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[PROXY]
EnableProxyLibrary=(0,1) when activated, load 3rd party library (other modification) 
by the ENBSeries at game start, path to it written in parameter ProxyLibrary. This allow 
to solve problem with multiple d3d9.dll files that can't be used at once without 
special loaders, but if their internal code was made not correct to hande loading not directly 
by game, this will result in game crash or just not workable. If you can't load some useful 
library with ENBSeries, there is an other way, to replace original d3d9.dll in Windows 
System32 folder with ENBSeries d3d9.dll, but it's for advanced users, who knows how to 
bypass file recovering system, this way 3rd party d3d9.dll will be in game folder and will 
load ENBSeries like original library and ENBSeries must to load that original d3d9.dll as 
proxy from some other path user defined, in this case InitProxyFunctions must to be set 1.

InitProxyFunctions=(0,1) connect to functions of 3rd party library, if it's true d3d9.dll 
library that initialize some 3d objects inside or modify them. Some modifications don't need 
this to be enabled, they activating when loading, but if proxy library not works, try to set 
this parameter to 1.

ProxyLibrary=(filename) file name of 3rd party library. May be full path, but it must not 
contain special symbols, unicode characters (japaneese, chineese) and limited by length. 
Only one library allowed currently.

[GLOBAL]
UseEffect=(0,1) activate modification at game start. In some situations HUD or startup movies 
may be corrupted visually because of this parameter enabled, i strongly do not recommend this. 
By default mod activating by pressing keys SHIFT and F12 together.

AlternativeDepth=(0,1) when activating this, scene depth information required for some effects 
renders through fog, that allow to increase performance in some situations, but not all 
videocards support drawing of fog at full precision, only newest (DirectX10 compatible) 
videocards can do this: GeForce 8xxx, GeForce 9xxx, Radeon 2xxx, Radeon 3xxx 
(about Radeon 1xxx not sure). If you see large lines on the objects, disable this parameter.

AllowAntialias=(0,1) enables antialiasing setting from game to be used in the mod effects. 
(antialiasing, multisampling, fsaa, in other words). If antialiasing enabled in the 
videodrivers control panel, this parameter will not work, disable such antialiasing manually. 
In most cases enabled antialiasing is the reason of graphic artifacts, because only newest 
videocards support antialiasing of HDR textures. If you see black screen, green and red, 
white, try to turn off this parameter and all antialiasing setting in game and drivers.

BugFixMode=(0..5) every value fixes it's own unsupported feature or bug in driver or hardware. 
For nvidia forceware drivers 169.xx and higher (last tested 174.xx) do not set this parameter 
to 1 or it will crash (driver bug with R32F texture format), unfortunately these drivers may 
crash with some other values of this parameter, try yourself. For ATI videocards set this 
parameter to 1, for old videocards try 5, this may help in some situations.
Values from 0 to 5 actually HDR texture formats: 0 (R32G32F)-high quality and middle 
performance, 1 (R32F)-high quality and fast, 2 (A32R32G32B32F)-high quality and very slow, 
3 (R16F)-low quality and fastest, 4 (R16G16F)-low quality and fast, 
5 (A16R16G16B16F)-low quality and middle performance.

SkipShaderOptimization=(0,1) disables optimization when compiling shader, may help to 
elliminate bugs. Some drivers and videocards combinations do not compile shaders right way, 
perhaps because of their complexity, try to enable this parameter if you see any artifacts.

QuadVertexBuffer=(0,1) some games simply not allow rendering of post processing effects with 
this parameter enabled, if you don't see any difference when activating ENBSeries, try to 
disable this parameter. Actually when it's enabled, rectangle geometry drawing from 
videomemory, otherwise from system memory. May be it's the problem of DirectX version that 
game compiled to, guess even game crash may happen if this parameter enabled for some games, 
but never have that.

EnableShaders_3_0=(0,1) some effects looks better if rendered with version of shaders 3.0, 
i suggest to activate this parameter for videocards with shader model 3_0 support.

AdditionalConfigFile=(filename) if file exist, all parameters from it will be used instead of 
default enbseries.ini file. Very useful for sharing parameters between users without loss of 
own configuration.

