I'm trying to work around what I believe to be bugs with the latest released version of the New Vegas ENB (version 0.141). It seems the common way to separate day and night in the "enbeffect.fx" file was to use the linear interpolation command, like so:
Code: Select all
float EAdaptationMaxV4=lerp(lerp(EAdaptationMaxV4Day, EAdaptationMaxV4Night, ENightDayFactor), EAdaptationMaxV4Interior, EInteriorFactor);
float EAdaptationMinV4=lerp(lerp(EAdaptationMinV4Day, EAdaptationMinV4Night, ENightDayFactor), EAdaptationMinV4Interior, EInteriorFactor);
Code: Select all
if (ENightDayFactor) {
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV2Day+EAdaptationMinV2Day); //*tempF1.x
color.xyz*=EBrightnessV2Day;
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, EIntensityContrastV2Day);
xncol.xyz=pow(xncol.xyz, EColorSaturationV2Day);
color.xyz=scl*xncol.xyz;
float lumamax=EToneMappingOversaturationV2Day;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV2Day);
} else {
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV2Night+EAdaptationMinV2Night);
color.xyz*=EBrightnessV2Night;
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, EIntensityContrastV2Night);
xncol.xyz=pow(xncol.xyz, EColorSaturationV2Night);
color.xyz=scl*xncol.xyz;
float lumamax=EToneMappingOversaturationV2Night;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV2Night);
}
if (EInteriorFactor) {
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV2Interior+EAdaptationMinV2Interior);
color.xyz*=EBrightnessV2Interior;
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, EIntensityContrastV2Interior);
xncol.xyz=pow(xncol.xyz, EColorSaturationV2Interior);
color.xyz=scl*xncol.xyz;
float lumamax=EToneMappingOversaturationV2Interior;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV2Interior);
}
For some reason, any night setting also does the same to interiors. Increasing "EBrightnessV2Night", for example, increases brightness in interiors as well, just like "EBrightnessV2Interior" does, in this example.
Any help would be greatly appreciated.
Mark