurfaceScatteringPowerDay=1.2
SubSurfaceScatteringPowerSunset=1.2
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
IgnoreWeatherSystem=false

[LIGHTSPRITE]
IntensitySunrise=0.7
IntensityDay=0.7
IntensitySunset=0.7
IntensityNight=0.9
IntensityInteriorDay=0.9
IntensityInteriorNight=0.9
CurveSunrise=1.1
CurveDay=1.1
CurveSunset=1.1
CurveNight=1.1
CurveInteriorDay=1.1
CurveInteriorNight=1.1
IgnoreWeatherSystem=false

[WINDOWLIGHT]
IntensitySunrise=1.4
IntensityDay=1.2
IntensitySunset=1.4
IntensityNight=1.6
IntensityInteriorDay=1.8
IntensityInteriorNight=1.2
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
IgnoreWeatherSystem=false
Intensity=1.0
Curve=1.0

[VOLUMETRICFOG]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
LightingInfluenceSunrise=1.0
LightingInfluenceDay=1.0
LightingInfluenceSunset=1.0
LightingInfluenceNight=1.0
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
IgnoreWeatherSystem=false
EnableShadows=true
OpacitySunrise=1.0
OpacityDay=1.0
OpacitySunset=1.0
OpacityNight=1.0
OpacityInteriorDay=1.0
OpacityInteriorNight=1.0

[FIRE]
IntensitySunrise=1.3
IntensityDay=1.2
IntensitySunset=1.3
IntensityNight=1.5
IntensityInteriorDay=1.5
IntensityInteriorNight=1.5
CurveSunrise=1.1
CurveDay=1.1
CurveSunset=1.1
CurveNight=1.1
CurveInteriorDay=1.1
CurveInteriorNight=1.1
AdditiveBlending=true
IgnoreWeatherSystem=false

[PARTICLE]
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
LightingInfluenceSunrise=1.0
LightingInfluenceDay=0.8
LightingInfluenceSunset=1.0
LightingInfluenceNight=1.8
LightingInfluenceInteriorDay=0.8
LightingInfluenceInteriorNight=1.6
IgnoreWeatherSystem=false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; NOTICE: Colors can be further customized in enbeffect.fx ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[COLORCORRECTION]
UsePaletteTexture=true
Brightness=1.0
GammaCurve=1.0
UseProceduralCorrection=false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; NOTICE: Depth of Field can be further customized in enbeffectprepass.fx ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[DEPTHOFFIELD]
Quality=0
FadeTime=0.2
IgnoreWeatherSystem=false

[SHADOW]
ShadowCastersFix=true
UseBilateralShadowFilter=true
ShadowQualityFix=true
DetailedShadowQuality=1
ShadowFilterQuality=1
ShadowBlurRange=3.0
IgnoreWeatherSystem=false
ShadowBlurRangeInterior=2.0

[RAYS]
SunRaysMultiplierSunrise=1.5
SunRaysMultiplierDay=0.9
SunRaysMultiplierSunset=1.5
SunRaysMultiplierNight=1.0
SunRaysMultiplierInteriorDay=1.0
SunRaysMultiplierInteriorNight=1.0
IgnoreWeatherSystem=false
SunRaysMultiplier=0.4

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; NOTICE: Reflections only work on objects that have the alpha channel configured in the _n.dds texture. ;;
;; A color of white in the alpha channel is completely reflective. A color of black is non-reflective. ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[REFLECTION]
Quality=0
FilterQuality=0
FilterBluriness=0.11
;; Reducing SizeScale changes shape of reflected pixels from points to squares (ugly), but reduces memory usage.
SizeScale=1.0
;; Reducing SourceTexturesScale reduces quality of image used for reflection, but reduces memory usage.
SourceTexturesScale=0.5
Amount=1.0
Power=1.0
GlosinessMin=0.0
GlosinessMax=1.0
;; Denoiser changes shape of reflected pixels from points to squares (ugly).
EnableDenoiser=false
DenoiserType=1
;; SuperSampling changes shape of reflected pixels from points to stars (meh).
EnableSupersampling=false
ExteriorEnable=true
InteriorEnable=true
IgnoreWeatherSystem=false

[IMAGEBASEDLIGHTING]
AdditiveAmountSunrise=0.0
AdditiveAmountDay=0.0
AdditiveAmountSunset=0.0
AdditiveAmountNight=0.0
AdditiveAmountInteriorDay=0.0
AdditiveAmountInteriorNight=0.0
MultiplicativeAmountSunrise=0.0
MultiplicativeAmountDay=0.0
MultiplicativeAmountSunset=0.0
MultiplicativeAmountNight=0.0
MultiplicativeAmountInteriorDay=0.0
MultiplicativeAmountInteriorNight=0.0
ReflectiveAmountSunrise=0.5
ReflectiveAmountDay=0.5
ReflectiveAmountSunset=0.5
ReflectiveAmountNight=0.5
ReflectiveAmountInteriorDay=0.5
ReflectiveAmountInteriorNight=0.5
IgnoreWeatherSystem=false

