SkyrimSE:ENBSeries INI Reference/Water: Difference between revisions
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{{PageTitle|logo=delta|title=ENBSeriesINI - Water}}__NOTOC__ | {{PageTitle|logo=delta|title=ENBSeriesINI - Water}}__NOTOC__[[Category:ENB Settings]] | ||
: {{fs|larger|{{fc|yellow|'''''This feature is <u>Weather compatible</u>!'''''}}}} | : {{fs|larger|{{fc|yellow|'''''This feature is <u>Weather compatible</u>!'''''}}}} |
Revision as of 15:51, August 3, 2021
- This feature is Weather compatible!
EnableTemporalAA
EnableTemporalAA=(false, true)
TAA, like the rest of the game uses, but for water.
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)
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)
DisplacementQuality
DisplacementQuality=(0, 1, 2)
Tessellation
Tessellation is the newest, DX11 method, of supporting water displacement (waves).
EnableTessellation=(false, true)
TessellationQuality=(0, 1, 2)
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
EnableShadow=(false, true)
EnableVolumetricShadow=(false, true)
These parameters allows objects like trees, bridges, etc. to cast shadows on water. Use one or the other, not both.
FresnelMultiplier
FresnelMultiplier=(0.0...)
Muddiness
Muddiness=(0.0...)
Controls the clarity of the water when looking into it. (Reference)
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...)
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...)