Edited Dec, 19th.
Appears even the new version has bad effects on night-time texturing. Don't use it if you fly night missions.
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Has anyone (in the long CFS3 history) tried modding shaders.xml?
Although the game uses DX8 the shading is actually done in the DX7 way - fixed function states. Which is VERY limitied. I think I can say that a single terrain drawing shader in Rise of Flight is many times more complex than all CFS3 shaders combined.
But however limited they are it is still possible to tweak them.
Here I tried to make shaded areas darker:
Basically I just inserted additional shading steps which multiply diffuse light color by itself producing a sharper curve.
Is it something new? Or has it been done before and I'm just reinventing the wheel?
Unfortunately the amount of tweaking is very limited. The last one looks ugly right now but could have been the best if I could multiply it by say x1.2 and not x2.
There is another problem and I haven't figured out the cause and solution (if there is any): if I use modified shaders then plane and object textures disappear completely (i.e. become gray) during night missions.
Here is a link for Diffuse^2 version:
https://dl.dropboxusercontent.com/u/2918136/cfs/Shaders.DiffusePow2.New.zipDownload and extract shaders.xml into "WOFF\OBDWW1 Over Flanders Fields" folder. Don't forget to make a backup of original shaders.xml because as I said this one ruins night missions.