[RAIN]
Enable=true
EnableAntialiasing=true
EnableSupersampling=true
MotionStretch=0.2
MotionTransparency=0.0
IgnoreWeatherSystem=false
[EYES]
SubSurfaceScatteringMultiplierSunrise=0.4
SubSurfaceScatteringMultiplierDay=0.4
SubSurfaceScatteringMultiplierSunset=0.4
SubSurfaceScatteringMultiplierNight=1.0
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerSunrise=4.0
SubSurfaceScatteringPowerDay=4.0
SubSurfaceScatteringPowerSunset=4.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
IgnoreWeatherSystem=false
[SUBSURFACESCATTERING]
Quality=1
Radius=3.0
Amount=0.5
EpidermalAmount=1.0
SubdermalAmount=1.0
EpidermalDiffuseSaturation=0.0
SubdermalDiffuseSaturation=0.85
EpidermalMix=0.3
SubdermalMix=0.3
SubdermalTranslucency=0.3
SubdermalPhase=0.0
IgnoreWeatherSystem=false
EnableTextureAlpha=true
[LENS]
IgnoreWeatherSystem=false
ReflectionIntensitySunrise=1.0
ReflectionIntensityDay=1.0
ReflectionIntensitySunset=1.0
ReflectionIntensityNight=1.0
ReflectionIntensityInteriorDay=1.0
ReflectionIntensityInteriorNight=1.0
ReflectionPowerSunrise=2.0
ReflectionPowerDay=2.0
ReflectionPowerSunset=2.0
ReflectionPowerNight=2.0
ReflectionPowerInteriorDay=2.0
ReflectionPowerInteriorNight=2.0
DirtIntensitySunrise=1.0
DirtIntensityDay=1.0
DirtIntensitySunset=1.0
DirtIntensityNight=1.0
DirtIntensityInteriorDay=1.0
DirtIntensityInteriorNight=1.0
DirtPowerSunrise=2.0
DirtPowerDay=2.0
DirtPowerSunset=2.0
DirtPowerNight=2.0
DirtPowerInteriorDay=2.0
DirtPowerInteriorNight=2.0
[WATER]
IgnoreWeatherSystem=false
EnablePreCache=true
EnableDispersion=true
EnableCaustics=true
EnableParallax=false
EnableShadow=true
EnableVolumetricShadow=false
EnableLighting=true
EnableSelfReflection=false
EnableDisplacement=false
DisplacementQuality=2
DisplacementFilterQuality=2
ShadowQuality=2
EnableShadowNoise=false
ReflectionAmount=1.0
FrennelMultiplier=1.0
FrennelMin=0.0
FrennelMax=1.0
DispersionAmount=1.0
CausticsAmount=1.0
SunSpecularMultiplier=1.0
SunScatteringMultiplier=1.0
SunLightingMultiplier=0.3
WetMultiplier=1.0
WavesAmplitudeSunrise=1.0
WavesAmplitudeDay=1.0
WavesAmplitudeSunset=1.0
WavesAmplitudeNight=1.0
WavesAmplitudeInteriorDay=1.0
WavesAmplitudeInteriorNight=1.0
Muddiness=1.0
[UNDERWATER]
IgnoreWeatherSystem=false
EnableDispersion=true
EnableParallax=false
EnableDisplacement=false
EnableSilhouette=false
EnableBlurring=false
EnableReflection=true
EnableShadow=false
ShadowQuality=2
DispersionAmount=1.0
ReflectionAmount=1.0
TransparencyFade=1.0
TransparencyCurve=1.0
DeepnessFade=1.0
DeepnessDarkening=0.5
TintAmount=1.0
TintFade=1.0
SunScatteringMultiplier=1.0
[CLOUDSHADOWS]
IgnoreWeatherSystem=false
EnableAtNight=false
OpacitySunrise=1.0
OpacityDay=1.0
OpacitySunset=1.0
OpacityNight=1.0
OpacityInteriorDay=1.0
OpacityInteriorNight=1.0
[VOLUMETRICRAYS]
IgnoreWeatherSystem=false
Quality=2
IntensitySunrise=0.2
IntensityDay=0.2
IntensitySunset=0.2
IntensityNight=0.2
IntensityInteriorDay=0.2
IntensityInteriorNight=0.2
DensitySunrise=1.0
DensityDay=1.0
DensitySunset=1.0
DensityNight=1.0
DensityInteriorDay=1.0
DensityInteriorNight=1.0
SkyColorAmountSunrise=0.5
SkyColorAmountDay=0.5
SkyColorAmountSunset=0.5
SkyColorAmountNight=0.5
SkyColorAmountInteriorDay=0.5
SkyColorAmountInteriorNight=0.5
[PROCEDURALSUN]
IgnoreWeatherSystem=false
Size=1.0
EdgeSoftness=0.4
GlowIntensitySunrise=0.4
GlowIntensityDay=0.4
GlowIntensitySunset=0.4
GlowIntensityNight=0.4
GlowIntensityInteriorDay=0.4
GlowIntensityInteriorNight=0.4
GlowCurveSunrise=10.0
GlowCurveDay=10.0
GlowCurveSunset=10.0
GlowCurveNight=10.0
GlowCurveInteriorDay=10.0
GlowCurveInteriorNight=10.0
[MIST]
IgnoreWeatherSystem=false
EnableAnchors=false
AnchorsAmountSunrise=1.0
AnchorsAmountDay=1.0
AnchorsAmountSunset=1.0
AnchorsAmountNight=1.0
AnchorsAmountInteriorDay=1.0
AnchorsAmountInteriorNight=1.0
ColorFromEnvironmentFog=0.0
SkyLightingAmountSunrise=1.0
SkyLightingAmountDay=1.0
SkyLightingAmountSunset=1.0
SkyLightingAmountNight=1.0
SkyLightingAmountInteriorDay=1.0
SkyLightingAmountInteriorNight=1.0
SunLightingAmountSunrise=0.1
SunLightingAmountDay=0.1
SunLightingAmountSunset=0.1
SunLightingAmountNight=0.1
SunLightingAmountInteriorDay=0.1
SunLightingAmountInteriorNight=0.1
DesaturationSunrise=0.0
DesaturationDay=0.0
DesaturationSunset=0.0
DesaturationNight=0.0
DesaturationInteriorDay=0.0
DesaturationInteriorNight=0.0
ColorFilterSunrise=1, 1, 1
ColorFilterDay=1, 1, 1
ColorFilterSunset=1, 1, 1
ColorFilterNight=1, 1, 1
ColorFilterInteriorDay=1, 1, 1
ColorFilterInteriorNight=1, 1, 1
RelativeToCameraSunrise=0.0
RelativeToCameraDay=0.0
RelativeToCameraSunset=0.0
RelativeToCameraNight=0.0
RelativeToCameraInteriorDay=0.0
RelativeToCameraInteriorNight=0.0
VerticalOffsetSunrise=-10.0
VerticalOffsetDay=-10.0
VerticalOffsetSunset=-10.0
VerticalOffsetNight=-10.0
VerticalOffsetInteriorDay=-10.0
VerticalOffsetInteriorNight=-10.0
DensitySunrise=1.5
DensityDay=1.5
DensitySunset=1.5
DensityNight=1.5
DensityInteriorDay=1.5
DensityInteriorNight=1.5
VerticalFadeSunrise=4.0
VerticalFadeDay=4.0
VerticalFadeSunset=4.0
VerticalFadeNight=4.0
VerticalFadeInteriorDay=4.0
VerticalFadeInteriorNight=4.0
DistanceFadeSunrise=0.0
DistanceFadeDay=0.0
DistanceFadeSunset=0.0
DistanceFadeNight=0.0
DistanceFadeInteriorDay=0.0
DistanceFadeInteriorNight=0.0
BottomTopSunrise=0.0
BottomTopDay=0.0
BottomTopSunset=0.0
BottomTopNight=0.0
BottomTopInteriorDay=0.0
BottomTopInteriorNight=0.0
ExponentialFadeSunrise=1.0
ExponentialFadeDay=1.0
ExponentialFadeSunset=1.0
ExponentialFadeNight=1.0
ExponentialFadeInteriorDay=1.0
ExponentialFadeInteriorNight=1.0
[GAME]
SpeedHack=true
[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0
[ENGINE]
SkipShaderOptimization=false
ForceAnisotropicFiltering=true
MaxAnisotropy=16
EnableVSync=true
[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=false
FPSLimit=60.0
[INPUT]
KeyReadConfig=8
KeyCombination=16
KeyUseEffect=123
KeyFPSLimit=36
KeyShowFPS=106
KeyScreenshot=45
KeyEditor=13
 
