Skyrim

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--JawZ--

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--JawZ--

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About this mod

This is a collection of ENB resources I have made. Such as the different enbeffect.fx files, texture psd files for sun.dds, sunglare.dds, enbsunsprite.bmp, enbraindrops.bmp and stuff like that.

Permissions and credits
I will add all my resources for Skyrim and ENB here such as the enbeffect.fx files,
texture psd files for sun.dds, sunglare.dds, enbsunsprite, enbraindrops and stuff like that.



enbeffect files
These files can be used for any ENB version above v0.100.

Beginner enbeffect.fx
Contains simple codes that control image Brightness, Contrast, Saturation, Tone map controls, Vanilla adaptation & bloom, ENB adaptation,
Palette mixer, Flip Day & Night settings and the usual use vanilla game colors with APPLYGAMECOLORCORRECTION and disable ENB effects with ENB_FLIPTECHNIQUE.

But it also have the main Brightness, Contrast and Saturation controlled applied to Temp variables which allows for in game adjustments.
To be able to adjust it in game press either PageUp to increase the amount or PageDown to decrease the effect amount.
These numbers are to be hold down and then use PageUp or PageDown, they are the ones located below the F1 to F12 keys.
  • 1 = Brightness Day
  • 2 = Brightness Night
  • 3 = Contrast Day
  • 4 = Contrast Night
  • 5 = Saturation Day
  • 6 = Saturation Night
Boris enbeffect.fxContains the same code effects as in Boris default file but wit either DN, DN-IE seperation or GUI commands also cleaned up for easier "access" to all of the code.
  • APPLYGAMECOLORCORRECTIONEnable or disable the use of Vanilla Post-Processing effects.
  • ENB_FLIPTECHNIQUEEnable or disable ENB effects.
  • FLIP_NIGHT_DAYFlips the DayNightFactor value so that night settings affect days and Day settings affect Night. to be used as a compatability command between ENBversions that changes the Factor value.
  • FLIP_INT_EXTFlips the InteriorFactor value so that Exterior settings affect interiors and Interior settings affect exteriors. to be used as a compatibility command between ENBversions that changes the Factor value.
  • POSTPROCESSChoose between the default PP methods, 1 to 4. They contain code to adjust Brightness, Contrast, Saturation and Tone map controls
  • ENB_ADAPTATIONEnables or disables the ENB adaptation code. Uses the default adaptation code with Min & Max/Add & Mult commands.
  • COLOR_FILTEREnable or disable the RGB color channel code to adjust scene brightness seperately between Red, Green & Blue color channels.
  • VANILLA_ADAPTATIONEnable or disable the use of Vanilla adaptation also enables commands to adjust the amount it changes and how much the change will be between dark and bright areas.
  • VANILLA_BLOOMEnables or disable the use of Vanilla bloom also enables a command to adjust the intensity of the effect.
  • PALETTE_MIXEREnables or disable the use of the enbpalette.bmp image also enables commands to adjust the intensity of the effect.


Mixed enbeffect.fx
This is my own file that I have used code that I myself think are the best out there (so far) to control the range of effects included.

  • APPLYGAMECOLORCORRECTIONEnable or disable the use of Vanilla Post-Processing effects.
  • ENB_FLIPTECHNIQUEEnable or disable ENB effects.
  • FLIP_NIGHT_DAYFlips the DayNightFactor value so that night settings affect days and Day settings affect Night. to be used as a compatibility command between ENBversions that changes the Factor value.
  • FLIP_INT_EXTFlips the InteriorFactor value so that Exterior settings affect interiors and Interior settings affect exteriors. to be used as a compatibility command between ENBversions that changes the Factor value.
  • COLOR_ADJUSTMENTSEnables or disables the Color Adjustment code. Contains code to adjust Brightness, Contrast and Saturation.
  • ENB_ADAPTATIONEnables or disables the ENB adaptation code. Uses the default adaptation code with Min & Max/Add & Mult commands.
  • VANILLA_ADAPTATIONEnable or disable the use of Vanilla adaptation also enables commands to adjust the amount it changes and how much the change will be between dark and bright areas.
  • VANILLA_BLOOMEnables or disable the use of Vanilla bloom also enables a command to adjust the intensity of the effect.
  • PALETTE_MIXEREnables or disable the use of the enbpalette.bmp image also enables commands to adjust the intensity of the effect.
  • KOLORIZEREnable or disable the RGB color channel code to adjust scene saturation or brightness separately between Red, Green & Blue color channels. Also includes color perception options that will allow to use the RGB channel either as a saturation or brightness command, CMY color channel is also included.
  • BLOOM_KOLORIZEREnable or disable the RGB color channel code to adjust scene bloom saturation or brightness separately between Red, Green & Blue color channels. Also includes color perception options that will allow to use the RGB channel either as a saturation or brightness command, CMY color channel, Contrast and Brightness bloom controls is also included.
  • DIFFUSE_BLOOMMore precise bloom that doesn't bloom the whole screen, depending on the settings used.
  • LETTERBOX_BARSEnable or disable the Letterbox effect which adds black bars on Top and Bottom of the screen to create a widescreen effect seen in movies. Also comes with commands to adjust the size of the bars as well as assigning the screen resolution of your monitor.
  • SEPIATONEEnable or disable the Sepia tone effect which adds a hue that resembles the effect of aging in old photographs, and of older photographs chemically treated either for visual effect or for archival purposes. Also comes with adjustment commands to control the applied color for Bright and Dark colors, a desaturation command as well as a Tone command that adjusts the strength of effect.
  • GRAINEnable or disable the Grain effect which adds moving dots on the screen that can be found in most movies to add more of cinematic effect and depending on amount make color banding less noticeable. Comes with Intensity, Saturation and motion speed commands.



