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SkyRealism - ENB Evolved User Manual by IndigoNeko Table of Contents Formatting Conventions:..............................................................................1 Introduction to ENBSeries............................................................................ 2 Installing ENBSeries....................................................................................3 Introduction to SkyRealism – ENB Evolved......................................................... 4 Installing SkyRealism – ENB Evolved.................................................................5 Uninstalling ENBSeries and ENB Evolved........................................................... 6 Frequently Asked Questions..........................................................................7 How ENB Works.........................................................................................8 ENBSeries Features and Effects......................................................................9 Camera Effects........................................................................................11 The Depth of Field and Focus System.............................................................13 The enbseries.ini File................................................................................15 The .fx Files...........................................................................................23 The Enbeffect.fx File................................................................................24 Credits and Thanks...................................................................................27 Formatting Conventions: Bold text is usually the main topic that a section or paragraph refers to. Bold Italics denote something that you should be aware of, such as terminology. WARNING: These messages contain absolutely critical information. Courier New is used to denote text that is located in other files, such as a .ini file.
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ENB Evolved User Manual

May 28, 2017

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Page 1: ENB Evolved User Manual

SkyRealism - ENB Evolved User Manualby IndigoNeko

Table of ContentsFormatting Conventions:..............................................................................1Introduction to ENBSeries............................................................................2Installing ENBSeries....................................................................................3Introduction to SkyRealism – ENB Evolved.........................................................4Installing SkyRealism – ENB Evolved.................................................................5Uninstalling ENBSeries and ENB Evolved...........................................................6Frequently Asked Questions..........................................................................7How ENB Works.........................................................................................8ENBSeries Features and Effects......................................................................9Camera Effects........................................................................................11The Depth of Field and Focus System.............................................................13The enbseries.ini File................................................................................15The .fx Files...........................................................................................23The Enbeffect.fx File................................................................................24Credits and Thanks...................................................................................27

Formatting Conventions:Bold text is usually the main topic that a section or paragraph refers to.

Bold Italics denote something that you should be aware of, such as terminology.

WARNING: These messages contain absolutely critical information.

Courier New is used to denote text that is located in other files, such as a .ini file.

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Introduction to ENBSeries

ENBSeries is a collection of graphical enhancement modifications created by Boris Vorontsov. Currently supported are TES Skyrim, GTA 4, GTA San Andreas, Deus Ex HR, FSX, and a few others. You can find it at http://www.enbdev.com.

These graphical enhancements include effects like fixing shadow artifacts, fixing rendering artifacts, modifying lighting, modifying sky tones, or allowing the use of advanced features like Ambient Occlusion, Crepuscular Rays, and Bloom.

ENBSeries has a lot of different features to it. Here's a short list of each of the things that ENBSeries does for you.

• Shadow Striping Fix• Shadow Correction• Color Correction• Palette-Based Color Correction• Environment Lighting Control• Bloom• Adaptation• Ambient Occlusion• Camera Effects• Sun Rays• Sky Lighting

If you want to find out more about each of these, see the section on ENBSeries Features and Effects. Additionally, SkyRealism - ENB Evolved adds several new features to ENBSeries, and more are currently planned!

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Installing ENBSeries

The ENB graphics modifications are listed at http://enbdev.com/download.htm. There's also several tools, converters, and patches for specific game problems. The ENB for TES Skyrim is listed near the bottom of the page. Here's a warning from that page you should read:

WARNING: DO NOT PUT "D3D9.DLL" INTO THE SYSTEM FOLDER OF WINDOWS.

As of the writing of this, the latest version of ENB for TES Skyrim is 0.119, which can be found at http://enbdev.com/mod_tesskyrim_v0119.htm. The actual file is located at http://enbdev.com/enbseries_skyrim_v0119.zip.

The ENBSeries v0.119 comes with both an Injector version and a Wrapper version. Some people have problems one or the other...if one doesn't work or causes crashes, try the other. DON'T USE BOTH. There can be enormous differences in performance between the two depending on your hardware configuration, especially on computers with integrated graphics cards (such as laptops).

The Wrapper version contains a file called "d3d9.dll". Simply copy this into your main Skyrim directory, usually located on your computer at "C:\Program Files\(x86)\Steam\SteamApps\common\skyrim". That's all you need to do for installing the wrapper version.

The Injector version contains three files: "ENBInjector.exe", "enbinjector.ini", and "enbseries.dll". Copy all three of these into your main Skyrim directory. Before running Skyrim, run the ENBInjector.exe file, and leave it open while playing Skyrim. That's all you need to do for installing the injector version.

Once you've installed either the wrapper or the injector version, you need to reconfigure Skyrim to work correctly.

WARNING: You must open SkyrimPrefs.ini and change bFloatPointRenderTarget=0 to bFloatPointRenderTarget=1 under [Display] in order for ENBSeries to work. The SkyrimPrefs.ini file is located in "C:\Users\YourUserName\Documents\My Games\Skyrim".

In addition, you should also change the following settings to get SkyLighting to work correctly:

bTreesReceiveShadows=1bDrawLandShadows=1bShadowsOnGrass=1 Start SkyrimLauncher.exe to configure your video options again. That's it!

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Introduction to SkyRealism – ENB Evolved

SkyRealism – ENB Evolved is a set of shader files used by ENB. Unlike most other ENBs that you'll find, ENB Evolved is more than just a collection of adjusted settings that come with ENB; it's a complete rewrite of the existing shader code that comes with ENB, allowing for a much greater degree of control over the colors in Skyrim.

Here's what I've done in a nut shell:

• Rewritten the Depth of Field system, including creating 2 new ones.• Completely rewritten the color processing algorithms, using HSV conversion.• Reconfigured the baseline INI values are a 100% match to Skyrim defaults.• Added a focus detection system, so you can change how the Depth of Field works.• Added several new camera effects: sepia tone, vignette, interlacing, and more.

There are several ENB configurations that are included with this mod. Screenshots have been included in the "Screenshots" section that compare how each of these look. Additionally, instructions can be found below on how to customize ENBSeries to fit your personal tastes.

The Default ENB is a modder's resource. I created it as a starting point for people who wish to create their own custom ENB. It is an almost perfect match with vanilla Skyrim colors, even with nearly all the effects enabled. See "Configuring a Custom ENB" for instructions on how to use this file to create your own custom ENB settings.

The SkyRealism Cinematic ENB contains my custom settings that are designed to enhance vanilla Skyrim, as well as working perfectly with Realistic Lighting with Customization by The Realistic Lighting Team or Project Reality - Climates Of Tamriel - Weather - Lighting by JJC71. Shadows are slightly darker, specular highlights are brighter, and colors are slightly richer. I created it to give you a slightly more immersive and realistic feel when playing Skyrim, without changing the look and feel of Skyrim.