Danke, müsste dennoch den Inhalr der enbeffect.fx sehen --Tipp: Intensity-Parameter können bei hellen Lichtquellen wie etwa der Sonne und deren Ausleuchtung (DirectLightingIntensity) über 1.0 sein, so greifen auch Bloom, Adaption, Lenz usw. besser. Intensity != Multiplier
 
Die LightningIntensity hab ich testweise schon hochgenommen. Dadurch wird die Umgebung heller, aber die Schatten bleiben dennoch dunkel.

Hier ist noch die effects.fx Datei

////////////////////////////////////////////////
// ENBSeries Effect file //
// visit Graphic modification for games ENBSeries for TES Skyrim, Fallout New Vegas, GTA 4, Deus Ex, GTA San Andreas, other for updates //
// Copyright (c) 2007-2012 Boris Vorontsov //
// Modified by Michael Tichenor (IndigoNeko) //
////////////////////////////////////////////////

// NOTE: This file is formatted to be viewed in Courier New font.

/////////////////////////
// DEFINES AND ENABLES //
/////////////////////////

// NOTE: To activate a feature, remove the two slashes in front of the #define. To deactivate it, add two slashes.

// #define DISABLE_COLOR_PROCESSING // Disable color processing (vanilla colors only).
#define ENABLE_VANILLA_COLOR // Enable vanilla color correction.
#define USE_VANILLA_BLOOM // Use vanilla bloom effect. See Vanilla Color Control settings below.
#define USE_VANILLA_ADAPTATION // Use vanilla adaptation effect. See Vanilla Color Control settings below.

#define ENABLE_ENB_PALETTE // Enable ENB Palette Mapping.
#define ENABLE_ENB_BLOOM // Enable ENB Bloom.
#define USE_BLOOM_HSV // Use HSV color correction for bloom. See ENB Bloom settings below.
#define USE_BLOOM_COLOR_HACK // Use hack to fix the blue tint in bloom.
#define USE_BLOOM_LERP // Use interpolation for bloom, shifting the final colors towards the bloom colors.

// #define ENABLE_FLIP_INT_EXT_FACTOR // Inverts the int/exterior factor. Must be enabled with specific versions of ENBSeries.
#define ENABLE_FLIP_NITE_DAY_FACTOR // Inverts the day/night factor. Must be enabled with specific versions of ENBSeries.

#define ENABLE_HSV // Enable HSV color correction. See HSV Color Correction settings below.
#define USE_HSV_SMOOTH // Use smoothstep color controls for overall color control.
#define USE_HSV_CURVE // Use power curve color controls for overall color control.
#define USE_HSV_EQUALIZER // Use Color Equalizer system for specific color control.

// #define ENABLE_LETTERBOX_BARS // Enable cinematic bars (black bars at top and bottom).
// #define ENABLE_INTERLACE_VERTICAL // Enable vertical interlacing (vertical striping).
// #define ENABLE_INTERLACE_HORIZONTAL // Enable horizontal interlacing (horizontal striping).
// #define ENABLE_VIGNETTE // Enable vignette effect (black ring around screen).
// #define ENABLE_SEPIATONE // Enable sepia tone effect (turns everything orange).
// #define ENABLE_GRAIN // Enable grain effect (puts speckles on screen).

//////////////////////////
// GLOBALS AND SETTINGS //
//////////////////////////

// Vanilla Color Correction settings.
float fVanillaBloom = 0.5; // Controls the amount of vanilla bloom effect. Default: 1.0.
float fVanillaAdaptationAmbient = 1.0; // Controls how much ambient luminosity there is from vanilla adaptation code.
float fVanillaAdaptationChange = 0.5; // Controls how much the brightness changes when looking up and down. Affects ambient too.

