SkyrimSE:ENBSeries INI Reference/Water
- This feature is Weather compatible!
Global / Misc
EnableLighting
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
EnableTemporalAA=(false, true)
TAA, like the rest of the game uses, but for water.
Muddiness
Muddiness=(0.0...)
Controls the clarity of the water when looking into it. (Reference)
WetMultiplier
WetMultiplier=1.0
Displacement / Waves
EnableParallax
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
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
EnableTessellation=(false, true)
TessellationQuality=(0, 1, 2)
Tessellation is the newest, DX11 method, of supporting water displacement (waves).
Reflections
DisableDistantReflection=(false, true)
Reflects objects in the distance on the water surface (outside loaded area).
EnableSelfReflection
EnableSelfReflection=(false, true)
This parameters allows the waves to reflect other waves at lower points in the water.
ReflectionAmount
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
EnableCaustics=(false, true)
CausticsAmount=(0.0...)
Dispersion
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
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
FresnelMin=0.0
FresnelMax=1.0
FresnelMultiplier=(0.0...)
Brightness
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
SunLightingMultiplier
SunLightingMultiplier=(0.0...)
SunSpecularMultiplier
SunSpecularMultiplier=(0.0...)
SunScatteringMultiplier
SunScatteringMultiplier=(0.0...)
WavesAmplitude
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...)