The other ENB configurations have been included for your convenience, and to give you an idea what effects are possible with ENBSeries. I do not use them myself, but many people have found them to their liking.

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Installing SkyRealism – ENB Evolved

SkyRealism – ENB Evolved can be found at http://skyrim.nexusmods.com/mods/23765.After you've downloaded ENB Evolved, you'll need to open it with a 7z decompression utility, such as 7zip. Inside will be a series of folders which each have been configured in different ways. Select one of the folders, and open it up to view the contents. Select the contents in that folder and extract them to your Skyrim directory (C:\Program Files (x86)\Steam\SteamApps\common\skyrim). That's it!

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Uninstalling ENBSeries and ENB Evolved

If you want to uninstall this mod and the rest of ENBSeries, simply delete all the files in your Skyrim directory that begin with the letters "enb" and "d3d9.dll". Changing the ENB Configuration

If you wish to create your own ENB configuration, I highly recommend you use the contents of the "Vanilla Skyrim" folder of ENB Evolved as a starting point. Copy the files in it into your Skyrim directory.

There's 4 files you'll need to be aware of if you want to change how Skyrim looks. The first, and most important, is the enbseries.ini file. The others are enbbloom.fx, enbeffect.fx, and enbeffectprepass.fx.

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Frequently Asked Questions

My screen looks wierd! Why?!

If your screen looks totally strange or has unexpected glitches, the usual culprit is your graphics driver's shader optimization. To fix this, open the enbseries.ini file and set SkipShaderOptimization=true, under the [ENGINE] section.

The Ambient Occlusion and Depth of Field isn't working! Why?!

Many special effects require you to set bFloatPointRenderTarget=1 in the SkyrimPrefs.ini file of your "My Documents\My Games\Skyrim" folder. See the installation section for details.

Everything is blurry! How do I turn it off?!

The depth of field effect can be disabled in enbseries.ini under the [EFFECT] section. However, if you want to simply change either how much blur there is, or how it focuses, you can do that in the enbeffectprepass.fx file.

Why can't I download this with Nexus Mod Manager?

Because the installation requires you to place files inside your Skyrim Application Folder, rather than the data folder. The NMM does not allow mods to install to that directory, and so it must be done manually.

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How ENB Works

WARNING: This section is highly technical, and can be skipped.

ENBSeries works by modifying the DirectX rendering calls that the games use, allowing modification of the rendering system. There are two different versions of each ENB: a "wrapper" and an "injector".

When a DirectX game starts, it will search for a DLL file which contains the code it uses to display stuff on your screen. For DirectX 9 games, this file is "d3d9.dll". Each game will search for these files in 1) The game's application directory or 2) The Windows directory. If it finds the DLL file in the game's directory, it will use that first.

The "Wrapper" version of ENB is a replacement DLL file which contains the custom ENB code. You simply place it in the same directory as the game's application file, and it should work correctly.

However, sometimes it doesn't work correctly, which is why there is an "Injector" version. The injector is a actual application. It works by modifying the DirectX rendering system dynamically for a video game. In order to use the injector, you must run the injector application and leave it running, then start your video game.

When the ENB code is running, it will search the same directory as the video game for a configuration file: "enbseries.ini". This is a pure text file, which can be modified with any text editing software (Microsoft Word, Notepad, TextEdit, etc.). It contains the settings that the ENB code will use when it displays the graphics from the game.

In addition to this configuration file, ENB will allow the use of custom graphics code to be directly applied to the game. This custom graphics code is called a "shader". There are several types of shader programming languages, including HLSL, Cg, and GLSL. ENB Series currently only supports HLSL, which is the DirectX shader programming language.

There are several different custom shader files that ENB will try to load: "enbeffect.fx", "enbeffectprepass.fx", and "enbbloom.fx". Each of these does slightly different things.

The "enbeffect.fx" file contains the code that is applied to the game for color correction purposes. It will attempt to access and load one additional file that has not yet been mentioned: "enbpalette.bmp", a 256x256 image that allows you to specify the exact color tones that are mapped from the original game to the screen.

The "enbeffectprepass.fx" file contains code that requires original game information, such as the distance from the camera to an object in the game world. Typically, this file will contain code for Depth of Field effects.

The "enbbloom.fx" file contains code designed to blur the original image. This blurred image is then used in the enbeffect.fx file to create visual effects like Bloom, which is where bright objects illuminate nearby portions of the screen.

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ENBSeries Features and EffectsHere's a more detailed list of each of the features and effects that are supported by ENBSeries, information about the effects, and where you can change or modify those effects in the enbseries files.

Shadow Striping Fix: ENBSeries changes the way shadows are cast, making shadows more visually correct. It changes the shadow filtering system, eliminating ugly lines in shadows, and smoothing the edges as well. This is automatically applied with ENBSeries, but can be controlled in the enbseries.ini file.

Color Correction: There are many methods of performing color correction, and they are all controlled in the enbeffect.fx file. Some of the color correction methods (such as HD6) involve presets that can be selected, each with their own variables to tweak. The SkyRealism Color Correction system is substantially more complex, and uses an RGB to HSV color conversion system. It allows you to tweak the intensity of individual color ranges directly through the Color Equalizer system, or change the overall intensity as well.

Palette Color Correction: In addition to the Color Correction system, ENBSeries allows you to adjust color tones through a bitmap file, "enbpalette.bmp". There are many palettes out there that can be selected, allowing you to quickly change the color tones in skyrim by simply picking a bitmap file and dropping it into your application directory.

Environment Lighting Control: ENBSeries also allows direct control over the lighting system in skyrim, such as the intensity of sunlight, intensity of torches and fires, and the ambient light. It also allows for direct control over the colors and brightness of the sky, sun, and stars. It even allows for control over the brightness of windows, fires, candle lights, clouds, fog, and more. These are all controlled in the enbseries.ini file.

Bloom: The bloom effect is essentially a haziness over everything. It causes objects on the screen that are bright to illuminate areas of the screen near them. Vanilla skyrim has this feature, but it only affects areas immediately around an object. The intensity of the ENB series bloom is adjusted in the enbseries.ini file, but the amount of blurring and the color saturation of the bloom can be adjusted in the enbbloom.fx file.

Adaptation: The adaptation effect causes the brightness to automatically adjust according to the overall light on the screen. The duration of this can be controlled to mimic the way that your eyes adjust to very dark areas over time. Vanilla skyrim already has this feature, but it works very quickly and many people don't like it very much, which is why this alternative was developed. The duration for this can be set in the enbseries.ini file.