// ENB Bloom settings.
float fBloomIntensityMult = 1.2; // Controls brightness of bloom. Higher values are brighter.
float fBloomIntensityMod = 0.0;
float fBloomIntensityCurve = 1.2; // Controls brightness curve of bloom. Higher values make midranges darker.
float fBloomIntensitySmooth = 0.0; // Controls brightness contrast of bloom. Makes darks darker and brights brighter.
float fBloomIntensityMax = 3.0; // Controls brightness maximum of bloom.
float fBloomSaturationMult = 1.0; // Controls the saturation of bloom. Higher values are more colorful.
float fBloomSaturationCurve = 1.0; // Controls the saturation curve of bloom. Higher values reduce midrange colors.
float fBloomSaturationSmooth = 0.0; // Controls the saturation contrast of bloom. Reduces subtle coloring.

// HSV Color Correction settings.
// WARNING: Most users should ONLY change the fColorSaturationMult variable.

// HSV Daytime Settings
float fColorSaturationMultDay = 1.4; // Controls the color saturation multiplier. Range: 0.0 (greyscale) to 2.0 (hypercolor).
float fColorSaturationModDay = 0.0; // Controls the color saturation. Range: -1 to 1. Default: 0.0
float fColorSaturationCurveDay = 0.95; // Controls the color saturation curve. Default: 1.0.
float fColorSaturationSmoothDay = 0.1; // Controls the color saturation contrast. Default: 0.0.
float fColorIntensityMultDay = 1.0; // Controls the color intensity multiplier. Default: 1.0
float fColorIntensityModDay = 0.0; // Controls the color brightness. Range: -1 to 1. Default: 0.0
float fColorIntensityCurveDay = 1.0; // Controls the color intensity curve. Default: 1.0
float fColorIntensitySmoothDay = 0.1; // Controls the color intensity contrast. Default: 0.0.
float fColorHueMultDay = 1.0; // Controls the color hue multiplier. Default: 1.0
float fColorHueModDay = 0.0; // Controls the color hue. Range: -1 to 1. Default: 0.0
float fColorHueCurveDay = 1.0; // Controls the color hue curve. Default: 1.0.
float fColorHueSmoothDay = 0.0; // Controls the color hue contrast. Default: 0.0.

// HSV Nighttime Settings
float fColorSaturationMultNight = 1.4; // Controls the color saturation multiplier. Range: 0.0 (greyscale) to 2.0 (hypercolor).
float fColorSaturationModNight = 0.0; // Controls the color saturation. Range: -1 to 1. Default: 0.0
float fColorSaturationCurveNight = 0.95; // Controls the color saturation curve. Default: 1.0.
float fColorSaturationSmoothNight = 0.1; // Controls the color saturation contrast. Default: 0.0.
float fColorIntensityMultNight = 1.0; // Controls the color intensity multiplier. Default: 1.0
float fColorIntensityModNight = 0.0; // Controls the color brightness. Range: -1 to 1. Default: 0.0
float fColorIntensityCurveNight = 1.3; // Controls the color intensity curve. Default: 1.0
float fColorIntensitySmoothNight = 0.1; // Controls the color intensity contrast. Default: 0.0.
float fColorHueMultNight = 1.0; // Controls the color hue multiplier. Default: 1.0
float fColorHueModNight = 0.0; // Controls the color hue. Range: -1 to 1. Default: 0.0
float fColorHueCurveNight = 1.0; // Controls the color hue curve. Default: 1.0.
float fColorHueSmoothNight = 0.0; // Controls the color hue contrast. Default: 0.0.

// HSV Interior Settings
float fColorSaturationMultInterior = 1.4; // Controls the color saturation multiplier. Range: 0.0 (greyscale) to 2.0 (hypercolor).
float fColorSaturationModInterior = 0.0; // Controls the color saturation. Range: -1 to 1. Default: 0.0
float fColorSaturationCurveInterior = 0.95; // Controls the color saturation curve. Default: 1.0.
float fColorSaturationSmoothInterior = 0.1; // Controls the color saturation contrast. Default: 0.0.
float fColorIntensityMultInterior = 1.0; // Controls the color intensity multiplier. Default: 1.0
float fColorIntensityModInterior = 0.0; // Controls the color brightness. Range: -1 to 1. Default: 0.0
float fColorIntensityCurveInterior = 1.3; // Controls the color intensity curve. Default: 1.0
float fColorIntensitySmoothInterior = 0.1; // Controls the color intensity contrast. Default: 0.0.
float fColorHueMultInterior = 1.0; // Controls the color hue multiplier. Default: 1.0
float fColorHueModInterior = 0.0; // Controls the color hue. Range: -1 to 1. Default: 0.0
float fColorHueCurveInterior = 1.0; // Controls the color hue curve. Default: 1.0.
float fColorHueSmoothInterior = 0.0; // Controls the color hue contrast. Default: 0.0.

// HSV Equalizer settings.
// Adjust multiplier and modifier of specific color saturations. Default: 0.0
float fColorSaturationMultRed = 0.0;
float fColorSaturationMultOrange = -0.3;
float fColorSaturationMultYellow = 0.0;
float fColorSaturationMultGreen = 0.2;
float fColorSaturationMultCyan = -0.1;
float fColorSaturationMultBlue = -0.1;
float fColorSaturationMultMagenta = 0.1;
float fColorSaturationModRed = 0.0;
float fColorSaturationModOrange = 0.0;
float fColorSaturationModYellow = 0.0;
float fColorSaturationModGreen = 0.0;
float fColorSaturationModCyan = 0.0;
float fColorSaturationModBlue = 0.0;
float fColorSaturationModMagenta = 0.0;

// Letterbox settings.
float fLetterboxBarHeight = 0.1; // Controls the height of cinematic bars. Default: 0.1.

// Interlace settings.
float fInterlaceVerticalWidth = 1.0; // Controls the width of interlace bars in pixels. Default: 1.0.
float fInterlaceHorizontalWidth = 1.0; // Controls the width of interlace bars in pixels. Default: 1.0.

