contains all tags within default_district.xtbl. default_district_night.xtbl seems unused since it's lacking the vl tags. no idea what time is special. 
2 tabs means it's inside <render_settings> | ICYMI, "That Mod" refers to https://www.saintsrowmods.com/forum/threads/alternate-times-of-day-weather.538/
For all LSL with Intensity (serparate in table_file_editor, together in .xtbl) editing use an actual colour picker like https://outworldz.com/colorpicker/ (REMOVE THE COMMAS WHEN PASTING)
	<east0>
	<east1>
	<east2>
	<east3>
	<west0>
	<west1>
	<west2>
	<west3>
	<zenith>
	<fog_ground> Leftover (Default: 0)
	<fog_atmosphere_scale> Leftover (0)
	<fog_density_new> Leftover (0)
	<fog_density_offset> Leftover (0)
	<fog_color> !!! Horizon fog color. LSL-I format. If alpha 0, then black horizon line. Reducing to 0.3 for example places more emphasis on the sea horizon, which IMO is more realistic (although it's kinda inconsistent). Sorry to anyone living too inland to have ever witnessed the greatness of a sea.
	<ambient_color> LSL-I. Default alpha 1 (except night: 0.3). This applies to every object actually, but most noticeable on areas not hit by the sun/moon. By default the palette is blue for simulating how we perceive shadows to be "blue" because it's a cooler colour. IMO alpha of 1 is too strong, try something around 0.6 or lower (this also makes shadows darker).
	<back_ambient_color> LSL-I format. Ambient colour for the "extra dark" part of shadows, or shadows that aren't caused by lighting like bottom parts of objects. It has a term in games' settings and helps add depth when realtime shadows aren't enabled; but I'm STRUGGLING to remember it. Soft shadows? Spot shadows? Edge shadows? That said, you might want to lower the alpha in cloudy and rainy weather as sunlight is less strong.
	<window_color> SR2 leftover? Or just for breakable windows? LSL-I format
	<tod_light_color> !!! Changes the sun/moon's colour that bathes onto you. LSL-I format. Default alphas: 1, 30, 40, 27 (that's why they're so bright). This also affects vl_dir. Three exclamation mark because this is what makes or break your lighting in the end.
	<particle_ambient_color> LSL-I. Default "0.346704 0.318547 0.234551 1.000000". Leftover, I assume. Probably tints particle colours, but which ones? Shooting a wall, throwing a grenade/molotov seemed unaffected. 
	<particle_tod_light_color> LSL-I. Default "0.332452 0.381326 0.332452 1.000000". Leftover? Probably would tint stuff like fountain water droplets.
	<ldr_min> Default 0. Only for night and afternoon. I have NO idea what it is.
	<ldr_max> Default 3. Only for night and afternoon. I have NO idea what it is.
	<bloom_exposure> Undefined (no default key entry), even in SR3 Classic. As such, probably unused.
	<iris_rate> undefined
	<luminance_max> undefined
	<luminance_min> undefined
	<luminance_mask_max> undefined
	<eye_adaption_base> undefined
	<eye_adaption_amount> undefined
	<eye_fade_min> undefined
	<eye_fade_max> undefined
	<brightpass_threshold_new> undefined
	<brightpass_offset_new> undefined
	<bloom_amount> undefined
	<bloom_theta> undefined
	<bloom_slope_A> undefined
	<bloom_slope_B> undefined
	<tonemap_lum_range> undefined
	<tonemap_lum_offset> undefined
	<ground_reflection_gloss> Default 0.1(night), 0. Leftover? Presumably affects the "bump mapping" effect of the roads.
	<ground_reflection_brightness> Default 3(night), 0.5. Leftover? Raising to 300 had no effect. Possibly brightens or darkens the reflections (on roads? mirrors?) to make them more/less visible.
	<ground_reflection_spec_refl_brightness>
	<star_strength> Default 1 (night). Opacity of stars. Affected by hdr_sky_map_intensity (and thus sky_intensity_multiplier). Going above 1 seems no effect.