Ambient Occlusion: This effect mimics the way that light is absorbed by objects that are near to each other. It causes cracks in corners to become slightly darker. One of the drawbacks to this effect is that it causes weapons in first person view to appear translucent when they "clip" through walls and other objects. It also changes the appearance of water in Skyrim, making it translucent regardless of depth. Indirect Lighting is a variant of Ambient Occlusion that causes light to be reflected from objects onto other nearby objects, similar to the way that bloom works. Using them together will cause them to cancel out. The settings for this can be set in the enbseries.ini file.

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Camera Effects: ENB Evolved supports many different types of camera effects, such as Depth of Field, Filter Flare (lens reflection), Chromatic Aberration, Film Grain, Vignette, Sepia Tone, Interpolation, and Letterboxing. These effects can be enabled and modified in the enbeffect.fx and enbeffectprepass.fx files. You can read more about them in the next section: Camera Effects.

Sun Rays: This effect mimics the way that light causes very dense air particles to be illuminated by the intense light of the sun, creating "rays" of light that emanate from the sun in Skyrim. This isn't perspective correct, as it does not incorporate the distance that the sun is from objects in skyrim, only the direction relative to other objects on the screen. Regardless, it's still an interesting effect. The intensity for this can be set in the enbseries.ini file.

Sky Lighting: This effect mimics how shadows are darker in the center than they are at the edges (because of ambient light reflection). The intensity of this effect can be controlled in the enbseries.ini file. It's highly recommended to reduce the intensity of the direct light of the sun in the environment settings, then reduce ambient light in the SkyLighting section, if you want to emphasize this effect.

There are many other effects that can be supported, such as lens reflection, 8-bit gaming effects, sepia tone, film grain, vignette, cinematic bars, interpolation, and more. These effects can be set either in the enbeffect.fx file or with an "effect.txt" file, which is essentially a .fx file in all but name. These additional effect.txt files can be found at http://enbdev.com/effect_en.htm.

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Camera Effects

There are many different effects from capturing light via a camera, all caused by the distortion of light as it passes through lenses, including depth of field, lens flare, filter flare (lens reflection), anamorphic flare, bokeh, and chromatic aberration. I'll explain each of these briefly, whether or not they are supported, and where to edit them if they are supported.

Depth of Field (DoF) is an optical trick, caused by the way light is distorted when it passes through a lens (such as your eyes or a camera). When your focus is on an object that is nearby (such as your hands), objects that are far away (such as the sky or landscape) become blurry. When you focus on an object that is far away, objects that are nearby become blurry. ENB Evolved has 3 different types of Depth of Field systems. Each of these can be edited in the enbeffectprepass.fx file. You can read more about Depth of Field in the Depth of Field and Focus System section.

Focusing is the combination of changing the aperture of a lens (the iris in an eye), the shape of the lens, and the focal length or distance from the the sensor (the retina of an eye) to the lens. Changing the aperture, shape, and focal length result in different parts of the scene becoming more or less blurry, as they change the focal point of the depth of field, and the width of the depth of field. More on this can be found in the Depth of Field and Focus System section.

Lens flare is the reflection of light within a camera with multiple lenses. Lens flare is caused when light from intense sources (such as bright lights, the sun, etc.) are reflected multiple times inside the lenses of a camera, each with slightly different colors and shapes depending on the shape and tint of the lenses inside the camera. See http://en.wikipedia.org/wiki/Lens_flare for more details. The reproduction of lens flare involves moving sprites on the screen, each positioned on a line going from the light source to the center of the screen. At the moment, ENB Evolved does not support lens flare, but may be incorporated at a later date.

Filter flare, also known as lens reflection, is another type of Lens Flare, caused by reflections created by tinted filters that are applied over a lens (for color correction purposes). It involves mirroring and distorting the entire image, usually with different tints. While this can be much more realistic than lens flare, it's much harder to get it to look correct, because colors on the screen are limited to the range of zero to one, rather than being rated in lumins or photon counts. ENB does support Filter flare, and it can be configured in the [CAMERAFX] section of enbseries.ini, and the specific colors and shapes of the lenses can be configured in enbbloom.fx.

Anamorphic flare is yet another artifact, and is a sub-type of lens flare, where extremely bright lights create horizontal lines that span the entire image. This is specifically associated with anamorphic lenses, which use an oval-shaped aperture and a wide-angle lens. This feature is currently not supported by ENB Evolved, but may be incorporated at a later date.

Bokeh is another effect caused by how lenses work. It causes extremely bright points of light in the scene to leave a halo around themselves that is in the shape of the lens. The shape of the "lens" that is used to sample lights in the scene in ENB Evolved is actually a

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circular set of 12 dots, so if the Depth of Field blurring effect is too high, you'll see those individual dots stand out rather than just a circle. One of the experimental Depth of Field equations supports sprite-based Bokeh, allowing you to get effects like heart-shaped bokeh, however it is experimental and very slow.

Chromatic Aberration is another property associated specifically with artificial lenses. Light that passes from one medium to another, such as from air to glass or water, changes direction based upon the "angle of refraction". However, this angle of refraction also varies with the wavelength of the light (it's color). What this means is that images captured in a camera may have subtle color distortion around the edges of objects. This is supported in ENB Evolved, and can be changed in the enbeffectprepass.fx file.

Vignette is an artifact caused by the shape of the lens, which is almost always seen as either a black ring around the image, or subtle darkening around the corners of the image. While the vignette effect will always be an oval of some kind, the shape, position, and spread of the darkened area can be controlled in enbeffect.fx.

Grain is one of the few camera effects that isn't actually caused by the lens, but rather by the film medium that the camera records to. Storage mediums in the 1960s tended to have subtle shifts in color from one point to another, which had nothing to do with the image itself, but from the inaccuracy of the storage medium. You can read more about it at http://en.wikipedia.org/wiki/Film_grain. This effect can be enabled and controlled in enbeffect.fx.

Sepia Tone is the other effect caused by storage medium. Before the more common "film" of the 1960s, early photography involved taking pictures and then bathing them in chemical solutions to cause the image to be revealed. The earliest of these actually weren't even in black and white, but rather were in a sort of orange tone, called "sepia". You can read more about sepia tone and related stuff on wikipedia at http://en.wikipedia.org/wiki/Photographic_print_toning. In ENB Evolved, this effect involves shifting the colors of the image towards sepia. This effect can be enabled and controlled in enbeffect.fx. If you want to create a Black and White effect, you can simply set the saturation in the Color Correction in enbeffect.fx to zero.

Letterboxing is an effect from displaying wide-screen images on standard sized displays. When displaying a wide-screen image on a standard display, you can either chop the sides off the wide-screen image to fill the standard display, or you can display the entire image, leaving black bars at the top and bottom. Some people prefer these black bars, since it gives the game a "cinematic" feel, like watching a movie in theater. This effect can be enabled and controlled in the enbeffect.fx file.

