Category of enbseries.ini presets:
ShadowFadeStart=(0..1000) distance, at which shadow starts to be less intensive. It must be less or equal to value of ShadowFadeEnd, if distance to shadow is less than this parameter, shadow color do not change. In GTA San Andreas shadows appears/dissapears instantly, this parameter fix this problem. In fact, shadows still have the same behavior as before, but their transparency changes. This parameter ignored if ShadowQuality set to 2, because it need scene depth information. No speed affect from this parameter.
ShadowFadeEnd=(0..1000) distance at which shadow dissapear completely. It must be greater or equal to value of ShadowFadeStart, if distance to shadow is greater than this parameter, shadow is invisible. Other description is the same as for ShadowFadeStart.
ShadowAmountDay=(0..100) percent of shadows intencity in the day. Day time computes by reading brightness of rendered screen and set by ShadowScreenLevelDay parameter. If value is 0 then shadow is not visible, if value is 100, it's opaque and dark.
ShadowAmountNight=(0..100) percent of shadows intencity in the night. Night time computes by reading brightness of rendered screen and set by ShadowScreenLevelNight parameter. If value is 0 then shadow is not visible, if value is 100, it's opaque and dark.
ShadowScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time. It's easy to compute brightness in any image editing software by blurring game screenshots. For example, Adobe Photoshop in filters have Blur->Average, it produce RGB color of screen brightness, now choose one from R, G, B components that have highest value (info panel, minimal 0, maximal 255 for 8 bit per channel images), divide it by 256 and multiply by 100, result will be screen brightness in percents. If screen brightness in the game higher than this parameter, it will be day time any way, for lower value, all brightness dependent parameters will be interpolated between night and day presets.
ShadowScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night time. Description is the same as for ShadowScreenLevelDay parameter.
ShadowQuality=(0..2) quality of shadows, 0 is maximal, distance from camera to shadow and vector of shadowed surface normal affects shadow blurring. At quality 1 surface normal ignored. At quality 2 everything ignored and blurring radious is constant on screen. This parameter affect performance, because quality setting 0 and 1 use scene depth information. For old videocards, integrated videochips and videocards with 64 bit videomemory bandwidth better to set this parameter to 2. Exception is only if scene depth information is used in some other effect already (ambient occlusion, water deep, depth of field).
UseShadowFilter=(0,1) enable filtering of shadows. Currently for blurring shadows i use randomizing, this produce a lot of noise that must to be filtered, but filtering eats a lot of speed, especially on old videocards, integrated videochips and videocards with 64 bit videomemory bandwidth.
FilterQuality=(0..2) quality of shadows filtering, 0 is maximal and slowest, filtering happens in several rendering passes. With quality 2 only one pass used. Performance varies from this parameter, be careful, also ShadowQuality affect speed of filtering, with quality of shadows 2 filtering works much faster.
ShadowBlurRange=(0..100) radius of blurring on the screen, too big values produce artifacts. If value is very low, performance may be faster because of texture cache.
|Copyright (c) 2009 Vorontsov Boris (ENB developer)|