	<meteor_strength> Opacity of meteor effects (if it's allowed to happen in that weather)
	<clouds_front_light_color> 
	<clouds_rear_light_color>
	<clouds_horizon_front_light_color>
	<clouds_horizon_rear_light_color>
	<horizon_mountain_color> SR2 leftover? LSL-I format.
	<horizon_mountain_color_back> SR2 leftover? LSL-I format.
	<horizon_mountain_fog_color>  SR2 leftover? LSL-I format.
	<horizon_mountain_fog_density> Default 1. Setting to super high values (e.g.) 50 seems to clear the horizon fog... for afternoon. Mystery! Imo. I'd set it to 3 for a verrrry slight boost, but I wanted to know what makes afternoon and mornings have clear horizon fog while it doesnt
	<horizon_mountain_normal_map_height>
	<horizon_layer0_strength>
	<horizon_layer1_strength>
	<horizon_layer2_strength>
	<horizon_layer3_strength>
	<horizon_storm_strength>
	<overhead_layer0_strength>
	<overhead_layer1_strength>
	<overhead_layer2_strength>
	<overhead_layer3_strength>
	<overhead_storm_strength>
	<cloud_backlight_strength>
	<cloud_backlight_power> SR2 leftover? 
	<cloud_layer01_speed> SR3 Classic leftover? (I checked That Mod, it's different.) IMO: Set 19 to 0 as well so game isn't wasting CPU cycles spinning something invisible.
	<cloud_layer23_speed> SR3 leftover?
	<lut_filename> SR2 Leftover? I have NO idea what a LUT is. But deleting keys do nothing.
	<water_ambient_color> LSL-I. Leftover? No effect... 
	<water_diffuse_color1> LSL-I. Leftover?
	<water_diffuse_color2> SR2 leftover? LSL-I format.
	<water_specular_color>
	<water_specular_alpha>
	<water_specular_power>
	<water_falloff_color> LSL-I. Leftover? I've literally set these to 1.0 1.0 1.0 1.0 (white) and didn't see an obvious difference.
	<water_fog_color> LSL-I. Defined only for 42 (sunset). If not a leftover, it probably affects the shallower water.
	<water_crest_color> LSL-I. Leftover? default only defines for night and evening. Presumably the ocean waves as they hit a beach but couldn't see a difference personally.
	<water_crest_threshold>
	<ambient_audio_rtpc> Default 4, 1, 2, 3 (did I edit this...?)  Presumably multiplies existing audio RTPC parameters. If you're a normal human being: Referencing [V] Ellix and searching "rtpc Wwise", it's a RealTime Parameter C... that can control pitch, volume based on distance/another variable, etc. Audio is kinda out of scope though.
	<desired_brightness> Default around 3-4. Leftover? Setting to 1 or 0 as comparison didn't have an effect.
	<exposure_min> Leftover? If worked, presumably adjust "exposure" based on how close/far from a light source.
	<exposure_max> ~ See above
====<render_settings> ================== Not actually a tag. Opens up vl_ shenanigans. (Below is all new tags to SR3R if WinMerge is correct)
	<directional_front_light_intensity> Default 1. INCREASING INTENSITY DOES NOT EXTEND THE RANGE OF LIGHTS (not sure which file - external_light_override.xtbl ?). Affects... the sun & moon?
	<spot_light_intensity> Default 2 (night), 1. Affects streetlamps... Lowering to 1 a bit too dark (realistic), especially on orange lights. I prefer 1.5. 
	<point_light_intensity> Default 5 (night), 1. Affects traffic cone, ...
	<tube_light_intensity> Default 2 (night). Needs research - Based on my search engine I'm guessing this affects indoor lighting, yet Friendly Fire was still lit. I dunno.
	<local_ambient_intensity> ???
	<global_ambient_intensity> ??? Boosts ambient light, I guess.
	<negative_lights_intensity> Default 1. Thought this is shadow intensity, but not sure.
	<sky_intensity_multiplier> Multiplies multiple things, including saturation and bloom. By default, this works best to boost up the nighttime (I find 4 a good balance, but you can go up to 8 for a "sunrise" effect). You could also make a more "vivid" Post-Storm by including it in weather_time_of_day.xtbl. Alternatively you could touch up bloom tags...