Interlacing is a result of trying to minimize the storage space required for full-screen digital medium, by skipping every other pixel. Surprisingly, this actually looks better than simply duplicating the pixels, since your brain will "fill in" the missing parts of the image, as opposed to being distracted by the blockiness of an image with duplicated pixels. There really isn't any point to this sort of an effect, but if you want to see what horizontal and vertical interlacing looks like, it can be enabled in the enbeffect.fx file.

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The Depth of Field and Focus System

There are three different Depth of Field systems included in SkyRealism ENB Evolved, and six different presets to determine how the game determines what you are focusing on with depth of field (and how you are focusing). First though, you need a little bit of background:

The focus is the distance into the scene that the camera is currently "looking at" (see the articles listed below for more detail).

The aperture refers to the size of the lens opening, and correspondingly controls the "blur" that is applied to an object, dependent upon an objects distance from the focus (not the camera).

Here's some more links to help you understand Depth of Field and focusing:http://en.wikipedia.org/wiki/Depth_of_field http://en.wikipedia.org/wiki/Focal_lengthhttp://en.wikipedia.org/wiki/Aperturehttp://en.wikipedia.org/wiki/F-numberhttp://en.wikipedia.org/wiki/Circle_of_confusion

Simple DoF is my initial attempt at writing a realistic depth of field system from scratch. It uses the real equations for determining depth of field, and uses a camera-based system that uses f-stop aperture settings and manually set focal length to determine the focus. The Simple DoF isn't quite as good as Fast DoF, and doesn't have the "bleed" prevention. It's really a very simple type of depth of field, but allows for more control over aperture, focal length, and so on than Fast DoF. Everything about this can be set in the enbeffectprepass.fx file.

Fast DoF (the default) is my modification of Matso's Fast Depth of Field v2.0.5. It involves some slightly more sophisticated distance calculations to determine whether objects will "bleed" onto other objects. This is currently the recommended setting for Depth of Field (unless you are a machinimatographer). You can set the aperture scale (the inverse of the aperture f-stop rating system), the maximum distance, and the maximum amount of blur, and a few other values for it in the enbeffectprepass.fx file.

• fFastFocusBias is a modifier applied to the lens focus, causing it to focus either nearer or further from from the camera.

• fFastApertureScale controls the size of the aperture, and consequently the amount of blur, based upon how far an object is from the focus distance. Increasing this number will cause objects to become more blurred based on distance, but can be limited by other variables.

• fFastApertureMaxBlur sets a cap on how much blur can be applied in the scene.

• fFastApertureCutoff is another variable that can be used set the maximum blurriness, but works based on a focal distance rather than limiting blur.

• fFastApertureMaxFocus is the furthest distance the fast DoF will focus on.

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Sprite DoF is my current state of the art system, and is ONLY intended for making machinimatography (still frame capture, not gameplay). It renders each pixel as a sprite, with the size of the sprite equal to the Circle of Confusion for that sprite. What this means is that you can Bokeh shapes that are non-circular. The shape of the sprite is specified in the alpha channel of the enbpalette.bmp file.

The Sprite DoF is EXTREMELY SLOW, because it renders 2 million sprites at 1080p. It also has all the sprites check with every position they occupy to determine visibility. At 1080p, with a maximum sprite size of 32x32, that's 2,123,366,400 calculations for every frame that's rendered on screen. As you can expect, this isn't going to run very quickly.

The naive "focus" for Depth of Field is on the object in the exact center of the screen. To remedy this, I've created a sophisticated set of algorithms designed to change it.

The Focusing System can be activated inside the enbeffectprepass.fx file, and has six different presets. The focusing system allows you to set a minimum and maximum focus distance (in meters), as well as a bias that causes it to focus either further or nearer than the object that it would normally focus on. Only one of these six presets should be used at a time with the focusing system.

Manual Focus is exactly that: manually controlled. It will not change at all unless you tell it to change. You can change the focus depth by holding 9 and using PAGE UP or PAGE DOWN on your keyboard, when playing Skyrim.

Farthest Focus will focus on the furthest object within a certain distance from a center point on the screen. You can adjust both the location of this "center" and the distance that it will look for objects around that center.

Average Focus will focus on the average distance of all the objects on the screen that are within a certain distance from a center point on the screen. You can adjust both the location of this "center" and the distance that it will look for objects around that center.

Nearest Focus will focus on the nearest object within a certain distance from a center point on the screen. You can adjust both the location of this "center" and the distance that it will look for objects around that center.

First Person Focus uses a series of algorithms to determine what to look at on the screen. If there is something within a "targetting reticule" that is within 10 meters, it will focus on that, otherwise it will search in a "window" around the targetting reticule for nearby (but not too nearby) objects to focus on. This won't easily focus on your character when you're in third person mode, since it's intended for use in first person. However, if you are zoomed out from your character a bit, it will.

Third Person Focus uses a series of algorithms to determine what to look at, based on what's in a "box" on the screen that hovers left and center of the screen. If you're zoomed in on third person, it will almost always find your character and focus on it. However, if you have your weapon out the camera shifts upwards, and consequently will not focus on your character, but on the objects in front of your character. Good for taking screenshots of your character to post on the ENB Forums, and for playing!

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The enbseries.ini File

This controls almost everything, and in a convenient INI configuration file format, which can be edited with any text editor (Microsoft Word, Wordpad, Notepad, OpenOffice, TextEdit, etc.). Sections in the enbseries.ini file are labelled with brackets e.g.: [SECTION]. Each section contains a list of variables and their values. Values are usually true, false, or a number. Variable names are usually intuitive regarding what they do. For example:

EnableFPSLimit=false Clearly this says that there's an FPS limiter somewhere, and it's currently set to disabled. On the other hand, there's some variables that don't make sense. I'll explain all of those in detail below.

The enbseries.ini file is broken into sections. Each section begins with the title of that section in brackets. For example, the first section is titled [PROXY]. Following each section title is a setting. The name of the setting is followed by an = and the value of that setting. Here's a brief overview of each section.

[PROXY]: This is where you can tell the ENBSeries file to load additional DLLs for other rendering effects. FXAA and SMAA are various additional DLL files that change how textures are rendered in skyrim.

• EnableProxyLibrary allows additional DLL files to be loaded.• InitProxyFunctions causes the additional DLL file functions to run

automatically.• ProxyLibrary specifies the name of the DLL file. It must be in the same

directory.

[GLOBAL]: This is where you can enable or disable the ENBSeries mod, or load additional INI configuration files. If you want to simply turn off ENBSeries, set UseEffect to false.

• AdditionalConfigFile specifies the name of any additional INI files that will be used.