// Vignette settings.
float fVignetteRadius = 0.25; // Controls how large the radius of the vignette is. Larger numbers make the ring larger.
float fVignetteSharpness = 0.025; // Controls how sharp the edge of the vignette is. Larger numbers make edge of the ring sharper.
float fVignetteCurve = 2.0; // Controls the blending of the vignette.
float2 fVignetteCenter = float2( 0.5, 0.5 ); // Controls the position of the vignette center on the screen.
float2 fVignetteScale = float2( 1.0, 1.0 ); // Controls the horizontal and vertical scaling of vignette.

// Sepia Tone settings.
float3 fSepiaColor = float3( 1.0, 0.85 , 0.7 ); // Controls color of sepia tone.
float fSepiaDesaturation = 0.5; // Controls amount of sepia color applied to image.
float fSepiaExposure = 1.2; // Controls exposure of sepia tone.

// Grain settings.
float fGrainIntensity = 0.1; // Controls the intensity of the grain effect.
float fGrainSaturation = 0.25; // Controls the color saturation of the grain effect.
float fGrainMotion = 0.05; // Controls how rapidly the grain effect changes over time.

//////////////////////////////////////////////
// DO NOT MODIFY ANYTHING BELOW THIS LINE, //
// UNLESS YOU KNOW HLSL SHADER PROGRAMMING. //
//////////////////////////////////////////////

// List of floating point values for hues, used in equalizer.
float fHueRed = 0.0;
float fHueOrange = 0.08333333;
float fHueYellow = 0.16666667;
float fHueGreen = 0.33333333;
float fHueCyan = 0.5;
float fHueBlue = 0.66666667;
float fHueMagenta = 0.83333333;
float fHueRed2 = 1.0;

///////////////
// FUNCTIONS //
///////////////
float ColorEqualizerMult(in float H)
{
float SMult = 1.0;
SMult += fColorSaturationMultRed * ( 1.0 - min( 1.0, abs( ( fHueRed - H ) / ( fHueRed - fHueOrange ) ) ) );
SMult += fColorSaturationMultOrange * ( 1.0 - min( 1.0, abs( ( fHueOrange - H ) / ( fHueOrange - fHueYellow ) ) ) );
SMult += fColorSaturationMultYellow * ( 1.0 - min( 1.0, abs( ( fHueYellow - H ) / ( fHueYellow - fHueGreen ) ) ) );
SMult += fColorSaturationMultGreen * ( 1.0 - min( 1.0, abs( ( fHueGreen - H ) / ( fHueGreen - fHueYellow ) ) ) );
SMult += fColorSaturationMultCyan * ( 1.0 - min( 1.0, abs( ( fHueCyan - H ) / ( fHueCyan - fHueGreen ) ) ) );
SMult += fColorSaturationMultBlue * ( 1.0 - min( 1.0, abs( ( fHueBlue - H ) / ( fHueBlue - fHueCyan ) ) ) );
SMult += fColorSaturationMultMagenta * ( 1.0 - min( 1.0, abs( ( fHueMagenta - H ) / ( fHueMagenta - fHueBlue ) ) ) );
SMult += fColorSaturationMultRed * ( 1.0 - min( 1.0, abs( ( fHueRed2 - H ) / ( fHueRed2 - fHueMagenta ) ) ) );
return SMult;
}

float ColorEqualizerMod(in float H)
{
float SMod = 0.0;
SMod += fColorSaturationModRed * ( 1.0 - min( 1.0, abs( ( fHueRed - H ) / ( fHueRed - fHueOrange ) ) ) );
SMod += fColorSaturationModOrange * ( 1.0 - min( 1.0, abs( ( fHueOrange - H ) / ( fHueOrange - fHueYellow ) ) ) );
SMod += fColorSaturationModYellow * ( 1.0 - min( 1.0, abs( ( fHueYellow - H ) / ( fHueYellow - fHueGreen ) ) ) );
SMod += fColorSaturationModGreen * ( 1.0 - min( 1.0, abs( ( fHueGreen - H ) / ( fHueGreen - fHueYellow ) ) ) );
SMod += fColorSaturationModCyan * ( 1.0 - min( 1.0, abs( ( fHueCyan - H ) / ( fHueCyan - fHueGreen ) ) ) );
SMod += fColorSaturationModBlue * ( 1.0 - min( 1.0, abs( ( fHueBlue - H ) / ( fHueBlue - fHueCyan ) ) ) );
SMod += fColorSaturationModMagenta * ( 1.0 - min( 1.0, abs( ( fHueMagenta - H ) / ( fHueMagenta - fHueBlue ) ) ) );
SMod += fColorSaturationModRed * ( 1.0 - min( 1.0, abs( ( fHueRed2 - H ) / ( fHueRed2 - fHueMagenta ) ) ) );
return SMod;
}

float3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return saturate(float3(R,G,B));
}

float RGBCVtoHUE(in float3 RGB, in float C, in float V)
{
float3 Delta = (V - RGB) / C;
Delta.rgb -= Delta.brg;
Delta.rgb += float3(2.0,4.0,6.0);
Delta.brg = step(V, RGB) * Delta.brg;
float H;
H = max(Delta.r, max(Delta.g, Delta.b));
return frac(H / 6.0);
}

float3 HSVtoRGB(in float3 HSV)
{
float3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1) * HSV.y + 1) * HSV.z;
}

float3 RGBtoHSV(in float3 RGB)
{
float3 HSV = 0.0;
HSV.z = max(RGB.r, max(RGB.g, RGB.b));
float M = min(RGB.r, min(RGB.g, RGB.b));
float C = HSV.z - M;
if (C != 0.0)
{
HSV.x = RGBCVtoHUE(RGB, C, HSV.z);
HSV.y = C / HSV.z;
}
return HSV;
}

float random(in float2 uv)
{
float2 noise = (frac(sin(dot(uv , float2(12.9898,78.233) * 2.0)) * 43758.5453));
return abs(noise.x + noise.y) * 0.5;
}

float smootherstep(float edge0, float edge1, float x)
{
x = saturate((x - edge0)/(edge1 - edge0));
return x*x*(3 - 2*x);
}

/////////////////////////////
// Code by Boris Vorontsov //
/////////////////////////////

//keyboard controlled temporary variables. Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0
float4 tempF1; // 0,1,2,3
float4 tempF2; // 5,6,7,8
float4 tempF3; // 9,0
float4 Timer; // x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 ScreenSize; // x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float ENightDayFactor; // changes in range 0..1, 0 means that night time, 1 - day time
float EInteriorFactor; // changes 0 or 1. 0 means that exterior, 1 - interior
float EBloomAmount; // enb version of bloom applied, ignored if original post processing used
float EAdaptationMin=0.0; // Controls the minimum for ENB adaptation code. Default: 0.0.
float EAdaptationMax=1.0; // Controls the maximum for ENB adaptation code. Default: 1.0.

