Problematic, because I did not understand, for what to do and of the files in the archive with the nexus multiple folders. So just write the code and where to insert it.
To begin to change color as the night and day with the texture palette. Mode of operation is on the site, but in short the essence is that the horizontal texture is the brightness of the original image is indexed in it, ie, left black, white on the right. From top to bottom corresponds to the overall brightness of the screen, and it can be used for replacement of the day and night. Locate the line enbeffect.fx
Code:
# Ifdef E_CC_PALETTE
below the line
Code:
float3 brightness = Adaptation.xyz;
and we replace Adaptation.xyz on ENightDayFactor. Below these lines overwrite
Code:
brightness = (brightness / (brightness +1.0));
brightness = max (brightness.x, max (brightness.y, brightness.z));
All, now if you use a palette like this
, turn yellow and bluish night day.
Vision of vampires and cats in shaders link Nexus is sort of on, and to my file should remove the "/ /" in front
Code:
# Define APPLYGAMECOLORCORRECTION
But the result will be completely different colors.
Others requested to separate day and night again by editing shaders. Find the line
Code:
return _oC0;
and in rows in front of her in front of her to write all of the following
Code:
_oC0.xyz = saturate (_oC0.xyz);
float _ContrastNight = 1.0 ;/ / edit this
float _ContrastDay = 1.0 ;/ / edit this
float _ContrastBasis = 0.5 ;/ / edit this, value when contrast is 0 (depends from image gamma in photoshop)
float _BrightnessNight = 1.0 ;/ / edit this
float _BrightnessDay = 1.0 ;/ / edit this
float _tempcontrast;
float _tempbrightness;
_tempcontrast = lerp (_ContrastNight, _ContrastDay, ENightDayFactor);
_tempbrightness = lerp (_BrightnessNight, _BrightnessDay, ENightDayFactor);
_oC0.xyz = lerp (_ContrastBasis, _oC0.xyz, _tempcontrast);
_oC0.xyz = _oC0.xyz * _tempbrightness;
right settings for manual adjustment of contrast and brightness, works in Photoshop. The only thing the average brightness of the entire picture and not have to manually change through ContrastBasis, but you can only use the result of adaptation, then the code is slightly different
Code:
_oC0.xyz = saturate (_oC0.xyz);
float _ContrastNight = 1.0 ;/ / edit this
float _ContrastDay = 1.0 ;/ / edit this
float _ContrastBasis = 1.0 ;/ / edit this, value when contrast is 0 (depends from image gamma in photoshop)
float3 _tempaverage = Adaptation.xyz * _ContrastBasis;
_tempaverage = (_tempaverage / (_tempaverage +1.0));
_ContrastBasis = Max (_tempaverage.x, max (_tempaverage.y, _tempaverage.z));
float _BrightnessNight = 1.0 ;/ / edit this
float _BrightnessDay = 1.0 ;/ / edit this
float _tempcontrast;
float _tempbrightness;
_tempcontrast = lerp (_ContrastNight, _ContrastDay, ENightDayFactor);
_tempbrightness = lerp (_BrightnessNight, _BrightnessDay, ENightDayFactor);
_oC0.xyz = lerp (_ContrastBasis, _oC0.xyz, _tempcontrast);
_oC0.xyz = _oC0.xyz * _tempbrightness;
_ContrastBasis and value have to be manually configured experimentally, because the result of adaptation in hdr, it used to be in a good miss entirely as normal color through the shader, but it wasted a lot of calculations for the sake of contrast miserable.
5) I have not lit the grass at night, probably a mod is, I do not know.
6) eyebrows light, because they have not applied effect ssao / ssil, it does not provide the game and avoid the problem of technically difficult, looking for ideas. You can only change the settings ssao to achieve pleasing results.