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File credits
Boris Vorontsov for creating ENB DrJacopo for creating Azurite Weathers, and for guide and support KitsuuneNivis for creating Silent Horizons 2 - Shader Core and granting me permission to use it as a base Marty McFly for his ENB DoF shader Rudy102 for his style of ENB tuning that I greatly took inspiration from aaa3561080 for giving me insights on tuning ENB presets
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Changelogs
Version 3.10
File structure change. Another tonemap adjustment. Created optional files with exposure change for ELFX and SIL. Reduced nighttime direct lighting and moon intensity. Separated configs for low sunlight scale clear weathers. Increased water sunlighting multiplier.
Version 3.07
Bloom tweaks and consequent fire adjustments. Increased moon intensity. Increased complex grass specular. Skin SSS adjustments.
Version 3.06
Adjusted interior gamma. Zeroed object and eye SSS multiplier. Reduced AO intensity on SSS.
Version 3.05
Adjusted gamma for non-daytime ToD. Slightly increased eye intensity.
Version 3.04
Reduced AO sampling range. Changed water fresnel according to Boris's suggestion on ENB discord. Changed sun ray type.
Version 3.03
Increased IBL strength across the board. Increased highlight saturation. Some minor cloud intensity and curve adjustments for sunrise/sunset.
Version 3.01Final
Brightened dawn and dusk. Increased cloud intensities for clear weathers.
Version 3.0Final
Switched back to Summer LUT. Tonemap adjustments. Reduced direct lighting intensities for a few weathers. Removed bloom weather settings.
Version 2.02
Reduced contrast. Reduced clear weather volumetric rays. Adjusted cloud and saturation settings for cloudy weathers.
Version 2.0RE
Quite a few changes but most noticeably I cranked up HDR parameters. Feedbacks appreciated.
Version 2.0
Removed LUT and retuned colors. Readjusted SSAO to mitigate edge glow. Adapted from NAT 3.
Version 1.67
Reduced [LIGHTSPRITE] intensity according to feedback. Adapted from Rudy NAT.
Version 1.66
Increased Fire intensity. Tweaked complex material fresnel. Slightly reduced LUT weight and ambient desaturation for overcast rain weathers.
Version 1.65
Minor adjustments to fire curve and intensity. Minor tweaks to eye parameters
Version 1.64
Slightly brightened daytime skylighting. Reduced bloom saturation. Reduced water reflection amount. Disabled cubemap for wet surfaces.
Version 1.63
Changed Fresnel multiplier of water and added weather specific water amplitude. Set "IgnoreWeatherSystem" to true if you don't like the changes.
Version 1.62
Some changes to subsurface scattering. Increased sky bloom intensity and reduced sky bloom scale for all weathers.
Version 1.61
Reduced subsurface scattering saturation. Added Surtsbrunnr weather config. Stronger skylighting effect in daytime. Let me know if the effect is too intense.
Version 1.60
Minor adjustments to bloom blending and threshold. Reduced interior night windowlight. Increased object (most noticeably body) specular parameters to the same level as environment specular. If you don't like the look, set all parameter to 1 in [OBJECT].
Decreased contrast and exposure due to feedbacks. Reduced direct lighting intensities for clear weathers. Minor changes in some weathers. Created a separate config for VolcanicAsh01(4018471).
Quite noticeable change to contrast. Reduced game VL intensity to clear weathers. Feedbacks appreciated. Oh and here's my enblocal.ini in case anyone wants to use it.
Version 1.50
Made shadows a bit brighter.
Version 1.45-test
Enabled bloom blending. Increased sky bloom saturation. Increased tonemapping toe. Adjusted adaptation sensitivity (Night brightness increased). Decreased interior contrast and saturation. Feel free to stay on 1.40 if you don't like the changes.
Version 1.40-alpha
Minor changes to exterior tonemap. Major changes to interior contrast. Feedbacks appreciated. Refined particle brightness at night.
Version 1.40
Increased tonemapping toe slightly. Some slight adaptation and contrast changes to interior.
Version 1.38
Readjusted interior subsurface scattering and wet surface reflection strength.
Version 1.37
Reduced AO Intensity for exterior and AO Amount for interior. Reduced Cubemap Fresnel Min so it should appear more natural if anyone chooses to apply dynamic cubemap everywhere.
Version 1.36
Decreased sky bloom intensity for fog coast. Disabled SMAA.
Version 1.35
Another tonemapping change. Neutralized HDR and adjusted from there.
Version 1.31
I'm sorry for anyone who downloaded 1.30. Somehow the weather specific enbbloom.fx settings were reverted to default values so please download again. It should be fixed now. Increased ambient saturation for overcast snow to give a colder feeling.
Version 1.30
Increased bloom threshold for most weathers. The intention is to get rid of bright textures and sky blooming too much but it might look less appealing in some scenes. Also some interior tonemap consistency changes.
Version 1.26
Minor tonemapping changes at night time.
Version 1.25-alpha
Another tonemapping change with increased near bloom threshold. Also adjusted cloud opacity for cloudy weathers at DrJacopo's request.
Version 1.25
A bit more exposure for both exterior and interior
Version 1.20-alpha
Redid tonemapping again. Increased AO strength slightly.
Version 1.13
Decreased sun intensity for clear weathers. Increased cloud opacity for cloudy weathers. Enabled complex grass changes to basic grass.
Version 1.12
Increased lightsprite intensities. Updated enbseries.ini changes that I forgot to include in previous updates. Some minor adjustments to cloudy weathers.
Version 1.11
Shifted hue so the sky should appear a bit more blue. Retuned interior tonemap. Fixed transparent destructible web.
Version 1.10-beta
Made adaptation effect a bit stronger
Version 1.10-alpha
Redid tonemapping and exposure. I relied completely on intuition and may have gone down a wrong path. So please let me know if anything looks worse or weird.
Version 1.10
Sorry for the constant update. Readjusted exposure so now it should be closer to the brightness level without ENB at most time of day.
Version 1.04
Made OvercastSnow(4d7fb) darker and colder to bring it closer to AW author's vision. FogCO(10a235) now looks almost identical to the original OvercastSnow so you can still have bright snowy weather. Decreased cloud saturation at night.
Version 1.03
Changed weatherlist so now 81a is the only weather that has no clouds, and only at daytime. Disabled some effects that require specific setup. Minor changes here and there.
Version 1.02
Increased reflection of rain wet surfaces. Decreased direct lighting intensity in clear weathers.
Version 1.01
Increased skylighting at night so unlit regions should appear brighter. Increased and balanced interior lighting intensity so the day and night are at the same brightness.
This ENB preset is a derivative of Silent Horizons 2 Core and designed specifically for Azurite Weathers. The primary focus was to enhance Azurite Weathers with SH2 ENB effects while preserving the artistic vision of Azurite.
Credits: Boris Vorontsov for creating ENB DrJacopo for creating Azurite Weathers, for supporting me in the process of making this preset, and also for the name of this mod KitsuuneNivis for creating Silent Horizons 2 - Shader Core, granting me permission to use it as a base, and teaching me how to tonemap Marty McFly for his ENB DoF shader Rudy102 for his style of ENB tuning that I greatly took inspiration from aaa3561080 for giving me insights on tuning ENB presets