enbeffect.fx > float Brightness = 1;
oder
enbseries.ini > in der [ENVIRONMENT] section
DirectLightingIntensity=0.72 // was 0.75, Higher = stronger sunlight & more whitening of textures, lower = weaker sunlight.
NightLightingIntensity=0.6 // was 0.7, Darkness at night
DirectLightingCurve=0.55 // was 0.60, Lower than 1.00 = stronger light, more distiction between light and shadow, higher = weaker light.
ReflectionAmountMultiplier=1.10 // was 1.0, Global Reflection multiplier, affects everything including roads and pavements. Too high and roads will shine.
SpecularAmountMultiplier=1.25 // Global Specular multiplier. Specular reflects light, higher values will increase reflections from light sources including the sky.
SpecularPowerMultiplier=1.40 // Same as above but increases the power of specular reflection. Too high and cars (for example) will have too much sun and sky in their reflections.
ColorPow=1.68 // was 1.50, Higher = darker shadows, less washed out look, but also more contrast. Low values gives a offset gamma look to everything, shadows are greyer.
AmbientSunMultiplier=1.45 // was 1.0, Higher = more effect from Sun on Buildings, Roads, and Shadows. i.e. More yellow/orange tint in colour.
AmbientSkyMultiplier=1.1 // was 1.0, Lower = darker shadows, less sky colour effect on buildings, shadows, and roads.
AmbientSunSaturation=2.2 // was 2.0, Higher = more effect from Sun on Buildings, Roads, and Shadows. i.e. More yellow/orange tint in colour.
AmbientSkySaturation=1.1 // Higher = more effect from Sky on Buildings, Roads, and Shadows. i.e. More blue tint in colour.