Here are a couple of different black bars methods out there;

**Code:**

#define HD6_VIGNETTE 1

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#if (HD6_VIGNETTE==1)

//EXTERIOR Night, Day

float2 VignetteRoundExt = float2( 0.4, 0.4 ); // Determines how round the vignette should be.

float2 VignetteSquareTopExt = float2( 0.0, 0.0 ); // Determines how square the vignette should be. Adjusts the top of the screen

float2 VignetteSquareBotExt = float2( 0.1, 0.1 ); // Determines how square the vignette should be. Adjusts the bottom of the screen

float2 VignetteSatExt = float2( 0.85, 0.85 ); // Determines how saturated the vignette should be.

float2 VignetteContrastExt = float2( 1.5, 1.5 ); // Determines how much contrast the vignette should have.

float2 VignetteStrengthExt = float2( 0.2, 1.0 ); // Determines how strong the vignette should be depending on time of day.

//INTERIOR Night, Day

float2 VignetteRoundInt = float2( 0.4, 0.4 );

float2 VignetteSquareTopInt = float2( 0.0, 0.0 );

float2 VignetteSquareBotInt = float2( 0.1, 0.1 );

float2 VignetteSatInt = float2( 0.85, 0.85 );

float2 VignetteContrastInt = float2( 1.5, 1.5 );

float2 VignetteStrengthInt = float2( 0.2, 1.0 );

#endif

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#if (HD6_VIGNETTE==1)

float3 rovigpwr = lerp(VignetteRoundExt.x, VignetteRoundExt.y, ENightDayFactor);

float3 sqtoppwr = lerp(VignetteSquareTopExt.x, VignetteSquareTopExt.y, ENightDayFactor);

float3 sqbotpwr = lerp(VignetteSquareBotExt.x, VignetteSquareBotExt.y, ENightDayFactor);

float vsatstrength = lerp(VignetteSatExt.x, VignetteSatExt.y, ENightDayFactor);

float vignettepow = lerp(VignetteContrastExt.x, VignetteContrastExt.y, ENightDayFactor);

float vstrength = lerp(VignetteStrengthExt.x, VignetteStrengthExt.y, ENightDayFactor);

if ( EInteriorFactor ) {

rovigpwr = lerp(VignetteRoundInt.x, VignetteRoundInt.y, ENightDayFactor);

sqtoppwr = lerp(VignetteSquareTopInt.x, VignetteSquareTopInt.y, ENightDayFactor);

sqbotpwr = lerp(VignetteSquareBotInt.x, VignetteSquareBotInt.y, ENightDayFactor);

vsatstrength = lerp(VignetteSatInt.x, VignetteSatInt.y, ENightDayFactor);

vignettepow = lerp(VignetteContrastInt.x, VignetteContrastInt.y, ENightDayFactor);

vstrength = lerp(VignetteStrengthInt.x, VignetteStrengthInt.y, ENightDayFactor);

};

float2 inTex = _v0;

float4 voriginal = r1;

float4 vcolor = voriginal;

vcolor.xyz=1;

inTex -= 0.5; // Centers vignette

inTex.y += 0.01; // Move it off center and up so it obscures sky less

float vignette = 1.0 - dot( inTex, inTex );

vcolor *= pow( vignette, vignettepow );

// Round Vignette

float4 rvigtex = vcolor;

rvigtex.xyz = pow( vcolor, 1 );

rvigtex.xyz = lerp(float3(0.5, 0.5, 0.5), rvigtex.xyz, 2.0); // Increase Contrast

rvigtex.xyz = lerp(float3(1,1,1),rvigtex.xyz,rovigpwr); // Set strength of round vignette

// Square Vignette (just top and bottom of screen)

float4 vigtex = vcolor;

vcolor.xyz = float3(1,1,1);

float3 topv = min((inTex.y+0.5)*2,0.5) * 2; // Top vignette

float3 botv = min(((0-inTex.y)+0.5)*2,0.5) * 2; // Bottom vignette

topv= lerp(float3(1,1,1), topv, sqtoppwr.x);

botv= lerp(float3(1,1,1), botv, sqbotpwr.y);

vigtex.xyz = (topv)*(botv);

// Add round and square together

vigtex.xyz*=rvigtex.xyz;

vigtex.xyz = lerp(vigtex.xyz,float3(1,1,1),(1-vstrength)); // Alter Strength at night

vigtex.xyz = min(vigtex.xyz,1);

vigtex.xyz = max(vigtex.xyz,0);

// Increase saturation where edges were darkenned

float3 vtintensity = dot(color.xyz, float3(0.2125, 0.7154, 0.0721));

color.xyz = lerp(vtintensity, color.xyz, ((((1-(vigtex.xyz*2))+2)-1)*vsatstrength)+1 );

color.xyz *= (vigtex.xyz);

#endif

**MTichenor's - ENB Evolved letterbox bars****Code:**

#define LETTERBOX_BARS 0 // Enable cinematic bars (black bars at top and bottom).

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#if (LETTERBOX_BARS==1)

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

#endif

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#if (LETTERBOX_BARS==1)

if( IN.txcoord0.y > 1.0 - fLetterboxBarHeight || IN.txcoord0.y < fLetterboxBarHeight )

{

return _c6;

}

#endif

**Matso's Letterbox bars****Code:**

#define LETTERBOX_BARS 0 // Enable Matso's cinematic bars (black bars at top and bottom).

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#if (LETTERBOX_BARS==1)

float fLetterboxOffset = 8.0; // size of screen to be blacken (in %)

float2 fvTexelSize = float2(1.0 / 1920.0, 1.0 / 1080.0); // Enter you're display resolution here.

#endif

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#if (LETTERBOX_BARS==1)

float offset = fLetterboxOffset * 0.01;

float2 sspos = fvTexelSize * vPos;

if (sspos.y <= offset || sspos.y >= (1.0 - offset)) _oC0.rgb = 0.0;

#endif