[EFFECT]
EnableBloom=(0,1) enables bloom effect, blurring bright screen areas and adding result back 
to screen, simulating illumination of some objects. It works very fast on modern hardware, 
but wrong setting or bad drivers will result in overbrighting or some other artifacts. 
Not uses HDR textures and that's why hardware compatibility is high.

EnableOcclusion=(0,1) enables screen space ambient occlusions (ssao) and screen space 
indirect lighting (ssil), this makes shadows and lighting between nearest objects. This 
effect uses by few modern games, mostly on next-gen game consoles, so it's very slow. 
Performance directly depends from display resolution, number of pixels drawed on screen, 
so to run this at HD resolutions you need modern videocard from high price category. 
It's require support of shaders 3_0, but even if you have it, it's not guarantee fast 
performance. If too slow for you, reduce display resolution and quality of this effect, 
even disable it. Hardware compatibility is limited, different drivers and videocards have 
problems and limited features that result in artifacts. For example antialiasing 
(multisampling) for HDR textures supported only by DirectX10 compatible videocards and 
enabled antialiasing in game or in video drivers panel will produce strange artifacts.

EnableReflection=(0,1) reflection of vehicles. Developed for GTA San Andreas, GTA 3 & 
GTA Vice City But in some games also works, of course not for cars. Performance highly 
depends from multiple quality setting of this effect and number of objects drawed. 
More reflective objects on screen, slower speed. Real time 3d rendering works faster when 
number of objects is low, but their vertex number is high, for example 10 objects with 
10 millions of vertices every will draw about the same speed as 3000 objects with 
3 vertices each, for reflection on shaders may be used multiple drawing of the same object. 
In this case performance highly depends from CPU and system memory speed. Per pixel 
lighting in newest versions of ENBSeries may be faster for some videocards. 
About bug solving see another section of this documentation.

EnableMotionBlur=(0,1) blurring image in fast motion of camera. On modern videocard not 
too much decrease speed, but costly. Current version of this effect have many problems, 
not working in most games, wrong, affect HUD, later will be changed. On some videocards 
do not work correctly, if you have some problems, try to disable.

EnableWater=(0,1) enable water effects, developed for GTA San Andreas only, but may appear 
in some other game, not for water surface. Depending from it's presets may affect speed 
very much, by itself it's fast, but for deepness factor it need scene depth information. 
Good way to compencate losts for depth is to use scene depth for other effects in 
parallel (shadows, ssao, dof). Modified water textures or water material (object) 
setting may produce unpredictable results.

EnableShadow=(0,1) enable shadow effects, their blurring and color changing. This is not 
truly soft shadows, because soft shadows have blurring range dependency from distance 
between shadow caster and shadow receiver objects. Speed depends from quality setting, 
it use scene depth information for some setting, so performance varies. This effect may 
work in some other games that use stencil shadows.

DepthBias=(0..1000) shifts objects when drawing scene depth, offset relative to camera 
viewpoint. For some videocards and drivers, combination of ENBSeries presets, may need to 
remove flickering and hiding artefacts of ambient occlusions. Try to set 100 if something 
wrong happens. This parameter not affect speed.

EnableDepthOfField=(0,1) enable eye focusing effect. This effect affect performance a lot, 
because it need scene depth information. Whe used together with other effects that also 
require scene depth, performance is not too much affected.

[INPUT]
KeyUseEffect=(1..255) decimal key number for activation/deactivation of modification, by 
default F12.

KeyBloom=(1..255) decimal key number for bloom activation/deactivation, by default F9.

KeyOcclusion=(1..255) decimal key number for ssao activation/deactivation, by default F10.

KeyReflection=(1..255) decimal key number for reflection activation/deactivation, by default 
F11.

KeyCombination=(1..255) decimal number of additional key for combining this key with others, 
by default SHIFT.

KeyScreenshot=(1..255) decimal key number for capturing screenshots, by default PRINTSCREEN. 
Images stored in the same folder where ENBSeries, but not always, depending from game. 
Files have BMP format, 32 bit with alpha channel (not all image viewers support this).

KeyShadow=(1..255) decimal key number for shadow activation/deactivation, by default F8.

KeyWater=(1..255) decimal key number for water activation/deactivation, by default F7.

