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The simplest way is to decrease intensity of such lights. But better and correct way is to modify tonemapping math in enbeffect.fx shader (or tweak it parameters), it's exactly that thing which is similar to human eye compression of hdr to ldr. In my default sample file one of such parameters is EToneMappingOversaturation, increasing it a lot prevent oversaturation. If you have this shader from customized presets, open it in any text editor and try to find any global parameters, try to modify them. Or ask the author of shader/preset how to modify tonemapping there. All other methods will help only partially.
_________________ i5-4690k, 16Gb RAM, GTX 1060 6Gb, X-Fi Titanium, Win7 x128 I am INFP, not the brutal, godamnit.
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