Here are 4 ENB presets comparing the same image. As you can see, the Project ENB CoT image almost looks like CGI. I'm not talking about the DoF or the saturation, both of which I am not fond of, but of something else that simply makes the character pop out. How does bronze316 achieve this? Is it the PP2? I have tried out his other presets, Seasons of Skyrim and True HDR, but they do not achieve this look either.
Far Off ENB CGI:
Seasons of Skyrim ENB True HDR
Kinematic ENB
Project ENB CoT Realistic
Here is the code bronze316 is using in his PP2 enbeffect.fx file:
Code: Select all
#if (POSTPROCESS==2)
float newEAdaptationMax = lerp( EAdaptationMaxV2Interior, ( lerp( EAdaptationMaxV2Night, EAdaptationMaxV2Day, hnd ) ), ji );
float newEAdaptationMin = lerp( EAdaptationMinV2Interior, ( lerp( EAdaptationMinV2Night, EAdaptationMinV2Day, hnd ) ), ji );
float newEBrightnessV2 = lerp( EBrightnessV2Interior, ( lerp( EBrightnessV2Night, EBrightnessV2Day, hnd ) ), ji );
float newEToneMappingCurve = lerp( EToneMappingCurveV2Interior, ( lerp( EToneMappingCurveV2Night, EToneMappingCurveV2Day, hnd ) ), ji );
float newEIntensityContrastV2 = lerp( EIntensityContrastV2Interior, ( lerp( EIntensityContrastV2Night, EIntensityContrastV2Day, hnd ) ), ji );
float newEToneMappingOversaturationV2 = lerp( EToneMappingOversaturationV2Interior, ( lerp( EToneMappingOversaturationV2Night, EToneMappingOversaturationV2Day, hnd ) ), ji );
float newEColorSaturationV2 = lerp( EColorSaturationV2Interior, ( lerp( EColorSaturationV2Night, EColorSaturationV2Day, hnd ) ), ji );
float HCompensateSatV2 = lerp( HCompensateSatV2Interior, ( lerp( HCompensateSatV2Night, HCompensateSatV2Day, hnd ) ), ji );
grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*newEAdaptationMax+newEAdaptationMin);//*tempF1.x
color.xyz*=(newEBrightnessV2);
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, newEIntensityContrastV2);
xncol.xyz=pow(xncol.xyz, newEColorSaturationV2);
color.xyz=scl*xncol.xyz;
color.xyz*=HCompensateSatV2; //Bronze316 - from PP5
float lumamax=newEToneMappingOversaturationV2;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + newEToneMappingCurve);
#endif