KeyShowFPS=(1..255) decimal key number activation/deactivation performance statistic 
displayed on screen, by default * (multiply). 

*Key numbers available in file key_codes.txt, but they are in hex format there, 
to convert to decimal use any hex calculator or even Windows default calculator can do this.

[REFLECTION]
ReflectionPower=(0..100) level of vehicles reflection. Overbright reflections problem may 
be because of UseAdditiveReflection parameter set to 1, try to change it also.

ChromePower=(0..100) temporary disabled. Level of steel vehicle parts reflection.

UseCurrentFrameReflection=(0,1) when 1 use for reflection current screen image, 
this reduce quality because not all objects reflected, but there is no delay between 
scene and reflections. Otherwise use previous frame image. Performance is much faster 
when this parameter is active. In GTA San Andreas game reflection level depending a bit 
from this parameter, so after changing it correct ReflectionPower also.

ReflectionQuality=(0..2) quality, 0 means maximal quality and slowest speed. 
At 0 quality reflections not very sharp because they use mipmapping. Currently this 
parameter not affect speed too much, but in future the difference will be huge.

ReflectionSourceSpecular=(0..100) percent of using "specular" material color as 
reflection factor ("glosiness" in exporter). Some car parts may be reflective with 
this setting, but works good for original car models, set this to 0 to elliminate some 
invalid reflections, but better modify car. This parameter mixing with 
ReflectionSourceTFactor to compute final reflection level.

ReflectionSourceTFactor=(0..100) percent of using "texture factor" as game environment 
map mix level ("reflection" in exporter). Some car parts may not be reflective with this 
parameter and on the contrary, tested and work perfectly on original cars. This parameter 
mixing with ReflectionSourceSpecular to compute final reflection level.

UseAdditiveReflection=(0,1) reflections added to screen car colors making bright, 
in some situations oversaturated reflections. 0 means more softly reflection that depends 
from car brightness, for bright cars reflection level is lower than for dark cars. 
Does not affect rendering speed.

ReflectionDepthBias=(0..1000) shifts reflection geometry relative to camera viewpoint. 
For some videocards may be useful to remove flickering and hiding artifacts. 
ATI videocards users must set this parameter to 100 or something like that, unless they 
use single pass reflections.

UseLowResReflection=(0,1) use small and blurred texture as reflection, looks 
like matte reflection, interesting effect. By rendering speed it's a bit faster, 
but not too much.

ReflectionSinglePass=(0,1) draw reflection together with car geometry. At this moment also 
activates per pixel lighting, which increase vertex processing performance, but decrease 
it for pixel processing, so it depending from the size of car on screen. Temporary some 
limitations have place, shaders 3_0 required and environment texture that simulate 
reflections not in use. If you have artifacts on cars, try to disable this.

UseEnvBump=(0,1) allow deformation of reflections by car texture, brighter texels means 
more deformed (frequently named environment bump, dudv bump). Affect rendering speed, 
but not too much for modern hardware.

EnvBumpAmount=(0..1000) level of reflections deformation. Do not set too big values, if 
the car was not specially designed to be compatible with environmental bump effect.

EnvBumpOffset=(0..1000) step for generating direction and amount of bump from car texture. 
Bigger texture size need less value to make visible small details.

ReflectionFlip=(0,1) reflection texture fliped in comparison to standart method of 
previous ENBSeries versions. This greatly increase specific artefacts of used reflection 
algorithm, but in some cases looks more realistic. Do not affect speed.

[BLOOM]
BloomPowerDay=(0..100) intencity of bloom at day time, dependent from screen brightness.

BloomFadeTime=(0..100000) time of bloom adaptation to screen brightness change, in 
milliseconds. Not recommended too high values, because hard to see changes in time, 
low values like 100 also bad idea, screen will flash frequently, very irritates.

BloomConstantDay=(0..100) power of bloom at day time, independent from adaptation time 
between screen brightness change.

BloomQuality=(0..2) bloom effect quality, 0 means maximal quality. Starting from version 
0.074 speed is not much depends from this parameter, so set 0 all the time.

BloomScreenLevelDay=(0..100) level of screen brightness in percents, that determined as 
day time.

BloomCurveDay=(-10..10) gamma correction of bloom at day time. negative values increases 
halftone brightness (smoggy look), positive values decrease halftones brightness 
(contrast, intensive image).

BloomPowerNight=(0..100) power of bloom at night time, dependent from screen brightness.

BloomConstantNight=(0..100) power of bloom at night time, independent from adaptation time 
between screen brightness change.

BloomCurveNight=(-10..10) gamma correction of bloom at night time. negative values increases 
halftone brightness (smoggy look), positive values decrease halftones brightness 
(contrast, intensive image).

BloomScreenLevelNight=(0..100) level of screen brightness in percents, that determined as 
night time.

BloomAdaptationScreenLevel=(0..100) level of screen brightness in percents, over which bloom 
deactivating. It's desirable that this parameter will be greater than BloomScreenLevelDay.

BloomAdaptationMultiplier=(0..100) percent of day time bloom brightness, that will be used 
when screen brightness will be greater than BloomAdaptationScreenLevel. Value 100 disable 
adaptation

BloomAllowOversaturation=(0,1) if 0, bloom softly applied to screen and bright areas not 
become too oversaturated.

BloomMaxLimit=(1..100) limitation of bloom brightness. Value 100 disable limitation.

[SSAO]
UseFilter=(0,1) enable filtering of ambient occlusion texture, currently froced to be on 
if occlusions enabled. Ambient occlusion and indirect lighting effect use randomization for 
sampling textures and this produce noise. Filtering is expensive algorithm, it depends from 
display resolution (any filtering depends from resolution actually), so this is the one reason 
of slow performance, try to change it quality.

OcclusionQuality=(0..2) quality of ssao (screen space ambient occlusion) and ssil 
(screen space indirect lighting). 0 means maximal quality and slow performance. 
Higher quality makes more detailed shading at small or distant objects and less noisy, even 
with quality 0 you may use FilterQuality 1 or 2. This parameter greatly affect gaming speed 
and directly depends from display resolution, see performance tips section.

FilterQuality=(0..2) quality of ssao noise filtering, 0 is maximal quality in several passes, 
but it have negative results in detail loss, small objects or on edges too much blur is 
noticable. For good balance between occlusion quality and filtering quality i suggest to use 
filtering quality 1 with occlusion quality 1 and filtering quality 1 or 2 with occlusion 
quality 0, becase filtering is costly.

DarkeningLevel=(0..100) darkening level by ambient occlusion. If objects (geometry) are 
close to each other on screen, they became dark in nearest areas by SSAO effect.

BrighteningLevel=(0..100) edge lightening level by ambient occlusion. SSAO effect can make 
edges of convex polygons brighter to achieve more volumetric look of objects.

IlluminationLevel=(0..100) the amount of indirect lightning applied to surfaces by multyply 
add function. This mean that dark areas of screen will be not affected. Too high values for 
this parameter makes oversaturated lighting.

AdditiveIlluminationLevel=(0..100) lightening of dark areas by indirect lightning the same 
manner as bright areas, this better to illuminate dark rooms with spot of light on the floor, 
parameter IlluminationLevel will not work here, but too high values produce strange looking 
lighting on initially black objects, like they are in dust.

UseAmbientOcclusion=(0,1) allow darkening of nearest objects, temporary disabled, because 
indirect lighting without ambient occlusion is not very useful.

UseIndirectLightning=(0,1) compute indirect lightning between nearest objects. This 
parameter greatly increase performance, but also may be a huge quality boost. Try to disable 
this parameter first, then to decrease occlusion quality, if you don't like speed at which 
game runing.

[COLORCORRECTION]
DarkeningAmountDay=(-100..100) how much to dark or to bright dark screen areas at day time. 
Negative values makes brighter, positive darker. Day and night computes from overall screen 
brightness. Actually when this value is negative, dark pixels of screen became brighter and 
bright screen pixels almost not change. When this parameter is positive, dark pixels became 
even more dark and bright pixels still the same.

ScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time. 
It's easy to compute brightness in any image editing software by blurring game screenshots. 
For example, Adobe Photoshop in filters have Blur->Average, it produce RGB color of screen 
brightness, now choose one from R, G, B components that have highest value (info panel, 
minimal 0, maximal 255 for 8 bit per channel images), divide it by 256 and multiply by 100, 
result will be screen brightness in percents. If screen brightness in the game higher than 
this parameter, it will be day time any way, for lower value, all brightness dependent 
parameters will be interpolated between night and day presets.

ScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night 
time. Description is the same as for ScreenLevelDay.

DarkeningAmountNight=(-100..100) how much to dark or to bright dark screen areas at night 
time. Negative values makes brighter, positive darker. Positive values recommended for more 
natural nights, but negative values simulates eye adaptation to dark areas when you goint in 
to shadow from light. Description is the same as for parameter DarkeningAmountDay.

GammaCurveDay=(-10..10) gamma correction at day time. Negative values increases halftone 
brightness (pale image), dark and bright pixels not much affected. Positive values decrease 
halftones brightness (contrast, intensive image), again dark and bright pixels not much 
affected, also image became more colorful. In most games negative values for this parameter 
will make more realistic look, but this depends from games, how they are designed.

GammaCurveNight=(-10..10) gamma correction at night time. Description is the same as for 
GammaCurveDay.

ColorSaturationDay=(-10..10) color saturation at the day time with negative values decreases, 
producing gray image. Positive values makes colorful images. Some games require this 
parameter, especially some Japaneese ported from consoles.

ColorSaturationNight=(-10..10) color saturation at the night time computed from screen 
brightness. Description is the same as for ColorSaturationDay.

UsePaletteTexture=(0,1) use special user defined texture to control color correction. When 
active, all parameters except ScreenLevelDay and ScreenLevelNight inactive and computed from 
palette image.

[WATER]
UseWaterDeep=(0,1) use smooth transition between different water deep levels, low deep is 
transparent water, deep water has color of water object. As effect itself not too high 
decrease speed, but it need for computation scene depth information that computes really slow, 
if you don't use any effects that require scene depth (ambient occlusion, depth of field, 
shadow quality 0 or 2), then disabling this will increase performance greatly. Otherwise, 
if scene depth already used, activating this parameter is almost for free 
(see performance tips). When this parameter deactivated, water is clear and only refraction 
visible (at this time).

WaterDeepness=(0..1000) factor of water semitransparencity at difference deep levels. 
Not affect rendering speed.

WaterQuality=(0..2) quality of water effects, 0 means maximal quality. 
Currently almost no difference in performance from changing this parameter, 
but later things will be changed.

[SHADOW]
ShadowFadeStart=(0..1000) distance, at which shadow starts to be less intensive. It must be 
less or equal to value of ShadowFadeEnd, if distance to shadow is less than this parameter, 
shadow color do not change. In GTA San Andreas shadows appears/dissapears instantly, this 
parameter fix this problem. In fact, shadows still have the same behavior as before, but 
their transparency changes. This parameter ignored if ShadowQuality set to 2, because it 
need scene depth information. No speed affect from this parameter.

ShadowFadeEnd=(0..1000) distance at which shadow dissapear completely. It must be greater 
or equal to value of ShadowFadeStart, if distance to shadow is greater than this parameter, 
shadow is invisible. Other description is the same as for ShadowFadeStart.

ShadowAmountDay=(0..100) percent of shadows intencity in the day. Day time computes by 
reading brightness of rendered screen and set by ShadowScreenLevelDay parameter. If value 
is 0 then shadow is not visible, if value is 100, it's opaque and dark.

ShadowAmountNight=(0..100) percent of shadows intencity in the night. Night time computes 
by reading brightness of rendered screen and set by ShadowScreenLevelNight parameter. 
If value is 0 then shadow is not visible, if value is 100, it's opaque and dark.

ShadowScreenLevelDay=(0..100) level of screen brightness in percents, that determined as 
day time. It's easy to compute brightness in any image editing software by blurring game 
screenshots. For example, Adobe Photoshop in filters have Blur->Average, it produce 
RGB color of screen brightness, now choose one from R, G, B components that have highest 
value (info panel, minimal 0, maximal 255 for 8 bit per channel images), divide it by 256 
and multiply by 100, result will be screen brightness in percents. If screen brightness in 
the game higher than this parameter, it will be day time any way, for lower value, all 
brightness dependent parameters will be interpolated between night and day presets.