• UseEffect allows ENB to run. If this is false, ENB will be disabled.

[FIX]: This is a series of debugging variables. It's not recommended to enable any of these unless you are experiencing problems, or are using parallax textures.

• ForceFakeVideocard causes software rendering to take place. Terribly slow, and it's not supported in most versions of ENB that are past the debugging stage.

• FixGameBugs allows the ENB to fix certain rendering related issues, such as divide-by-zero errors that can cause crashes. Again, usually not needed.

• FixParallaxBugs changes the shader that's used for parallax textures in the

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game, allowing them to render parallax effects correctly.• ForceSingleCoreCPU causes the DirectX rendering engine to only use a single

CPU for the rendering system. Not recommended except for debugging.• IgnoreThreadManagement and IgnoreThreadPriority will cause ENB to

use it's own thread management system. This is for advanced debugging.• AntiBSOD will prevent crashes on certain specific hardware configurations.

[GAME]: There is a speedhack variable listed here. Not sure what it does, and seems to have no effect.

[MULTIHEAD]: This is information used by the DirectX rendering engine with regards to multithreading. It's used for by people with multiple graphics cards. I do not know what these variables do.

[LIMITER]: This will allow you to set a cap on your Skyrim framerate, or let the renderer run for multiple seconds (allowing you to take pretty pictures in Skyrim on older graphics cards).

• WaitBusyRenderer allows the graphics card to take excessively long periods of time to render an image (multiple seconds for instance). This is for people with low-end graphics cards who wish to take pretty pictures in Skyrim.

• EnableFPSLimit allows ENB to limit the maximum number of frames per second. This is useful if you are having issues with your graphics card overheating.

• FPSLimit specifies the maximum number of frames per second if you are using the FPS Limiter.

[INPUT]: This are where you specify the keycodes that are detected by the ENBSeries mod for things like toggling FPS displays, toggling ENB on and off, and reloading the ENB settings from file (in case you make changes while Skyrim is running). I do not know exactly what the numbers are, but the current configuration is as follows:

Backspace Key will reload the configuration files for ENB.Shift + F12 will toggle ENB on and off in-game.* will show the current FPS in your upper left corner.Insert will take a screenshot using the ENBSeries renderer.

[ENGINE]: This is rendering engine specific settings such as Anisotropic Rendering settings.

• ForceAnisotropicFiltering causes anisotropic texture rendering to be used regardless of game settings.

• MaxAnisotropy specifies the maximum filtering level. This must be a multiple of 2, up to 16.

WARNING: SkipShaderOptimization is important! Shader Optimization involves

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reorganizing the shader code so that it can run faster. While this can cause it to run faster, it can also cause bugs! If you are experiencing strange and unexpected visual effects, set this to true. If you want higher framerates, set this to false, but be aware that you may get visual distortion.

[EFFECT]: This is the important part, where you enable and disable all of the effects of the ENBSeries mod. If you want to make ENB run faster, disable some of the visual effects here.

• UseOriginalPostProcessing will disable all the visual effects from enbeffect.fx.

• UseOriginalObjectsProcessing will disable the [ENVIRONMENT] effects, and a few others.

• EnableBloom allows the ENB Bloom code to run. If you want to change how the ENB bloom effect looks, you can do that in enbbloom.fx. If you want to change how much of the vanilla bloom is applied, you can do that in enbeffect.fx.

• EnableAdaptation allows the ENB Adaptation code to run. The settings for this are listed under [ADAPTATION]. If you want to adjust the vanilla Skyrim adaptation effect, that can be done in enbeffect.fx.

• EnableAmbientOcclusion allows the ENB SSAO code to run. The settings for this are listed under [SSAO_SSIL].

• EnableDepthOfField allows the Depth of Field code in enbeffectprepass.fx to run. You can adjust the speed at which the focus changes under [DEPTHOFFIELD], but if you want to change how the Depth of Field effect looks, you'll need to do that in enbeffectprepass.fx.

• EnableDetailedShadow allows ENB to adjust the shadow settings to make them better: higher resolution and slightly blurrier. The settings for this are listed under [SHADOW].

• EnableSunRays enables the ENB sun rays effect. The settings for this are listed under [RAYS].

• EnableSkyLighting enables the ENB skylighting effect. This is a much more sophisticated direct lighting system than the vanilla lighting. The settings for this are listed under [SKYLIGHTING]. It works best when lowering the direct lighting under [ENVIRONMENT].

[CAMERAFX]: This is for simulating lens distortion and reflection in cameras. This is part of the Bloom code, and requires having bloom enabled in order to work. The amount of lens reflection depends on the amount of bloom.

• LenzReflectionIntensityDay sets the amount of lens reflection during the day.

• LenzReflectionIntensityNight sets the amount of lens reflection during the night.

• LenzReflectionIntensityInterior sets the amount of lens reflection in interiors.

• LenzReflectionPowerDay controls how much of the effect is displayed depending on light levels. Lower values actually cause the effect to be more like mirror reflection. Higher values will cause the effect to be more like glare.

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• LenzReflectionPowerNight works just like LenzReflectionPowerDay, except at night.

• LenzReflectionPowerInterior works just like LenzReflectionPowerDay, except in interiors.

[BLOOM]: This is for enabling ENB full screen bloom. Many of the settings here have no effect.

• Quality determines the blurring quality of the bloom effect. This ranges from 0 to 2. Lower values are higher quality, higher values are higher performance.

• AmountDay specifies the amount of bloom during the day. Ranges from 0.0 to 1.0• AmountNight specifies the amount of bloom during the night. Ranges from 0.0

to 1.0• AmountInterior specifies the amount of bloom in interiors. Ranges from 0.0 to

1.0

[SSAO_SSIL]: Settings for Ambient Occlusion (shadows from nearby objects) and Indirect Lighting (glows from brightly lit objects onto other nearby objects).

• UseIndirectLighting enables the indirect lighting effect. This is similar to bloom, but only affects objects that are right next to each other. It's the inverse of SSAO.

• UseComplexIndirectLighting uses a more sophisticated indirect lighting equation.

• SamplingQuality specifies the quality of the algorithm that samples the original screen for SSAO effects. This ranges from 0 to 2. Lower values are higher quality, higher values are higher performance.

• SamplingRange specifies how far from an object must be in order to cast shadows on another object. Lower values cause shadows only in cracks or right next to each other. Higher values can cause SSAO effects to cover entire walls.

• FadeFogRangeDay specifies how close to the camera that the SSAO effect will fade if there is fog in the scene. Higher numbers will cause it to fade closer to the camera.