HD6 enbeffect.fx
Contains the same code as in the original file except for a few unnecessary codes I removed as there where already enough code to control that certain effect.

  • APPLYGAMECOLORCORRECTIONEnable or disable the use of Vanilla Post-Processing effects.
  • ENB_FLIPTECHNIQUEEnable or disable ENB effects.
  • FLIP_NIGHT_DAYFlips the DayNightFactor value so that night settings affect days and Day settings affect Night. to be used as a compatability command between ENBversions that changes the Factor value.
  • FLIP_INT_EXTFlips the InteriorFactor value so that Exterior settings affect interiors and Interior settings affect exteriors. to be used as a compatibility command between ENBversions that changes the Factor value.
  • ENB_ADAPTATIONEnables or disables the ENB adaptation code. Uses the default adaptation code with Min & Max/Add & Mult commands.
  • VANILLA_ADAPTATIONEnable or disable the use of Vanilla adaptation also enables commands to adjust the amount it changes and how much the change will be between dark and bright areas.
  • VANILLA_BLOOMEnables or disable the use of Vanilla bloom also enables a command to adjust the intensity of the effect.
  • PALETTE_MIXEREnables or disable the use of the enbpalette.bmp image also enables commands to adjust the intensity of the effect.
  • POSTPROCESSChoose between the default PP methods, 1 to 5. They contain code to adjust Brightness, Contrast, Saturation and Tone map controls
  • HD6_COLOR_TWEAKSEnables a set of Contrast, Brightness and Saturation as well as a RGB saturation commands.
  • HD6_COLORSATEnables a RGB saturation color channel
  • HD6_BLOOM_DEBLUEIFYEnables a RGB saturation color channel to adjust bloom saturation
  • HD6_BLOOM2 methods to use Bloom Crisp and Bloom Screen. Bloom Crisp is an attempt to make the bloom "pop" more while the Bloom Screen is an attempt to use screen mode to alter the intensity of the bloom, but it alters regular color as well.
  • HD6_BLOOM_NOBLACKAdjust the Black level of the bloom, lowest is 0 which is black.
  • HD6_BLOOM_DEFUZZHD6 attempt at making the bloom effect less smudged/hazey looking.
  • HD6_VIGNETTEAdds a black ring around the screen to add a sort of focus on the center screen, can also be used to add Letterbox bars at the top and bottom of the screen.


[size=7]Permissions:[/size]

Use these files as you want as long as you credit the original authors and don't go against their own permissions for their code. Also I would want the credit "boxes" in the files to stay there but the rest of the file you can throw out or throw in, twist and turn as you want.

  • Boris: Creator of the enbeffect.fx and ENBSeries.
  • Matso: Author of the Letterbox effect code.
  • Kermles: Author of the initial Final Adjustment code and converting the Tone map algorithm to ENB readable code.
  • Dpeasant: Author of initial Diffuse Bloom and Mood Color codes which was converted to ENB readable code.
  • MTichenor: Author of initial Vanilla Adaptation, Vanilla Bloom, Flip factor, HSV Color correction code, Sepia tone, Interlace, Vignette and Grain codes.
  • HeliosDoubleSix: Author of initial BLOOM_SCREEN, BLOOM_CRISP, BLOOM_DEFUZZ, BLOOM_NOBLACK, HD6_COLOR_TWEAKS and VIGNETTE, PALMIX codes.
  • JawZ: Author of Kolorizer, Bloom Kolorizer, DN-IE, Adjustable in-game controls, GUI implementation, Conversion of Nvidia Sepia Tone to ENB readable code, Palette Mixer code and re-designer of file layout.
DN enbeffect files -- None GUI for ENB 0_100 to 0_117These files are first and fore most created for ENB versions between 0.100 and 0.117 but can be used with any ENB version later than 0.119 but they will lack the interior & exterior command separation.DN-IE enbeffect files -- None GUI for ENB 0_119 to 0_2XXThese files can only be used with ENB version 0.119 or newer and they have the interior & exterior separation commands.

GUI enbeffect files -- for ENB 0_197 to 0_2XX
These files can only be used with ENB version 0.197 or newer and they have the GUI feature implemented to the files with Day & Night + Interior & Exterior separation included where I deemed it necessary and not pointless, having DN-IE for the Letterbox effect is what I deem unnecessary and pointless as an example.




enbpalette file
This file is a template on how to setup Day & Night palette maps in one and the same enbpalette.bmp file. This will allow the use of different palette maps based on the time period in game.



Replace the old palette code with this one;

#define PALETTE_ADAPT 1

-------------------------------------------

#ifdef E_CC_PALETTE
#if (PALETTE_ADAPT==1)
color.rgb=saturate(color.rgb);
float3 brightness=Adaptation.xyz;
brightness=(brightness/(brightness+1.0));
brightness=max(brightness.x, max(brightness.y, brightness.z));
#elif (PALETTE_ADAPT==0)
float3 brightness=ENightDayFactor;
#endif

float3 palette;
float4 uvsrc=0.0;
uvsrc.y=brightness.r;
uvsrc.x=color.r;
palette.r=tex2Dlod(_s7, uvsrc).r;
uvsrc.x=color.g;
uvsrc.y=brightness.g;
palette.g=tex2Dlod(_s7, uvsrc).g;
uvsrc.x=color.b;
uvsrc.y=brightness.b;
palette.b=tex2Dlod(_s7, uvsrc).b;
color.rgb=palette.rgb;
#endif //E_CC_PALETTE