	<hdr_sky_map_rotation> Rotation of the skybox texture (includes clouds & lighting). Does not rotate the sun/moon though. My example usage is to rotate the night skybox so the sun's position makes it look like sunrise by rotating time 10 to -100 value.
	<hdr_sky_map_intensity> Default 3-4? Colour intensity of the skybox. Does not affect sun/moon/lighting etc.
	<hdr_sky_map_to_gradient_lerp> Default 0. Setting to 1 seems to ruin whatever texture the night skybox has into a gradient. I have no idea why just the night skybox.
	<emissive_intensity> Default 0.63 (night). Affects "bloom" of stuff like windows, lights, For Sale sign, etc (things that light themselves up, even slightly).  Have fun with values like 10 (soft glow) or 20 or even above. It would give a nice bokeh? effect if you raised it during rain etc.| I've been told by someone this simulates their eye condition, which is certainly a fact - whether it is a 'fun' one is up to you
	<tube_light_fade_offset> WHATS A TUBE LIGHT!?
	<tube_light_fade_offset_max> WHATS A TUBE LIGHT!?
	<tube_light_fade_enabled> WHATS A TUBE LIGHT!!?
	<sharpen_enabled> 0 or 1. I assume it enables sharpening processing, but honestly I can't really tell the difference anyway.
	<sharpen_strength> I'll just leave these blank instead of pretending I know what sharpening is. Unless...? 
	<sharpen_offset>
	<sharpen_clamp_value>
	<sharpen_use_mask>
	<sharpen_depth_mask>
	<sharpen_depth_mask_contrast>
	<sharpen_coefficient>
	<sharpen_preview>
	<cubemap_roughness_power> I'm assuming the windows' 2d textures moving around when you pan the camera is a cubemap. WIP
	<cubemap_reflection_intensity>
	<cubemap_reflection_intensity_diffuse>
	<cubemap_saturation>
	<cubemap_scale>
	<cubemap_falloff_horizontal>
	<cubemap_falloff_vertical_top>
	<cubemap_falloff_vertical_bottom>
	<cubemap_window_intensity>
	<cubemap_window_intensity_diffuse>
	<cubemap_vehicle_intensity>
	<cubemap_vehicle_intensity_diffuse>
	<cubemap_foliage_intensity>
	<cubemap_foliage_intensity_diffuse>
	<cubemap_glass_reflectivity>
	<cubemap_glass_reflectivity_side>
	<obscurance_intensity>
	<obscurance_intensity_diffuse>
	<obs_amount>
	<obs_normals>
	<obs_power>
	<albedo_adjust_enabled>
	<albedo_adjust_metallness_threshold>
	<global_roughness_multiplier>
	<roughness_tweak>
	<shadow_fade_duration>
	<specular_lerp_tweak>
	<planar_reflections_intensity>
	<planar_reflections_dry_amount>
	<rain_light_multiplier>
	<rain_distortion>
	<i_puddles_level> Default 0.65. ??? Interactive puddles? 
	<puddle_ripples_amount> Default 0. Range 0 - inf. Simulates rain droplets hitting puddles, so there's no reason to use this for default_district.xtbl (it's not raining). Maybe overcast though.
	<puddle_ripples_scale> Default 0.5. Untested, but I assume it's how big each rain droplet is. You may want to make it dynamic on the state of rain - e.g. Heavy Rain use a bigger value.
	<puddle_ripples_speed> Default 1 (except morning, where it is 3). 
	<puddle_ripples_intensity> Default 0.5 (except evening, where it is -0.5 - I assume this reverses the shine effect rain ripples have).
	<puddles_level> Default 0.5. Leftover?
	<puddles_roughness> Default 0.05. Setting to 1 will disable smaller puddles' reflection ability, and setting to 0 makes the light reflection more pronounced. 