• FadeFogRangeNight works as FadeFogRangeDay, but at night.• FadeFogRangeInteriorw orks as FadeFogRangeDay, but in interiors.• SizeScale specifies the size of the SSAO shadow map when it is sampled and

being applied to the final image. Range: 0.25 to 1.0. Lower numbers result in faster SSAO rendering, higher numbers result in better quality.

• SourceTexturesScale specifies the size of the texture that is used to generate the SSAO shadow map. Range: 0.25 to 1.0. Lower numbers result in faster SSAO rendering, higher numbers result in better quality.

• FilterQuality specifies the quality of the algorithm used in applying the SSAO shadow map to the final image. This ranges from 0 to 2. Lower values are higher quality, higher values are higher performance.

• AOAmount specifies the "darkness" of the SSAO generated shadows. This is not exactly intelligent, and can cause extremely dark shadows in dark areas, and un-noticeable shadows in brightly lit areas. Range is 0.0+.

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• ILAmount specifies the "brightness" of SSIL generated glows. Works just like AOAmount, but in reverse.

[NIGHTDAY]: These are settings used by ENBSeries to determine whether it is night or day. I do not recommend changing them unless you want daylight to start earlier or later, or have evening fall earlier or later. I have not experimented with this, so you're on your own.

[ADAPTATION]: This is where light adaptation settings are located. This causes the camera to increase or decrease brightness in areas that are very dark or very bright (respectively), over time. Many of the variables here have no effect.

• AdaptationSensitivity specifies the rate at which adaptation occurs, but as an inverse of time.

• AdaptationTime specifies the rate at which adaptation occurs, in seconds.

[ENVIRONMENT]: This is the second most important part of the ENBSeries INI file, and is where you control the brightness and saturation of all the different types of lights in skyrim: direct lighting, specular lighting, ambient lighting, point lighting. You can also control fog colors. However, for overall saturation you'll need to edit that in "enbeffect.fx" via that EColorSaturation value.

• DirectLightingIntensityDay controls how bright areas are that are sun-lit compared to those that aren't. Because of Skyrim's adaptation code, this gives the appearance of increasing the contrast between sun-lit and un-lit areas.

• DirectLightingIntensityNight works just like DirectLightingIntensityDay, except it affects areas that are "sun-lit" at night. The "sun" at night follows the reverse of the sun at night, rather than the moons.

• DirectLightingIntensityInterior affects the "sun" in interiors, which (strangely enough) illuminates everything, and doesn't cast shadows. The sun position in interiors varies wildly, sometimes illuminating stuff from above, sometimes from below. This is usually a faint blue-ish light. I prefer to reduce it, since it has no effect on Sneak calculations and looks tacky.

• DirectLightingCurve, DirectLightingCurveNight, and DirectLightingCurveInterior all affect the color of the direct lighting, which varies from cell to cell and weather system to weather system.

• SpecularAmountMultiplierDay, SpecularAmountMultiplierNight, and SpecularAmountMultiplierInterior affect the intensity of specular highlights cast by point lights (torches, spell lights, bonfire lights, etc). Because specular highlight intensities are also stored in textures, changing this can have unusual effects. It's best to change the intensity in the texture for a specific object rather than changing the specular brightness for all the objects in the game.

• SpecularPowerMultiplierDay, SpecularPowerMultiplierNight, and SpecularPowerMultiplierInterior are actually very useful. These control the diameter of the specular highlights on objects in skyrim. Lower values widen the highlights, making highly reflective objects look more like brushed steel.

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Higher values narrow the highlights, making highly reflective objects look like extremely shiny plastic.

• SpecularFromLightDay, SpecularFromLightNight, and SpecularFromLightInterior increase the specular highlight from the "sun" light only. Unless you intend to reduce the specular highlights from point lights, it's recommended to leave this at zero.

• AmbientLightingIntensityDay, AmbientLightingIntensityNight, and AmbientLightingIntensityInterior affect the amount of ambient light in the scene. Increasing this simply causes all objects to become brighter, equally. If you want very dark dungeons, set the AmbientLightingIntensityInterior to 0.

• AmbientLightingDesaturationDay, AmbientLightingDesaturationNight, and AmbientLightingDesaturationInterior are interesting: they can reduce color from ambient lights. This can be useful if you want to make nights appear completely grey (as if they weren't desaturated enough already).

• PointLightingIntensityDay, PointLightingIntensityNight, and PointLightingIntensityInterior control how bright point lights (torches, spell lights, bonfire lights, etc) are. I like to reduce the intensity of point lights during the day, since daylight usually overwhelms the amount of light from something like a torch or bonfire.

• PointLightingCurveDay, PointLightingCurveNight, and PointLightingCurveInterior change the color AND intensity of point lights. Because of the inherent desaturation during the night, I like to increase the PointLightingCurveNight, so that point lights give some color at night. I also reduce PointLightingCurveInterior, since many of the interior point lights are overwhelmingly colorful, causing entire areas to turn blue (college of winterhold) or yellow (dragonsreach main hall) depending on the light color.

• PointLightingDesaturationDay, PointLightingDesaturationNight, and PointLightingDesaturationInterior reduce the colors of point lights.

• FogColorMultiplierDay, FogColorMultiplierNight, and FogColorMultiplierInterior control the intensity of the in-game fog. Not really much of a use for this, unless you don't like the blue fog in Blackreach. I prefer reduced fog effects in interiors.

• ColorPowDay, ColorPowNight, and ColorPowInterior adjust the colors in skyrim. I prefer to use enbeffect.fx file settings to adjust colors.

[SKY]: This is where you can enable or disable custom sky settings: background gradients, sun sprite brightness, moon brightness, stars, aurora borealis effects, and clouds. The settings in my "Vanilla Skyrim" aren't quite a perfect match with Skyrim Defaults, but they're very close. Setting all the values in this to 1.0 results in the sky looking very very very strange. I have not experimented with this very much, since I use either Project Reality – Climates of Tamriel or Realistic Lighting with Customization, both of which have drastically different sky settings.

[OBJECT]: This is where object sub-surface scattering settings are found. Subsurface Scattering is the simulation of light passing through and illuminating surfaces that aren't completely opaque, such as skin, milk, plastics, etc. The sub-surface scattering in Skyrim is much less sophisticated, simply applying a "pink" tone to skin.

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• SubSurfaceScatteringMultiplierDay, SubSurfaceScatteringMultiplierNight, and SubSurfaceScatteringMultiplierInterior control the amount skin color that's applied to skin regardless of lighting.

• SubSurfaceScatteringPowerDay, SubSurfaceScatteringPowerNight, and SubSurfaceScatteringPowerInterior control the color of the skin tone, and the degree to which it's applied under certain lighting conditions.

