This might be out of topic (so sorry) but anyone knows is there any graphical explanation about how does enbpalette works ? Once i'd found in Nexus in a archive but can't remember what was that now... Thank you.
DaemonWhite wrote:@Tansarville: There was a guide included with Skyrim Enhanced Shaders by Tapioks.
Thank you i checked but that doesn't include palette guide :/
Basically, from what I remember, think of the palette as a grid with 9 spaces. With the right-side being ambient lighting for exteriors, and the middle and left side were for interiors and nights (I can't remember which one was which.) Bottom was the brightest amount of light, and the top was the darkest (again, I may be backwards on that).
I personally don't use the Palette though, I found no need for it.
DigitalPrinceX
Read post by DaemonWhite with AMD card testing, something wrong on your side.
Tansarville
Palette is just indexing from colors to texture horizontal coordinates. Vertical axis used depending from brightness of screen, it's similar to very old methods of palettes in 199x. Other users can make different code for palette.
Version updated, download again.
I'll post my ideas what to move to other files and what to keep in enbseries.ini, currently not ready to make all those changes. Don't know how to name new file, enbuser.ini sounds bad, enbsystem.ini also not intuitive, enbusersystem.ini probably too long. Should i move enbseries.ini to enbseries folder, that's another problem. Borderless window feature for downsampling/upsamling can't be activated if it's parameter inside enbseries.ini, too much issues for users who download config.
And Boris i have another question. Might be a silly one:
Ambient color filter bind each other guess so right ? From what i've seen it works like that. Like 3 color defined by us mixing each other.
I linked a image, is there any possiblity to make seperate parameter for them to works like 3 way color passes (without mixin them, by blending each other). Both Vertical + Horizontal. Check example image please.
I can't change ambient color filter, because it hardcoded in game shaders, so i'm limited to it possible values. I can explain how it work, but don't think that any user here understand:
normal.w=1.0;
ambient.r=dotproduct4(normal.xyzw, directionalambient[0].xyzw);
ambient.g=dotproduct4(normal.xyzw, directionalambient[1].xyzw);
ambient.b=dotproduct4(normal.xyzw, directionalambient[2].xyzw);
//normal - per pixel normal in world space
//directionalambient - encoded ambient color filter by matrix of top-bottom direction in world space.