//////////////
// TEXTURES //
//////////////
texture2D texs0; //Color
texture2D texs1; //Bloom Skyrim
texture2D texs2; //Adaptation Skyrim
texture2D texs3; //Bloom ENB
texture2D texs4; //Adaptation ENB
texture2D texs7; //Palette ENB

sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s7 = sampler_state
{
Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

/////////////
// SHADERS //
/////////////
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};

struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};

VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;

OUT.vpos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);

OUT.txcoord0.xy=IN.txcoord0.xy;

return OUT;
}

float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c3 : register(c3);
float4 _c4 : register(c4);
float4 _c5 : register(c5);

float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 _oC0=0.0;
float4 _c6=float4(0, 0, 0, 0);
float4 _c7=float4(0.212500006, 0.715399981, 0.0720999986, 1.0);
float4 r0;
float4 r1;
float4 r2;
float4 r3;
float4 r4;
float4 r5;
float4 r6;
float4 r7;
float4 r8;
float4 r9;
float4 r10;
float4 r11;

////////////////////
// LETTERBOX CODE //
////////////////////

#ifdef ENABLE_LETTERBOX_BARS
if( IN.txcoord0.y > 1.0 - fLetterboxBarHeight || IN.txcoord0.y < fLetterboxBarHeight )
{
return _c6;
}
#endif

////////////////////
// INTERLACE CODE //
////////////////////
#ifdef ENABLE_INTERLACE_VERTICAL
float InterlaceVerticalScalar = 0.5 / max( 1.0, floor( fInterlaceVerticalWidth ) );
if( frac( IN.txcoord0.x * ScreenSize.x * InterlaceVerticalScalar ) > 0.5 )
{
return _c6;
}
#endif

#ifdef ENABLE_INTERLACE_HORIZONTAL
float InterlaceHorizontalScalar = 0.5 / max( 1.0, floor( fInterlaceHorizontalWidth ) );
if( frac( IN.txcoord0.y * ScreenSize.x * ScreenSize.w * InterlaceHorizontalScalar ) > 0.5 )
{
return _c6;
}
#endif

//////////////////////////////////////////
// VANILLA SKYRIM COLOR CORRECTION CODE //
//////////////////////////////////////////
float4 _v0=0.0;
_v0.xy=IN.txcoord0.xy;

// DEBUG OUTPUT
// return tex2D( _s0, _v0 );

#ifdef ENABLE_VANILLA_COLOR
r0.x=1.0 / _c2.y;
#ifdef USE_VANILLA_ADAPTATION
r1=tex2D(_s2, _v0);
r1.x = lerp( 0.2, r1.x, fVanillaAdaptationAmbient );
r1.y = lerp( r1.x, r1.y, fVanillaAdaptationChange );
r0.yz=r1.xy * _c1.y;
#endif
#ifndef USE_VANILLA_ADAPTATION
r1.x = 0.2;
r1.y = 0.2;
r0.yz=r1.xy * _c1.y;
#endif
r0.w=1.0/r0.y;
r0.z=r0.w * r0.z;
r1=tex2D(_s0, _v0);
r1.xyz=r1 * _c1.y;
r0.w=dot(_c7.xyz, r1.xyz);
r1.w=r0.w * r0.z;
r0.z=r0.z * r0.w + _c7.w;
r0.z=1.0/r0.z;
r0.x=r1.w * r0.x + _c7.w;
r0.x=r0.x * r1.w;
r0.x=r0.z * r0.x;
if (r0.w<0) r0.x=_c6.x;
r0.z=1.0/r0.w;
r0.z=r0.z * r0.x;
r0.x=saturate(-r0.x + _c2.x);
#ifdef USE_VANILLA_BLOOM
r2=tex2D(_s1, _v0) * fVanillaBloom;
#endif
#ifndef USE_VANILLA_BLOOM
r2 = 0.0;
#endif
r2.xyz=r2 * _c1.y;
r2.xyz=r0.x * r2;
r1.xyz=r1 * r0.z + r2;
r0.x=dot(r1.xyz, _c7.xyz);
r1.w=_c7.w;
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1 - r0.y;
r0=_c3.z * r1 + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif
#ifndef ENABLE_VANILLA_COLOR
_oC0 = tex2D(_s0, _v0);
#endif
float4 color = _oC0;

// DEBUG OUTPUT
// return color;

////////////////////
// ENB BLOOM CODE //
////////////////////
#ifdef ENABLE_ENB_BLOOM
float4 enbbloomcol = tex2D( _s3, _v0.xy );