[LIGHTSPRITE]: There are various lights in skyrim, such as candles, fire pits, and braziers, that use sprites instead of real lights in skyrim. This is where you can control the intensity of the "halo" around those candles and braziers.

• IntensityDay, IntensityNight, and IntensityInterior control the brightness of the halo sprites around objects like candles, fire pits, etc. I find these sprites somewhat tacky, and like to reduce their brightness a tad.

• CurveDay, CurveNight, and CurveInterior control both the color and the size of the sprites. Lower numbers result in white, very visible sprites. Higher numbers result in faded, very intensely colored sprites. Combining high Curves with high Intensities gives the same result as changing the colors of the sprites.

[WINDOWLIGHT]: Many objects in Skyrim, such as windows, spriggans, atronachs, sleeping trees, metal in forges, and standing stones, have a "glow" effect to them, and this controls how bright that glow is.

• Intensity controls how bright the "glow" of glowing objects is.• Curve controls the contrast between bright and dark parts of the "glow".

[VOLUMETRICFOG]: Volumetric Fog is ONLY the fog that lives at the top of mountains. Lowering the intensity of this causes them to look dark. Raising the intensity makes them look bright. The curve controls the color adjustment, but since they have no color, this seems to have no effect.

[FIRE]: This controls how bright the fire effects are on things like charred wood, and how bright the flames are in burning fires. This will not only make the burning parts brighter, but make the charred part darker. The curve will adjust the colors to these sprites.

[COLORCORRECTION]: This is where you can enable custom palettes that change the Skyrim colors, and adjust brightness and contrast. If you want to change the hue (color shift), saturation (color intensity), and value (brightness) of the final rendered image, open up "enbeffect.fx" and change them there.

• UsePaletteTexture enables the enbpalette.bmp to be used in the enbeffect.fx file, which maps input colors to output colors.

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• Brightness controls the total brightness in the game.• GammaCurve changes how bright mid-range colors are.

[SHADOW]: This is where you can fix many of the strange shadow effects in skyrim, so that shadows look more correct. I recommend leaving them all set to true.

• ShadowCastersFix adjusts the position of the shadow casting light sources, so that they provide a more accurate shadow relative to their actual position.

• ShadowQualityFix fixes the shadow qualities.• DetailedShadowQuality sets the quality of the shadow detail changes. Ranges

from 0 to 2. Higher numbers are better performance, lower numbers are better quality.

• UseBilateralShadowFilter uses a better shadow filtering system. Somewhat technical...just leave it as true.

• UseShadowFilter uses a filtering system for the shadows in skyrim. Again, leave it as true.

[DEPTHOFFIELD]: This only allows you to control how quickly the Depth of Field effect will change. If you want to change the Depth of Field settings, you'll need to open the "enbeffectprepass.fx" file, and adjust the Depth of Field parameters. They're not included in the enbseries.ini file because they're not part of Boris's original ENBSeries mod. See "Depth of Field Information" section for more details.

• FadeTime specifies the time it takes for the Depth of Field to change from minimum to maximum distances, in seconds.

[RAYS]: This controls the Crepuscular Rays effect. See http://en.wikipedia.org/wiki/Crepuscular_rays for details.

• SunRaysMultiplier controls the brightness of the sun rays effect.

[SKYLIGHTING]: This is relatively new, and allows you to directly control how dark the deepest parts of shadows are in skyrim. If you think the middles of shadows in Skyrim should be darker, set the AmbientMinLevel lower. The default for Skyrim shadows is 0.5.

• Quality sets the quality of the SkyLighting effect as it's applied to skyrim from the skylighting shadow buffer. Ranges from 0 to 2, with lower values indicating better quality.

• FilterQuality specifies the quality of the filtering algorithm that is used to determine the SkyLighting effect. Ranges from 0 to 2. Setting this to 2 is very close to Skyrim's direct lighting, whereas 0 is a very sophisticated lighting equation with shadow intensity based on distance from the casting object, and blurring the shadow the further it gets from the casting object.

• AmbientMinLevel specifies how bright or dark the SkyLighting effect is. Lowever values are darker. Skyrim default light level is 0.5.

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The .fx Files

These files contain the source code for many of the ENBSeries visual effects: color correction, special effects, depth of field, bloom, and lens reflection. The .fx file format is pure text, and can be edited with any text editing application (Microsoft Word, Wordpad, Notepad, OpenOffice, TextEdit, etc.). If you are having problems editing them, you can rename them to end in .txt instead of .fx. Just remember to change the name back when you are done editing them.

All .fx files are broken into code and comments. Comments begin with a pair of slashes:

// This is a comment.Anything that doesn't begin with a pair of slashes is code. The most important thing for you to know is that individual effects are enabled with a #define statement. If there are slashes in front of these #define statements, those effects will be disabled. For example:

#define ENABLE_THIS_EFFECTThe line above will cause the effect called ENABLE_THIS_EFFECT to be activated. However, you can disable the effect by adding a pair of slashes:

// #define ENABLE_THIS_EFFECTThis will disable the effect called ENABLE_THIS_EFFECT. It's fairly simple to change these.

Each of these effects will rely on settings, which are listed under the "settings" section below the #define statements. If you want to change the way those effects work, you can do that by changing the variable values. For example:

float fEffectVariable = 1.0; // Controls the effect.The variable name " fEffectVariable" usually will indicate what the effect does. Don't change the variable names, or nothing will work at all. The number following the variable name is the value of the setting. In this case, the effect is set to 100%. Some values are limited to the range 0 to 1, but others can be -1 to 1, or 0 to infinity. If you wanted to reduce the effect, you could set it to 25%, or 0.25:

float fEffectVariable = 0.25; // Controls the effect.The comments ( // ) following the setting will give you a bit more information about what the setting controls. Sometimes it's not helpful enough to explain what it controls, and you can ask for help on the forums at enbdev.com or the comments section on the SkyRealism – ENB Evolved page. If all else fails, send a private message to IndigoNeko at SkyrimNexus.

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The Enbeffect.fx File

This file is probably the only file you'll need to edit besides the enbseries.ini file in order to achieve the visual results you'll want. Most of the file is self-documented, so you can easily read what everything does. However, there's a few things you'll need to know. There are two sections that most people will be concerned with: "DEFINES AND ENABLES" and "GLOBALS AND SETTINGS". As you can guess, the first section enables the various components of the enbeffect.fx file, and the settings section contains variables that influence the effects of the enabled components.

Here's the run down on the DEFINES AND ENABLES section:

DISABLE_COLOR_PROCESSING: If you have this line uncommented, everything reverts to vanilla colors and settings. It's the same as if ENB were completely disabled.

