
#define FogColor float3(0.2575, 1.1025, 0.355) // What color to remove - default is blue #define Defog 0.010 // How much of the color tint to remove #define Bleach 0.00 // Brightens the shadows and fades the colors #define Saturation 0.01 // Adjust saturation #define RGB_Gain float3(0.9525, 0.9900, 0.9800) // Adjust highlights for Red, Green and Blue #define RGB_Gamma float3(1.02500, 1.02, 0.9525) // Adjust midtones for Red, Green and Blue #define RGB_Lift float3(0.9575, 0.99, 0.99500) // Adjust shadows for Red, Green and Blue #define Blend 0.46 // How strong the effect should be. #define DPXSaturation 1.725 // Adjust saturation of the effect. #define ColorGamma 2.5 // Adjusts the colorfulness of the effect in a manner similar to Vibrance. #define radius2 0.85 // Raising this seems to make the effect stronger and also brighter #define HDRPower 1.2150 // Strangely lowering this makes the image brighter #define BloomWidth 0.0142 // Width of the bloom #define BloomPower 6 // Strength of the bloom #define BloomThreshold 20.25 // Threshold for what is a bright light (that causes bloom) and what isn't. #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)
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I designed the pattern for offset_bias 1.0, but feel free to experiment. #define offset_bias 1.0 // Offset bias adjusts the radius of the sampling pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define pattern 4 // Choose a sample pattern. #define sharp_clamp 0.035 // Limits maximum amount of sharpening a pixel recieves - Default is 0.035 #define sharp_strength 0.400 // Strength of the sharpening

#define SMAA_DIRECTX9_LINEAR_BLEND 0 // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. #define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_CORNER_ROUNDING 0 // Determines the percent of antialiasing to apply to corners. #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // Determines the radius SMAA will search for diagonal aliased edges #define SMAA_MAX_SEARCH_STEPS 16 // Determines the radius SMAA will search for aliased edges #define SMAA_THRESHOLD 0.12 // Edge detection threshold #define USE_SPLITSCREEN 0 // Splitscreen : Enables the before-and-after splitscreen comparison mode. This lessens banding artifacts (mostly caused by Vignette) #define USE_DITHER 0 // Dither : Applies dithering to simulate more colors than your monitor can display. #define USE_VIGNETTE 0 // Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. #define USE_SEPIA 0 // Sepia : Sepia tones the image. #define USE_CURVES 1 // Curves : Contrast adjustments using S-curves. #define USE_VIBRANCE 1 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_TONEMAP 1 // Tonemap : Adjust gamma, exposure, saturation, bleach and defog. #define USE_LIFTGAMMAGAIN 1 // Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_DPX 1 // Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
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#define USE_TECHNICOLOR 0 // TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_HDR 1 // HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_BLOOM 0 // Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_LUMASHARPEN 1 // LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.

#define USE_SMAA_ANTIALIASING 1 // SMAA Anti-aliasing : Smoothens jagged lines.