// DEBUG OUTPUT
// return enbbloomcol;

if( enbbloomcol.r + enbbloomcol.g + enbbloomcol.b > 0.0 )
{
#ifdef USE_BLOOM_HSV
float3 bloomhsv = RGBtoHSV( enbbloomcol.rgb );
bloomhsv.y = lerp( bloomhsv.y, smoothstep( 0.0, 1.0, bloomhsv.y ), fBloomSaturationSmooth );
bloomhsv.y = pow( bloomhsv.y, fBloomSaturationCurve );
bloomhsv.y *= fBloomSaturationMult;
bloomhsv.z = lerp( bloomhsv.z, smoothstep( 0.0, 1.0, bloomhsv.z ), fBloomIntensitySmooth );
bloomhsv.z = pow( bloomhsv.z, fBloomIntensityCurve );
bloomhsv.z *= fBloomIntensityMult;
bloomhsv.z += fBloomIntensityMod;
bloomhsv.z = clamp( bloomhsv.z, 0.0, fBloomIntensityMax );
enbbloomcol.rgb = HSVtoRGB( bloomhsv );
#endif
#ifdef USE_BLOOM_COLOR_HACK
enbbloomcol.r *= 1.04;
enbbloomcol.b *= 0.9;
enbbloomcol.g *= 0.96;
#endif
#ifdef USE_BLOOM_LERP
color.rgb = lerp( color.rgb, enbbloomcol.rgb, clamp( EBloomAmount, 0.0, 1.0 ) );
#endif
}
#endif

// DEBUG OUTPUT
// return color;

///////////////////////////////
// HSV COLOR CORRECTION CODE //
///////////////////////////////

#ifdef ENABLE_HSV

float fInteriorFactor = EInteriorFactor;
float fNightDayFactor = ENightDayFactor;
#ifdef ENABLE_FLIP_INT_EXT_FACTOR
fInteriorFactor = 1.0 - fInteriorFactor;
#endif
#ifdef ENABLE_FLIP_NITE_DAY_FACTOR
fNightDayFactor = 1.0 - fNightDayFactor;
#endif

float fColorHueSmooth =lerp( lerp( fColorHueSmoothDay, fColorHueSmoothNight, fNightDayFactor ), fColorHueSmoothInterior, fInteriorFactor );
float fColorSaturationSmooth =lerp( lerp( fColorSaturationSmoothDay, fColorSaturationSmoothNight, fNightDayFactor ), fColorSaturationSmoothInterior, fInteriorFactor );
float fColorIntensitySmooth =lerp( lerp( fColorIntensitySmoothDay, fColorIntensitySmoothNight, fNightDayFactor ), fColorIntensitySmoothInterior, fInteriorFactor );

float fColorHueCurve =lerp( lerp( fColorHueCurveDay, fColorHueCurveNight, fNightDayFactor ), fColorHueCurveInterior, fInteriorFactor );
float fColorSaturationCurve =lerp( lerp( fColorSaturationCurveDay, fColorSaturationCurveNight, fNightDayFactor ), fColorSaturationCurveInterior, fInteriorFactor );
float fColorIntensityCurve =lerp( lerp( fColorIntensityCurveDay, fColorIntensityCurveNight, fNightDayFactor ), fColorIntensityCurveInterior, fInteriorFactor );

float fColorHueMult =lerp( lerp( fColorHueMultDay, fColorHueMultNight, fNightDayFactor ), fColorHueMultInterior, 1.0 - fInteriorFactor );
float fColorSaturationMult =lerp( lerp( fColorSaturationMultDay, fColorSaturationMultNight, fNightDayFactor ), fColorSaturationMultInterior, fInteriorFactor );
float fColorIntensityMult =lerp( lerp( fColorIntensityMultDay, fColorIntensityMultNight, fNightDayFactor ), fColorIntensityMultInterior, fInteriorFactor );

float fColorHueMod =lerp( lerp( fColorHueModDay, fColorHueModNight, fNightDayFactor ), fColorHueModInterior, fInteriorFactor );
float fColorSaturationMod =lerp( lerp( fColorSaturationModDay, fColorSaturationModNight, fNightDayFactor ), fColorSaturationModInterior, fInteriorFactor );
float fColorIntensityMod =lerp( lerp( fColorIntensityModDay, fColorIntensityModNight, fNightDayFactor ), fColorIntensityModInterior, fInteriorFactor );

float3 hsvcolor = RGBtoHSV( color.xyz );
hsvcolor.y = max( hsvcolor.y, 0.0 );
hsvcolor.z = max( hsvcolor.z, 0.0 );

#ifdef USE_HSV_SMOOTH
hsvcolor.x = lerp( hsvcolor.x, smoothstep( 0.0, 1.0, hsvcolor.x ), fColorHueSmooth );
hsvcolor.y = lerp( hsvcolor.y, smoothstep( 0.0, 1.0, hsvcolor.y ), fColorSaturationSmooth );
hsvcolor.z = lerp( hsvcolor.z, smoothstep( 0.0, 1.0, hsvcolor.z ), fColorIntensitySmooth );
#endif

#ifdef USE_HSV_CURVE
hsvcolor.x = pow( hsvcolor.x, fColorHueCurve );
hsvcolor.y = pow( hsvcolor.y, fColorSaturationCurve );
hsvcolor.z = pow( hsvcolor.z, fColorIntensityCurve );
#endif

hsvcolor.x = fColorHueMod + ( fColorHueMult * hsvcolor.x );
hsvcolor.y = fColorSaturationMod + ( fColorSaturationMult * hsvcolor.y );
hsvcolor.z = fColorIntensityMod + ( fColorIntensityMult * hsvcolor.z );

#ifdef USE_HSV_EQUALIZER
hsvcolor.y = ColorEqualizerMod( hsvcolor.x ) + ( ColorEqualizerMult( hsvcolor.x ) * hsvcolor.y );
#endif

hsvcolor.y = max( hsvcolor.y, 0.0 );
hsvcolor.z = max( hsvcolor.z, 0.0 );
color.xyz = HSVtoRGB( hsvcolor );
#endif

// DEBUG CODE
// return color;