	<puddles_metallness> Default 0.4. Increasing assumedly raises the bloom "full white" areas, 
	<particle_brightness>
	<particle_self_illumination_multiplier>
	<corona_brightness>
	<ssao_me_noise_filter_tolerance>
	<ssao_me_blur_tolerance>
	<ssao_me_upsample_tolerance>
	<ssao_me_rejection_falloff>
	<ssao_me_accentuation>
	<ssao_me_hierarchy_depth>
	<vl_enable> 0 or above 0 (boolean-like). Disables (likely) ALL vl_ related render settings. CAUSES BLACK BOXES TO APPEAR IF DISABLED ON SOME DRIVERS. DO NOT USE THIS. Not recommended unless you absolutely need the performance boost (if it even boosts it - didn't test).
	<vl_directional> 0 or above (boolean). Toggles volumetric rays AKA "god rays". See vl_dir tags. CAUSES BLACK BOXES TO APPEAR IF DISABLED ON SOME DRIVERS. DO NOT USE THIS.
	<vl_ambient_fog> 0 or above (boolean). Toggles whether fog is enabled. See vl_amb tags.
	<vl_dir_light_scale> Default 0.1 or 0.08. Scales the strength of the circular sun/moon light and its respective god rays. Personally I put them at 0.06 with exception of 42 (sunset) time to 0.07. Note afternoon by default doesn't really exude rays.
	<vl_dir_cut_off_dist> Default 20000. Controls how far the god rays can travel (not sure in what units). This is serparate from the "radial" glow, and by itself does not "extend" the rays.
	<vl_dir_num_samples> Default 32. Assumedly controls the "quality" of the rays. Lowering it to 8 seems the same though. Maybe lower to 8 for a performance boost? Think raising it for the moon to 128 helps give it a more "round" glow, not that it needs it.
	<vl_dir_mie_phase_function> Default 0.7 (0.6 for afternoon). Raising seems to give the rays a more "complete" circular look. IMO this is okay as-is. No idea what mie phase math is so don't ask
	<vl_dir_density> Default 4.73|5.0|1.0|0.1|1.0. Recommend lowering midnight to 0.73 & 2.0 while raising afternoon to 
	<vl_amb_density> Controls how dense the fog is. Halving it or more (divide by three) gives a good enough result (something like  0.000625|0.001167|0.000834|0.001000 night to sunset) gives pretty agreeable results.
	<vl_amb_height_start> Default 20|50|0|50  tells where the gradient of decreasing the fog should start. I'm assuming this helps create a "shadow effect" on the lower altitude of buildings but I'm not really buying it. IMO 10 or lower (including negative!). Also affects the faraway horizon fog.
	<vl_amb_height_end> Default ? Should be 1 or higher (lower causes fog cutoff). tells where the gradient of decreasing the fog should end.
	<vl_amb_height_strength> Default 3 (morning) and 4. MUST BE 1 OR ABOVE TO AVOID FOG CUTOFF! (weather_time_of_day.xtbl does this) Controls the "curve" that the fog gradually fades to. Lower gives a more "polluted" feel, while higher numbers show more of the skybox/clouds. Setting night to 9 allows you to see an "almost sunrise" leftover, which I think is really cool. Others are fine.
	<vl_amb_sun_strength> Range: 0 - inf. Should be the strength of the circular light, but I'm not too sure.
	<vl_amb_fog_strength> Range: 0 - inf. Controls how much farther objects get "covered" in the distance fog's colour. Higher than 1 causes a brighter horizon, which can help recreate the "Modern" TOD from good old SRIV. Does not affect the "darkness" of faraway objects. If you're unsure, just leave it at 1. IMO: This is a good thing, it's the bases of believeable distance fog. 
	<vl_amb_fog_and_sun_blending_power> Needs testing. Very likely used if the sun is engulfed within fog.
	<vl_amb_clear_dist> Default 20/30(afternoon). The distance between your character and where the fog actually starts. Note: Areas not covered by fog are quite saturated by the game's rendering system.
	<vl_amb_height_lowering> Needs testing, not sure. Probably vertical fog.
