I base everything from High Noon in Aces High when I make changes. The sun at lower angles currently is nicely done. But, at high noon too many buildings, objects, and vehicles\planes have a dark band along the side nearest to the ground. The in game gamma slider is too course for removing it. By the time you get it removed, everything else is to hazed or lumened out to play well. This goes for depth perception over water also.
Below is the injector that controls the darkness or lightness of shadows. It's a balancing act between raising the gain on the RGB pixels used as shadows, to lowering the midrange and increasing the high range to achieve contrast. This balance helps give you back using your tracers to judge lead with from the manned 37mm at high noon. The game is a tad low on the blue input which helps eliminate the haze while supporting brighter tracers.
One player's custom numbers may be horrible to another player's game perceptions. I'm including my numbers to show the contrast for adjusting shadows. The adjustment took me a while by single tenths and hundredths number changes over an evening to test looking for GV at high noon through foliage and watching 37mm tracer streams. Another test was watching the shore battery 8inch tracer and water explosion to 20k yards for clarity. Last night I sank a CV by accident, because I was really targeting fighters on the deck. I was trying to land 10 fighter kills from my shore battery position. Only got 6 before the CV sank.
These adjustments make the game much more fun to play now. I can turn off icons and watch fighters as silhouettes with wings until they vanish as they pass through 11k from me without using zoom in the 88. I'm using a 24 inch HD TV\LCD Monitor.
Oh, and the injectors are doing an admirable job of faking terrain bump mapping, building bump mapping, and raising rivets and panel lines since I keep those off due to the FPS hit. Not sure yet what will happen with clouds. The explosion injector above (.2) starts to create speckling of lines and a slight redraw delay when you change your view direction. But, exposes a larger area of explosion and smoke.
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.301, 1.301, 1.301) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(.989, .989, .989) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.030, 1.030, 1.032) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue