//ENBSeries Based configuration file for iCEnhancer.
//Does the same thing as ENB
//DO NOT PLAY WITH IT TOO MUCH. You might break everything


[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=false
ProxyLibrary=fxaa.dll

[GLOBAL]
AdditionalConfigFile=lol
UseEffect=true
CyclicConfigReading=false
ForceNVidiaCard=true
ForceNVidiaCaps=false

[ENGINE]
ForceDisplaySize=false
ForceAntialiasing=false
ForceDisplayRefreshRate=false
ForceAnisotropicFiltering=false
MaxAnisotropy=16
AntialiasingQuality=2
DisplayRefreshRateHz=60
DisplayWidth=1280
DisplayHeight=720
ReflectionsForceHighPrecision=false
ReflectionsExtremePrecision=false
AntialiasingUpScale=0.87

[EFFECT]
EnableBloom=false
EnableAmbientOcclusion=false
EnableSkyLighting=true
UseOriginalPostProcessing=false

[INPUT]
KeyUseEffect=123
KeyCombination=16
KeyScreenshot=44
KeyAmbientOcclusion=121
KeyShowFPS=106

[BLOOD]
ReflectionAmount=1
SpecularPower=0.2

[TREE]
LeavesReflectionAmount=0.001
LeavesSpecularPower=0.10
LeavesAmbientAmount=0.90
LeavesColorMultiplier=1.00
LeavesColorPow=1.20
LeavesColorFilterR=1.0
LeavesColorFilterG=1.0
LeavesColorFilterB=1.0

[BUILDING]
WindowLightIntensity=1.0

[LIGHT1]
LightIntensity=4.0
LightAOAmount=1.4
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=1.5
LightCurve=1.0

[LIGHT2]
LightIntensity=3.0
LightAOAmount=0.0
LightILAmount=1.5
EdgeLighteningAmount=0.3
ColorPow=1.5
LightCurve=0.7
ColorFilterR=1.0
ColorFilterG=1.0
ColorFilterB=1.0

[LIGHT3]
LightIntensity=3.0
LightAOAmount=0.0
LightILAmount=6.0
EdgeLighteningAmount=0.4
ColorPow=1.5
LightCurve=1.0

[LIGHT4]
LightIntensity=1.0
LightAOAmount=0.0
LightILAmount=4.0
EdgeLighteningAmount=1.0
ColorPow=0.5
LightCurve=1.0

[LIGHT5]
LightIntensity=3.0
LightAOAmount=1.0
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=1.0
LightCurve=0.7

[LIGHT6]
LightIntensity=3.0
LightAOAmount=1.0
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=1.0
LightCurve=0.7


[CARHEADLIGHT] //brightness of car headlights
EmissiveMuliplier=2.0
LightIntensity=2.0

[LIGHTSPRITE]
UseExternalTexture=true
Intensity=1.5
IntensityInReflection=1.0
UseRays=true
RaysNumber=3
RaysIntensity=0.3
RaysRateOfChange=10.0
RaysLength=0.8

[CARWINDOWGLASS]
ReflectionAmount=0.85
SpecularPower=2.5  // Concentration of sun reflection on car windows - Lower = less concentrated, Higher = more concentrated and focused.
SpecularAmount=10.0
OpacityMultiplier=0.5


[CHROME]
ReflectionFront=1.0
ReflectionSide=1.0
SpecularPower=10.7
SideFade=1.0
MetallicAmount=0.05

[WHEELS]
ReflectionFront=4.0
ReflectionSide=0.2
SpecularPower=0.08
SideFade=1.0
MetallicAmount=0.1

[REFLECTION1]
ReflectionFront=1.4
ReflectionSide=1.4
SpecularPower=100.0
SideFade=0.5
MetallicAmount=0.05

[REFLECTION2]
ReflectionFront=1.0
ReflectionSide=3.0
SpecularPower=1.0
SideFade=0.5

[REFLECTION3]
ReflectionFront=0.6
ReflectionSide=1.0
SpecularPower=10.0
SideFade=0.3

[BLOOM]  // Testing various filter qualities. 0 should be lowest value, highest quality.
BloomQuality=-1  // Bloom quality, 0=Best, 2=Lowest. Setting -1 is a test (working from value 0 is not known)
BlueShiftAmount=0.0  // Only has real affect when using high Radius 1 & 2.
Radius1=7.0  // Careful with these, too high and white objects glow, including cars, peds, etc..
Radius2=7.0  // Careful with these, too high and white objects glow, including cars, peds, etc..
Contrast=50.0  // Again, careful with this setting, below 1.0 can cause excessive bloom.

[SSAO_SSIL]  // Screen Space Ambient Occlusion settings.
ApplyAntialiasing=true
SamplingQuality=0  // Use with ApplyAntialiasing=true
SamplingRange=1.50  // Use with ApplyAntialiasing=true
SizeScale=0.50  // higher = better looking, more defined SSAO effect, but costs a lot of fps.
SourceTexturesScale=0.50  // higher = better looking, more defined SSAO effect, but costs a lot of fps.
FilterQuality=0  // Filtering for SSAO, lower = higher quality filtering, higher = lower quality & more flickering.
AOAmount=1.50  // Try 1.10 & 1.20. Always try to keep these two the same value, and try not to go higher than 1.50, or SSAO will look too bright.
ILAmount=1.50  // Try 1.10 & 1.20. Always try to keep these two the same value, and try not to go higher than 1.50, or SSAO will look too bright.
EdgeLighteningAmount=0.0  // This has a large affect when stood or parked under a light source, high values can make SSAO look extremely bright.

[SHADOW]
FilterQuality=2
CharacterShadowMultiplier=1.2
CarShadowMultiplier=2


[ADAPTATION]
ForceMinMaxValues=true
AdaptationTime=0.1
AdaptationMin=0.15
AdaptationMax=1.0
AdaptationMinMultiplier=1.0
AdaptationMaxMultiplier=1.0


[ENVIRONMENT]
DirectLightingIntensity=3
NightLightingIntensity=2
DirectLightingCurve=1
ReflectionAmountMultiplier=0.2
SpecularAmountMultiplier=1
SpecularPowerMultiplier=1
ColorPow=1.8
AmbientSunMultiplier=1
AmbientSkyMultiplier=1
AmbientSunSaturation=1
AmbientSkySaturation=1

[SKYLIGHTING] // Most settings are for testing, looking for the cause of brightness changes in various places on the map.
FilterQuality=-1  // Skylighting filter quality, 0 = best, 2 = worse. Setting -1 is a test (working from value 0 is not known)
AmbientSunMix=0  // Affects darkness of environment, especially buildings and trees. Higher = lighter.
AmbientSkyMix=1.00  // Sames as above, but sky now affects environment. Higher = lighter.
AmbientContrast=1.00  // Defines how dark buildings and roads are.
AmbientMinLevel=0.85  // Defines how dark buildings and roads are, higher = brighter. More sensitive than the value above. 

[SKY]
AzimuthHeight=1.0  // Height of sky gradient when top sky blends with bottom sky. Higher = lower azimuth.
AzimuthMultiplier=1.0
AzimuthSunAffectPower=1.0
AzimuthSunAffectAmount=1.0
AzimuthMultiplier=3.5
TopColorMultiplier=1.0  // Sky brightness, higher = brighter sky, also brighter sun & brighter azimuth.
ColorSaturation=1.0
ColorPower=1.0 // Higher = darker + more saturated sky.
SunIntensity=1.0
SunMaxBrightness=15.0
SunColorFilterR=1.00
SunColorFilterG=0.80
SunColorFilterB=0.65
SunColorFilterCurve=2.5
SunCoronaCurve=2.5
SunCoronaIntensity=1.4
SunDesaturation=0.0
OverallPower=1.0
OverallIntensity=1.0
BrightnessUpperLimitMultiplier=4.0  // Brightness of Sun, higher = brighter + larger sun. Lower = smaller sun, less bright.
CloudsUseCustomTexture=true
CloudsCurve=1.5  // Higher = darker clouds, lower = brighter clouds.
CloudsIntensity=1.5  // Higher = more intense, more whiter clouds, lower = more greyer clouds. Also affects the Sun in a similar way.
CloudsDesaturation=0.0  // Higher decreases cloud colour, a value of 1.0 = white clouds.
CloudsEdgeClamp=1.0  // Affects brightness of cloud edges, higher = darker.
CloudsEdgeIntensity=8.0  // Affects the light around the edge of clouds, does not affect the sun. Higher = more intense.
CloudsEdgeRange=8.0  //  Works with the above setting. Higher values keep the intensity closer to the sun, Lower values spread the insensity wider out from the sun.
StarsUseCustomTexture=true
StarsAmount=0.8
StarsIntensity=2.0
StarsBrightness=15.0
MoonIntensity=4.0  // If moon is too bright & losing detail, lower this.
MoonGamma=1.7  // If moon is too bright & losing detail, lower this.
MoonSize=0.05  // Size of moon in sky, lower = smaller moon, higher = larger moon. Sensitive setting.
MoonLightingCurve=2.0  // Moon glow, higher = more glow around moon, too high and moon becomes almost sun-like in it's glow.
NightCloudsEdgeClamp=0.0 // Currently off. There seems to be a bug in 0.79 where the moon size increases and shines through the clouds.
NightCloudsEdgeIntensity=0.0  // Currently off. There seems to be a bug in 0.79 where the moon size increases and shines through the clouds.
NightCloudsEdgeRange=0.0  // Currently off. There seems to be a bug in 0.79 where the moon size increases and shines through the clouds.
Enable=true



[PARTICLE]
SoftParticlesEnable=false
SoftParticlesEdgeRange=1

[DETAIL]
DetailMapEnable=true

[COLORCORRECTION]
UsePaletteTexture=false