//////////////////////
// ENB PALETTE CODE //
//////////////////////
#ifdef ENABLE_ENB_PALETTE
float3 enbpalcol = tex2D( _s7, 0.5 ).rgb;
float enbpallum = ( enbpalcol.r + enbpalcol.g + enbpalcol.b );
if( enbpallum > 0.0 )
{
color.rgb = saturate(color.rgb);
float3 brightness = tex2D(_s4, 0.5).xyz;
brightness=max(brightness.x, max(brightness.y, brightness.z));
float3 palette=0.0;
float4 uvsrc=0.0;
uvsrc.x=color.r;
uvsrc.y=brightness.r;
palette.r=tex2D(_s7, uvsrc).r;
uvsrc.x=color.g;
uvsrc.y=brightness.g;
palette.g=tex2D(_s7, uvsrc).g;
uvsrc.x=color.b;
uvsrc.y=brightness.b;
palette.b=tex2D(_s7, uvsrc).b;
color.rgb=palette.rgb;
}
#endif

// DEBUG CODE
// return color;

/////////////////////
// SEPIA TONE CODE //
/////////////////////
#ifdef ENABLE_SEPIATONE
float SepiaWeight = float3( 0.2125, 0.7154, 0.0721 );
float SepiaLuminance = min( 1.0, dot( color, SepiaWeight ) * fSepiaExposure ) ;
float3 SepiaColor = fSepiaColor * SepiaLuminance;
color.rgb = lerp( color.rgb, SepiaColor, fSepiaDesaturation );
#endif

////////////////
// GRAIN CODE //
////////////////
#ifdef ENABLE_GRAIN
float GrainTimerSeed = Timer.x * fGrainMotion;
float2 GrainTexCoordSeed = _v0.xy * 1.0;
float2 GrainSeed1 = GrainTexCoordSeed + float2( 0.0, GrainTimerSeed );
float2 GrainSeed2 = GrainTexCoordSeed + float2( GrainTimerSeed, 0.0 );
float2 GrainSeed3 = GrainTexCoordSeed + float2( GrainTimerSeed, GrainTimerSeed );
float GrainNoise1 = random( GrainSeed1 );
float GrainNoise2 = random( GrainSeed2 );
float GrainNoise3 = random( GrainSeed3 );
float GrainNoise4 = ( GrainNoise1 + GrainNoise2 + GrainNoise3 ) * 0.333333333;
float3 GrainNoise = float3( GrainNoise4, GrainNoise4, GrainNoise4 );
float3 GrainColor = float3( GrainNoise1, GrainNoise2, GrainNoise3 );
color.rgb += ( lerp( GrainNoise, GrainColor, fGrainSaturation ) * fGrainIntensity ) - ( fGrainIntensity * 0.5);
#endif

///////////////////
// VIGNETTE CODE //
///////////////////
#ifdef ENABLE_VIGNETTE
float2 VignettePosition = ( _v0.xy - fVignetteCenter ) * float2( ScreenSize.z, 1.0 );
VignettePosition /= fVignetteScale;
float VignetteDistance = distance( VignettePosition, float2(0.0 , 0.0) );
float VignetteEffect = max( 0.0, ( VignetteDistance - fVignetteRadius ) * fVignetteSharpness * 50.0 );
color.rgb *= max( 0.0, min( 1.0, 1.0 - pow( VignetteEffect, fVignetteCurve ) ) );
#endif

_oC0.w=1.0;
_oC0.xyz=color.xyz;
return _oC0;
}

#ifndef DISABLE_COLOR_PROCESSING
technique Shader_D6EC7DD1
#else
technique Shader_ORIGINALPOSTPROCESS
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1();

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

//original shader of post processing
#ifndef DISABLE_COLOR_PROCESSING
technique Shader_ORIGINALPOSTPROCESS
#else
technique Shader_D6EC7DD1
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader=
asm
{
// Parameters:
// sampler2D Avg;
// sampler2D Blend;
// float4 Cinematic;
// float4 ColorRange;
// float4 Fade;
// sampler2D Image;
// float4 Param;
// float4 Tint;
// Registers:
// Name Reg Size
// ------------ ----- ----
// ColorRange c1 1
// Param c2 1
// Cinematic c3 1
// Tint c4 1
// Fade c5 1
// Image s0 1
// Blend s1 1
// Avg s2 1
//s0 bloom result
//s1 color
//s2 is average color

ps_3_0
def c6, 0, 0, 0, 0
//was c0 originally
def c7, 0.212500006, 0.715399981, 0.0720999986, 1
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x, c2.y
texld r1, v0, s2
mul r0.yz, r1.xxyw, c1.y
rcp r0.w, r0.y
mul r0.z, r0.w, r0.z
texld r1, v0, s1
mul r1.xyz, r1, c1.y
dp3 r0.w, c7, r1
mul r1.w, r0.w, r0.z
mad r0.z, r0.z, r0.w, c7.w
rcp r0.z, r0.z
mad r0.x, r1.w, r0.x, c7.w
mul r0.x, r0.x, r1.w
mul r0.x, r0.z, r0.x
cmp r0.x, -r0.w, c6.x, r0.x
rcp r0.z, r0.w
mul r0.z, r0.z, r0.x
add_sat r0.x, -r0.x, c2.x
texld r2, v0, s0
mul r2.xyz, r2, c1.y
mul r2.xyz, r0.x, r2
mad r1.xyz, r1, r0.z, r2
dp3 r0.x, r1, c7
mov r1.w, c7.w
lrp r2, c3.x, r1, r0.x
mad r1, r0.x, c4, -r2
mad r1, c4.w, r1, r2
mad r1, c3.w, r1, -r0.y
mad r0, c3.z, r1, r0.y
add r1, -r0, c5
mad oC0, c5.w, r1, r0
};
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
 
Ich hatte so ein Problem auch bei meinem Somber Dreams ENB, das ich angepasst habe.
Bei mir waren die Schatten auch so dunkel, dass wenn ich in den Schatten von einem Gebäude gegangen bin, ich nichts mehr gesehen habe ....
Ich weiß leider grad aus dem Kopf nicht, was ich da angepasst habe, aber ich versuche dran zu denken, wenn ich nachher Feierabend habe.
 
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