	<ssdo_pass>
	<ssdo_max_radius>
	<ssdo_strength>
	<sss_level> Subsurface scattering. Whatever that is...
	<sss_correction>
	<sss_translucency_mode>
	<sss_translucency_light_angle_border>
	<sss_translucency_mask_intensity>
	<hdr_key_value> P/S: I have no "HDR Display" that is capable of "HDR Mode". I may be talking out of my [bass boosted noise bleep] on how these tags work.
	<hdr_adapt_time> 
	<hdr_EV_min>
	<hdr_EV_max>
	<hdr_adapt_EV_min> Default -8.5. I'm assuming this is how low the exposure can go when in a dark area. Thus same notes as below.
	<hdr_adapt_EV_max> Default 8.0. Change in small increments (ex: 8.2, 7.5 etc)! Higher values cause the game's camera exposure (brightness) to be lower in a well-lit area. 
	<hdr_scurve_toe>
	<hdr_scurve_shoulder>
	<hdr_scurve_steep>
	<hdr_scurve_bias> 
	<hdr_bloom_sigma> Default 2.5. Lower values (NOT 0) boost the overall strength and radius, like a lens blur/bokeh. | I'll be honest, I looked at mathsisfun https://www.mathsisfun.com/algebra/sigma-notation.html (what a throwback) and still barely understand it.
	<hdr_bloom_threshold> Default 0.95. Keyword "threshold": if a light level is above threshold bloom is applied. So lower values  like 0.1 or 0.3 apply to a lot more surface. Great for light rain & Post Storm especially, where the sun would hit more (use hdr_bloom_boost alongside it). 
	<hdr_bloom_amount>Default 0. Setting to 1 sets to black?? Setting to a low value like below 3 causes a "solar eclipse" effect. I don't understand.
	<hdr_bloom_boost> Default 0.5 (0.75 for night). Boosts the brightness of bloom shine effect when a surface reaches hdr_bloom_threshold
	<hdr_dithering_amount>
	<hdr_barrel_factor>
	<hdr_vignette_amount> Default 0.5. Range: 0 - inf. The higher it is, the more vignette covers the screen and 0 turns it off completely. Up to player's preference, although personally I set it 0.5 0.1 0.2 0.3 for a very slight feel of the brightness changing. 
	<hdr_noise_level>
	<hdr_chromatic_abberation> Default 0.02. Leftover? Didn't sem to affect anything in testing. That said IIRC this is an effect that would simulate a concave camera lens effect alongside its 3D lens deficiencies, and I'd set it to 0 anyway.
	<dof_bokeh_threshold>
	<dof_bokeh_strength>
	<dof_bokeh_scale>
	<dof_override_enable>
	<dof_multiply_enable>
	<dof_focus_start_a>
	<dof_focus_start_b>
	<dof_focus_end_a>
	<dof_focus_end_b>
	<dof_blur_radius_bg>
	<dof_blur_radius_fg>
	<dof_override_focus>
	<dof_override_bokeh>
	<dof_multiply_aperture>
	<dof_focus_near>
	<dof_focus_far>
	<dof_aperture_bg>
	<dof_aperture_fg>
	<water_transparency> Default 1. Probably controls shallow waters' transparency (near fountains and such), didn't see a difference for the sea
	<water_shadow_intensity>
	<water_shadow_scale>
	<water_normal_map_amount_1>
	<water_normal_map_amount_2>
	<ground_fix_exponent>
	<ground_fix_fade_depth>
	<ground_fix_fade_depth_falloff>
	<ground_fix_roughness_power>
	<ground_fix_non_roughness_power>
	<ground_fix_width_close>
	<ground_fix_width_far>
	<fog_intensity_multiplier>
	<particle_light_multiplier>
	<gi_pass> Default 0, raising didn't make a difference. Seems to be an important Computer Graphics concept tho. | "What's GI Pass?": Credits to https://www.danthree.studio/en/glossary/global-illumination: "GI distinguishes direct light from indirect light; the latter is created by multiple reflections in the room. Without GI, renderings look flat; with GI, interior scenes, fabrics, wood and paint look credible."
	
	