- ENBSERIES IS COMPILING GAME SHADERS MOD
- ENBSERIES IS COMPILING GAME SHADERS DRIVERS
- ENBSERIES IS COMPILING GAME SHADERS CODE
KeyBloom=(1.255) number keys, activating bloom (decimal).
ENBSERIES IS COMPILING GAME SHADERS MOD
KeyUseEffect=(1.255) number keys to activate the mod (in decimal). If occlusion is lost, probably 100 will be enough. Temporarily disabled.ĮnableShadow=(0,1) the effects of shadows.ĭepthBias=(0.1000) to render the scene depth shift relative to the original geometry towards the camera, needed for some graphics cards and drivers. SkipShaderOptimization=(0,1) disables optimization when compiling Shader, which in some cases helps to avoid errors and artifacts.ĮnableBloom=(0,1) enable bloom effect (blur the bright areas).ĮnableOcclusion=(0,1) enable screen space ambient occlusion (mutual shading of near objects).ĮnableReflection=(0,1) reflection from transport.ĮnableMotionblur=(0,1) blur the image in motion. Values: 0 (R32G32F)-quality and average speed, 1 (R32F)-high quality and speed, 2 (A32R32G32B32F)-quality and low speed, 3 (R16F)-low quality and the fastest, 4 (R16G16F)-low quality and fast, 5 (A16R16G16B16F)-low quality and average speed.
ENBSERIES IS COMPILING GAME SHADERS DRIVERS
For drivers forceware 169.xxx and 171.xx is not recommended to set the parameter to 1 because of a critical error to work with R32F textures. Values from 0 to 5 is formats HDR textures used in effects, which affects the speed and quality. Depending on the game interface elements or movies may be corrupted visually, but in some cases, you may need.ĪlternativeDepth=(0,1) allows to increase the speed of some effects, but not all video cards support this feature, if the objects are visible broad lines, deactivate this mode.ĪllowAntialias=(0,1) allows the use of rendering effects antialiasing settings of the game (antialiasing, multisampling, fsaa, FSAA in other words).īugFixMode=(0.5) every value intended to bypass incompatibilities and errors. UseEffect=(0,1) activate mod at start of the game instead of switching keys. ProxyLibrary=(filename) the file name of third-party libraries. InitProxyFunctions=(0,1) when loading third-party libraries to connect to its functions. Helps to solve the problem of several d3d9.dll files. And then I will paint what parameter is responsible for what.ĮnableProxyLibrary=(0,1) use of loading external library mod when you start the game. The default values of the variables are defined at the end of the UI parameters setup.2) Open Notepad file Enbseries.ini, which is located in the root folder with the game. INI files containing values of the variables are created in the enbseries subdirectory (the same place where weather configuration files are located). The above description of the in-code parameters refer to all effect files and their variables. Color is used in regard to 3-element floating-point vectors (float3), and allows to define them as RGB or HSV color (the actual value stored in INI file is always RGB). The value ranges between number given with UIMin and UIMax parameters. Spinner allows changing the value using arrows (visible at in-game GUI) and refers to numeric types (mostly float). There are two values the parameter can have: Spinner and Color. It configures how the variable can be changed. As their names state they define minimum and maximum values that the variable can have. In case of numeric variables, like int (integer number) or float (floating-point number), UIMin and UIMax must be used. In case of a boolean variable (can only have values false or true), the UIName parameter is the only one used. Other parameters can be omitted, depending on the type of the variable. Via the name we can configure the variable as described above. First essential parameter of the UI setup is UIName of the variable - this string defines an identifier for the variable in both INI file and GUI. According to the information ENB creates an entry in relevant INI file and at in-game GUI.
ENBSERIES IS COMPILING GAME SHADERS CODE
Note that not only the DoF code can be included in this file any additional code may be added, removed or commented out to introduce a number of other simple effects applied along with DoF.Īn example of a variable from enbdepthoffield.fx is showed below:Īs we can see, most improtant part of the above definition is the part describing the user interface (UI) components for the variable. Most of the depth of field (DoF) settings can be changed in the enbdepthoffield.fx file itself or in-game via the GUI. While all information is applicable, it's not a complete, rounded reference.
This is a work in progress and is thus incomplete.