ENABLE_VANILLA_COLOR: This enables the Vanilla Skyrim Color Correction...the infamous "blue tint" that applies to everything. Personally, I like it...it makes Skyrim feel a little colder. However, it can make color correction difficult, because any changes you're making to the colors will have that blue tint already applied. This may change in future versions of ENB Evolved, but for the moment, all HSV color changes take place AFTER the vanilla color correction has been applied.

USE_VANILLA_BLOOM: This is an optional component of the Vanilla Skyrim Color Correction, which enables the original bloom settings. Commenting this out will completely disable vanilla bloom. However, if you just want to reduce it, you can do so in the Settings section.

USE_VANILLA_ADAPTATION: This is an optional component of the Vanilla Skyrim Color Correction, which enables the original adaptation code. Commenting this out will completely disable vanilla adaptation. However, if you want to tweak it, you can do so in the Settings section.

ENABLE_ENB_PALETTE: This allows the ENB Palette Color Correction code to be utilized. In order for ENB Palette Color Correction to work, it needs to be enabled both here and in enbseries.ini, and an enbpalette.bmp file needs to be in the main application directory.

ENABLE_ENB_ADAPTATION: This allows the ENB Adaptation code. As with ENB Palette, you'll need to have this enabled both here and in enbseries.ini. The ENB Adaptation code doesn't work particularly well with all the changes that I've made, and tends to make scenes much brighter than they should be.

ENABLE_ENB_BLOOM: This allows the ENB Bloom code to be utilized. In order for ENB Bloom to work, it needs to be enabled both here and in enbseries.ini, and an enbbloom.fx file needs to be in the main application directory.

USE_BLOOM_HSV: This is an optional component I've added to the ENB Bloom code which utilizes various Settings to control how what the ENB Bloom image looks like before it's applied to the final image.

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USE_BLOOM_LERP: This is a necessary component of the ENB Bloom code, which specifies how the bloom is applied to the final image. Either USE_BLOOM_LERP or USE_BLOOM_ADD must be enabled for the ENB Bloom code to work. This causes the final image colors to be "shifted" from their original values to the bloom values. Specifying a Bloom Amount in enbseries.ini of 0.0 will cause none of the final image to be influenced by bloom. Specifying a Bloom Amount of 1.0 will cause ALL of the final image to be pure bloom, and none of the original image will be used.

USE_BLOOM_ADD: This is a necessary component of the ENB Bloom code, which specifies how the bloom is applied to the final image. Either USE_BLOOM_LERP or USE_BLOOM_ADD must be enabled for the ENB Bloom code to work. This causes the bloom image colors to be added to the final image, which will usually cause it to become MUCH brighter. This is strictly for use with custom enbbloom.fx files that are designed to produce a mostly black image with a few bright spots indicating areas that are well lit. At the moment, I have not yet released the enbbloom.fx file intended to be used with a USE_BLOOM_ADD configuration.

ENABLE_HSV: This enables the RGB to HSV Color Correction system that I've written for ENBSeries. It converts the colors from the standard Red, Green, Blue to a Hue, Saturation, Value (Intensity) system. This particular color conversion system allows me to easily change color tones, saturations, or brightness. Once I've applied various Settings to the HSV colors, I convert them back to RGB to display them on screen. There's a TON of different settings. Here's what the names mean:

Day/Night/Interior: This specifies if the variable applies during "bright" outdoor environments, "dark" outdoor environments, and interior environments (houses, dungeons, caves, etc.).

Hue/Saturation/Intensity: This specifies if the variable will change the Hue (changing greens to reds or other strange stuff), the Saturation (how vivid a color is), or the Intensity (brightness).

Mult/Mod/Curve/Smooth: Mult will increase the final value by scaling it, so that darks will remain dark, but brights will get even brighter. Mod will shift the entire spectrum, so that both darks and bright colors will get brighter. Curves will change the mid-range tones, so that midrange colors will get brighter or darker. Smooth is misleading, since it doesn't really smooth anything, but rather increases the contrast so that brighter colors become brighter and darker colors get darker without changing the midrange, and preserving color details.

WARNING: The Mult variables can be safely changed without loss of color detail or screwing up the final image. Be EXTREMELY careful when changing curve or smooth values, since it will almost always screw up the colors in ways you can't easily predict. You should NEVER use mod values (unless you know exactly what you're doing), since it will almost always result in loss of detail in the bright or dark portions of the hue/saturation/intensity that it's applied to.

USE_HSV_SMOOTH: The smooth equation is slightly more computationally intensive, and can sometimes cause problems on mobile graphics cards, or cards

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running with reduced power (watts/volts/amps). You can disable this to increase support for such cards.

USE_HSV_CURVE: As with the smooth equation, curves use pow functions, which are more computationally intensive. You can disable this as well for reduced power cards.

USE_HSV_EQUALIZER: This is my pride and joy. I've written a system which acts much like a sound equalizer, but for color saturations. You can use this to individually increase color saturations for specific color tones (reds, oranges, yellows, etc.). The controls for it can be found in the Settings.

Here's an example of what happens with various fColorSaturationMultDay settings, courtesy of Doktorfrost:

ENABLE_LETTERBOX_BARS: This enables wide black bars at the top and bottom of the screen, designed to mimic the "letterbox" effect from when widescreen (16:9) movies were reformatted for display on standard (4:3 and 16:10) displays. You can adjust the height of this in the Settings.

ENABLE_INTERLACE_VERTICAL: This enables vertical stripes across the screen. You can change the pixel width of these vertical stripes in the Settings.

ENABLE_INTERLACE_HORIZONTAL: This enables horizontal stripes across the screen. You can change the pixel width of these horizontal stripes in the Settings.

ENABLE_VIGNETTE: This enables a black ring around the screen. It is always an oval shape of some kind, but you can change the centerpoint, horizontal scale, vertical scale, and the sharpness of the ring edge in the Settings.

ENABLE_SEPIATONE: This colors the final image with a sepia hue, such as those found in very old film photographs, or movies from the 50s and 60s. You can control the saturation of the sepiatone in the Settings.

ENABLE_GRAIN: This will cause the pixels in the final image to become speckled with various colors or black/white dots. You can control how this affects the final image in the Settings.

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Credits and Thanks

ENBSeries is a creation of Boris Vorontsov. He deserves all the credit for cracking the Skyrim rendering system open and pulling out its guts, then performing bizarre magic rituals upon it (somewhat akin to divination or necromancy).

Matso is responsible for the fantastic Bokeh depth of field effects that remind me so much of the days when I forget my glasses.

Tapioks is the author of Skyrim Enhanced Shaders-FX, the source of the original enbeffect.fx and enbeffectprepass.fx files that I modified. Used with permission.

Doktorfrost was kind enough to provide custom screenshots for all the different presets that I've created, as well as the screenshot I've included here to demonstrate saturation settings.