SkyrimSE:ENBSeries INI Reference/Ssao Ssil

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ENBSeriesINI - Ssao_Ssil

ENBSeries SSAO_SSIL feature.

This feature is Weather compatible!

UseComplexAmbientOcclusion[edit | edit source]

UseComplexAmbientOcclusion=(false, true)

This parameter allows more detailed AO, and will place AO more accurately into scenes.

EnableComplexFilter[edit | edit source]

EnableComplexFilter=(false, true)

This parameter reduces noise in AO, even at low quality settings. (Reference)

EnableDenoiser[edit | edit source]

EnableDenoiser=(false, true)

When enabled, this parameter will reduce flickering noise while moving. (Reference)

OptimizeCaching[edit | edit source]

OptimizeCaching=(false, true)

UseSelfIntersecting[edit | edit source]

UseSelfIntersecting=false(0.0...)

Enables a more accurate and better depth blending AO across a scene.

FilterBluriness[edit | edit source]

FilterBluriness=0

===SourceTexturesScale===
<syntaxhighlight lang="ini">ResolutionScale=0.5

This parameter determines the size the SSAO shadow map is rendered relative to screen resolution. Lower values will render the effect faster, while higher values will result in better quality. A value above 1.0 will render for sizes bigger than screen resolution, and it's important to note that the number is not linear. Any change is measured exponentially, so 1.1 is twice as slow in performance than 1.0.

SourceTexturesScale[edit | edit source]

SourceTexturesScale=0.5

This parameter determines the resolution of the texture that is used to render the SSAO shadow map. Using 0.5 to 1.0 is better for lower resolutions. There is no cache for texture reads, so this setting should not be set above 1.0.

SamplingQuality[edit | edit source]

SamplingQuality=1

SamplingRange[edit | edit source]

SamplingRange=0.25
SamplingRangeInterior=0.3

This parameter will expand the radius of the SSAO/SSIL effect which determines how far away objects must be before they are affected by the effect. Lower values cause shadows on objects in close proximity. Higher value can effect entire walls or buildings; however, higher values can also cause an aura that is noticeable in lit places like dungeons and caves. Most authors recommended it be set lower than 1.0 to avoid undesirable results.

Ambient Occlusion[edit | edit source]

AOAmount[edit | edit source]

AOAmount=0.6
AOAmountInterior=1.0

This parameter determines how much darkening will take place between a shadow and its source.

AOIntensity[edit | edit source]

AOIntensity=0.8
AOIntensityInterior=1.0

This parameter determines the strength of the AO in a scene. If using a high value for AOAmount, this parameter can be set lower to avoid having overly dark spots in the scene.

AOMixingType[edit | edit source]

AOMixingType=(0...7)
AOMixingTypeInterior=(0...7)

This parameter affects the ambient color of a scene, much like SkyLighting effect. 0 uses the the color factor to decrease the effect on bright surfaces, like snow, whereas 1 does not. 2 and 3 do modulation, but produce less a realistic effect. 2 uses the color factor to decrease effect on bright surfaces, whereas 3 does not. 2 through 7 are most like the AO in other games or Nvidia AO and differences between the effects are very small. (Reference)

AOMultiplierSSS[edit | edit source]

AOMultiplierSSS=1.0

Indirect Lighting[edit | edit source]

UseIndirectLighting[edit | edit source]

UseIndirectLighting=(false, true)

This parameter enables/disabled the use of Indirect Lighting with AO, which will offset the amount of AO applied to the scene. It will counter the effects of AOAmount found in the [SSAO_GAME] section.

ILAmount[edit | edit source]

ILAmount=2.0
ILAmountInterior=2.0

This parameter will increase the amount of Indirect Lighting around shadows and, as a result, will lighten shadows; counteracting the AOAmount.

ILMultiplierSSS[edit | edit source]

ILMultiplierSSS=1.0

ILBrightnessCompression[edit | edit source]

ILBrightnessCompressionDawn=1.0
ILBrightnessCompressionSunrise=1.0
ILBrightnessCompressionDay=1.0
ILBrightnessCompressionSunset=1.0
ILBrightnessCompressionDusk=1.0
ILBrightnessCompressionNight=1.0
ILBrightnessCompressionInteriorDay=1.0
ILBrightnessCompressionInteriorNight=1.0