ShadowScreenLevelNight=(0..100) level of screen brightness in percents, that determined as 
night time. Description is the same as for ShadowScreenLevelDay parameter.

ShadowQuality=(0..2) quality of shadows, 0 is maximal, distance from camera to shadow and 
vector of shadowed surface normal affects shadow blurring. At quality 1 surface normal 
ignored. At quality 2 everything ignored and blurring radious is constant on screen. 
This parameter affect performance, because quality setting 0 and 1 use scene depth information. For old videocards, integrated videochips and videocards with 64 bit videomemory bandwidth better to set this parameter to 2. Exception is only if scene depth information is used in some other effect already (ambient occlusion, water deep, depth of field).

UseShadowFilter=(0,1) enable filtering of shadows. Currently for blurring shadows i use 
randomizing, this produce a lot of noise that must to be filtered, but filtering eats a 
lot of speed, especially on old videocards, integrated videochips and videocards with 
64 bit videomemory bandwidth.

FilterQuality=(0..2) quality of shadows filtering, 0 is maximal and slowest, 
filtering happens in several rendering passes. With quality 2 only one pass used. 
Performance varies from this parameter, be careful, also ShadowQuality affect speed of 
filtering, with quality of shadows 2 filtering works much faster.

ShadowBlurRange=(0..100) radius of blurring on the screen, too big values produce artifacts. 
If value is very low, performance may be faster because of texture cache.

[ENGINE]
ForceAnisotropicFiltering=(0,1) force to use anisotropic filtering for most game textures. 
If geometry in the game at far distance looks blurred, activate it. This parameter affect 
speed, in some cases when game use complex shaders with hard texture sampling algorithms 
like parallax, motion blur, ambient occlusion performance will be extremely low, multiple 
times. Also many games for some objects use specific filtering methods that reduce artifacts 
or used for effects, in this case activated parameter will work wrong. Frequently anisotropic 
filtering is available in game video options, you don't need to activate this parameter then. 
Also in video drivers control panel it exist, but i strongly suggest do not use it there if 
ENBSeries running, this greatly decrease performance.

MaxAnisotropy=(1..16) maximal level of anisotropy filtering, greater values makes more 
sharp textures at low angles. In most cases this value set to 16, 8, 4, 2, because 
difference between them non linear. Value 16 may produce too sharp textures if they have 
any kind of thin lines, try 8 then. High values of this parameter decrease speed a little, 
but complex in game shaders like parallax may drop on knees you PC.

ForceDisplayRefreshRate=(0,1) force to use user defined refresh rate. 
WARNING! Be very careful with enabling of this parameter, if you monitor 
(any other display device) do not support custom refresh rate it may be corrupted and even 
your videocard too (but the drivers may not allow invalid values). This parameter very useful 
for Windows XP, because by default it use 60 Hz for full screen 3d applications, for 
comfortable play it's too low, especially on CRT monitors, eyes get tired fast.

DisplayRefreshRateHz=(60..240) custom monitor reflresh rate. WARNING! Incorrect use of this 
parameter may corrupt you display (or what you are using) and even videocard! By default 
Windows XP use 60 Hz, if your display device support greater value for resolution you play, 
try to set that refresh rate to this parameter. For me, 85 Hz is enough with CRT monitor.

[MOTIONBLUR]
MotionBlurQuality=(0..2) sampling quality of motion blur effect, 0 means maximal quality, 
it drawed in two passes 10 texture sampling each pass, total visible result 100 samples. 
1 is two pass rendering with 5 samples each pass, total 25 samples. quality 2 is single pass 
rendering with 10 samples. This parameter greatly affect performance, only on modern 
videocards speed difference is not very noticable, but integrated graphic chips, old models 
or videocards with 64 bit wide memory bandwidth will run very slow. Optimal value is 1, 
quality 0 is good for screenshots capturing or when velocity vectors very high. In some 
unknown reason this effect not work on some old hardware, it's rare, but if something is 
wrong, try to set this parameter to 2 or even disable this effect at all. At this time motion 
blur effect work incorrect in most games or not work at all, disable in that case.

MotionBlurVelocity=(0..10000) factor of movement vector length in forward or backward 
directions. It computes from camera movement. In some versions negative values also allowed. 
Unfortunately this parameter affect performance, because when camera moving fast, texture 
cache becomes ineffective, for example for GF8600 without camera movement performance 
difference between active or disabled motion blur effect almost not noticable even at 
maximal quality.

