SkyrimSE:ENBSeries INI Reference/Ssao Ssil: Difference between revisions

From Step Mods | Change The Game
Line 33: Line 33:
</syntaxhighlight>
</syntaxhighlight>


==Ambient Occlusion==
===AOAmount===
===AOAmount===
<syntaxhighlight lang="ini">
<syntaxhighlight lang="ini">
AOAmount=0.6
AOAmount=0.6
AOAmountInterior=1.0
AOAmountInterior=1.0
</syntaxhighlight>
This parameter determines how much darkening will take place between a shadow and its source.
===AOIntensity===
<syntaxhighlight lang="ini">
AOIntensity=0.8
AOIntensity=0.8
AOIntensityInterior=1.0
AOIntensityInterior=1.0
AOMixingType=2
</syntaxhighlight>
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===
<syntaxhighlight lang="ini">
AOMixingType=(0, 1, 2, 3
AOMixingTypeInterior=2
AOMixingTypeInterior=2
AOMultiplierSSS=1.0
</syntaxhighlight>
</syntaxhighlight>
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. ([https://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=1282#p15632 Reference])
===AOMultiplierSSS===
<syntaxhighlight lang="ini">AOMultiplierSSS=1.0</syntaxhighlight>


==Indirect Lighting==
==Indirect Lighting==

Revision as of 21:01, July 31, 2021

Delta c.png

ENBSeriesINI - Ssao_Ssil

ENBSeries SSAO_SSIL feature.

This feature is Weather compatible!

UseComplexAmbientOcclusion

UseComplexAmbientOcclusion=(false, true)

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

EnableComplexFilter

EnableComplexFilter=(false, true)

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

EnableDenoiser

EnableDenoiser=(false, true)

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

OptimizeCaching

OptimizeCaching=(false, true)

UseSelfIntersecting

UseSelfIntersecting=false(0.0...)

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

FilterBluriness

FilterBluriness=0
ResolutionScale=0.5
SourceTexturesScale=0.5
SamplingQuality=1
SamplingRange=0.25
SamplingRangeInterior=0.3

Ambient Occlusion

AOAmount

AOAmount=0.6
AOAmountInterior=1.0

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

AOIntensity

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

AOMixingType=(0, 1, 2, 3
AOMixingTypeInterior=2

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

AOMultiplierSSS=1.0

Indirect Lighting

UseIndirectLighting

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

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

ILMultiplierSSS=1.0

ILBrightnessCompression

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