SkyrimSE:ENBSeries INI Reference/Water

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ENBSeriesINI - Water

This feature is Weather compatible!

Global / Misc[edit | edit source]

EnableLighting[edit | edit source]

EnableLighting=(false, true)

This parameter enables water to be dependent on directional lighting, which acts like the sun is lighting the water. Without this enable, no lighting parameters affect the water.

EnableTemporalAA[edit | edit source]

EnableTemporalAA=(false, true)

TAA, like the rest of the game uses, but for water.

Muddiness[edit | edit source]

Muddiness=(0.0...)

Controls the clarity of the water when looking into it. (Reference)

WetMultiplier[edit | edit source]

WetMultiplier=1.0

Displacement / Waves[edit | edit source]

EnableParallax[edit | edit source]

EnableParallax=(false, true)

This parameter enables parallax for water. This uses the alpha channel in normal maps, so without an alpha channel texture or a blank alpha channel means this parameter will do nothing. It's an older effect that is replaced by Displacement or Tessellation. (Reference)

EnableDisplacement[edit | edit source]

EnableDisplacement=(false, true)
DisplacementQuality=(0, 1, 2)

This parameter enables the water displacement effect, which is a form of "parallax occlusion culling". This means that the parallax effect is moderated to give the illusion of water being displaced. This will be replaced by Tessellation, if it's enabled. (Reference)

EnableTessellation[edit | edit source]

EnableTessellation=(false, true)
TessellationQuality=(0, 1, 2)

Tessellation is the newest, DX11 method, of supporting water displacement (waves).

Reflections[edit | edit source]

DisableDistantReflection=(false, true)

Reflects objects in the distance on the water surface (outside loaded area).

EnableSelfReflection[edit | edit source]

EnableSelfReflection=(false, true)

This parameters allows the waves to reflect other waves at lower points in the water.

ReflectionAmount[edit | edit source]

ReflectionAmount=(0.0...)

This determines the clarity of the water reflecting its environment. This includes things like clouds, the sun, mountains, trees, etc. At a very high value, the water is almost like a mirror. At low values hardly any reflection can be seen at all.

Caustics[edit | edit source]

EnableCaustics=(false, true)
CausticsAmount=(0.0...)

(Reference)

Dispersion[edit | edit source]

EnableDispersion=(false, true)
DispersionAmount=(0.0...)

This has the effect of "dispersing" the light reflected into the individual light wavelengths. At high levels this looks very much like a rainbow effect around the actor in the water.

Shadows[edit | edit source]

EnableCloudsShadow=(false, true)
EnableShadow=(false, true)
EnableVolumetricShadow=(false, true)
VolumetricShadowQuality=(0, 1, 2)

These parameters allows objects like clouds, trees, bridges, etc. to cast shadows on water. EnableShadow uses a simple shadow whereas EnableVolumetricShadow will use a more performance heavy volumetric shadow.

Fresnel[edit | edit source]

FresnelMin=0.0
FresnelMax=1.0
FresnelMultiplier=(0.0...)

Brightness[edit | edit source]

BrightnessDawn=(0.0...)
BrightnessSunrise=(0.0...)
BrightnessDay=(0.0...)
BrightnessSunset=(0.0...)
BrightnessDusk=(0.0...)
BrightnessNight=(0.0...)
BrightnessInteriorDay=(0.0...)
BrightnessInteriorNight=(0.0...)

Changes the brightness of the water during time of day.

Sun[edit | edit source]

SunLightingMultiplier[edit | edit source]

SunLightingMultiplier=(0.0...)

SunSpecularMultiplier[edit | edit source]

SunSpecularMultiplier=(0.0...)

SunScatteringMultiplier[edit | edit source]

SunScatteringMultiplier=(0.0...)

WavesAmplitude[edit | edit source]

Waves amplitude is fairly self explanatory. It determines how large the waves generated from the one of the displacement methods are. Higher values result in higher waves, lower values result in lower waves. It also has the effect of determining the actual water level, as well. Higher values result in lower overall water height with larger waves, and lower values result in an overall higher water level with smaller waves. One of the displacement methods must be enabled for these parameters to take affect. (Reference)

WavesAmplitudeDawn=(0.0...)
WavesAmplitudeSunrise=(0.0...)
WavesAmplitudeDay=(0.0...)
WavesAmplitudeSunset=(0.0...)
WavesAmplitudeDusk=(0.0...)
WavesAmplitudeNight=(0.0...)
WavesAmplitudeInteriorDay=(0.0...)
WavesAmplitudeInteriorNight=(0.0...)