MotionBlurRotation=(0..10000) factor of camera movements to sides and rotation, recommended 
the same as MotionBlurVelocity. All other description is the same as for MotionBlurVelocity.

[PERPIXELLIGHTING]
SpecularColorMin=(0..100) minimal limitation of specular color, in percents. 
Lower levels clamped.

SpecularColorMax=(0..100) maximal limitation of specular color, in percents. 
Higher levels clamped to this parameter.

SpecularColorMultiplier=(0..100) factor of specular colors all objects.

SpecularGlossinessMin=(0..100) minimal limitation of specular power, in percents.

SpecularGlossinessMax=(0..100) maximal limitation of specular power, in percents. 
This may be useful for some models, because 3rd party cars frequently have too high value of 
specular power, also some low value of this parameter allow to simulate metallic paint.

SpecularGlossinessMultiplier=(0..100) factor that modify specular power of all materials.

[DEPTHOFFIELD]
DOFQuality=(0..2) quality of depth of field effect. 0 means maximal quality and slow 
performance. Higher quality makes less noisy look. This parameter affect gaming speed and 
directly depends from display resolution, see performance tips section.

DOFNumberOfPasses=(1..5) effect drawing several times, this parameter allow to configure 
how many times. Watch out for performance, each pass computes effect.

DOFFocusRange=(0..1000) focusing level as distance factor, less value mean smaller area where 
objects still unblurred.

DOFBlurinessRange=(1..10) relative to screen radius of blurring.

[COLOR] //ColorMod (Updated Version)
Chroma=(0..1.0) The Saturation. Monochrome 0.0, 1.0 will be a normal color.
GammaR=(0..1.0) Gamma value. 1.0 is normal.
GammaG=(0..1.0)
GammaB=(0..1.0)
ContrastR=(-1.0..1.0) Contrast. Typically 1.0, even 0.0, -1.0 to flip.
ContrastG=(-1.0..1.0)
ContrastB=(-1.0..1.0)
BrightnessR=(-1.0..1.0) The Brightness. 0.0 is normal.
BrightnessG=(-1.0..1.0)
BrightnessB=(-1.0..1.0)

[POWER] //ColorMod
Enable=(0..1) disable / enable colormod bloom effect.
Darkness=(0..10) The threshold to apply the colormod bloom effect.
Chrome=(0..10) The saturation of the colormod bloom effect.
Power=(0..10) The intensity of the colormod bloom effects.
Size=(0..10) The size of the colormod bloom effect. We recommend the following: 5.0.
//Type in ColorMod ingame to configure settings. Put everything to 0 if you don't want ColorMod 
or remove colormod.asi from directory

[PEDSHADERVERSION] //NormalMap
ShaderVersion=(0..4) the shader version that you're graphics card is compatible with. Putting
0 will disable all of the ped shader settings.

[PEDLIGHTING]
AmbientMultiply=(0..5)

DiffuseMultiply=(0..5)

[PEDSHADER]
SpecularExpMax=(0..10)

FresnelRangeMin=(0..10)

FresnelRangeMax=(0..10)

[PEDSHADOWS]
Res=(0,32,64,128,256,512,1024,2048) the resolution of the ped shadows, increasing value 
makes shadows more sharp.

[BULLETHOLE]
MaxHoleNum=(0.256.512.1024...) The maximum number of bullet holes

RemainingTime=(-1..180000) in ms / set -1 to remain as long as possible
 
AlphaRef=(-1..255) value for alpha test. To disable set it to -1

DepthBias=-0.00048828125 some video cards don't support this

SlopeScaledDepth=-8.0 some video cards don't support this

NormalBias=0.01 if your video card doesn't support D3DRS_DEPTHBIAS, use this option by 
removing comment ;

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Copyright (c) 2009-2011 Vorontsov Boris (ENB developer) http://enbdev.com/doc_en.htm
Copyright (c) ColorMod, NormalMap & Bullethole Ryosuk839 http://hotmist.ddo.jp/
Added values/effects/info by mike_samaki
Settings configured by nWo51289
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