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Pentalimbed edited this page Feb 2, 2024 · 28 revisions

Welcome to the skyrim-community-shaders wiki!

Current list of features and versions

Please ensure you match this to avoid compilation errors.

image

Feature CS ENB VR
Grass Collisions Yes Yes Yes
Grass Lighting Yes Yes Yes
Terrain Parallax Yes Yes Yes
Object Parallax Yes Yes Yes
Water Parallax Beta Yes No
Normalmap Shadows No Yes No
Wet Surfaces Beta Yes
Particle Lights Yes Yes Yes
Skylighting No Yes No
Subsurface Scattering Beta Yes Beta
Image Based Lighting WIP Yes
Physically Based Rendering Beta No
Ambient Occlusion Beta Yes Beta
Depth of Field No Yes
Bloom VHDR Yes
HDR VHDR Yes
Adaptation VHDR Yes
Light Limit Fix Yes No Yes
Screen-Space Shadows Yes Yes No
Distant Shadows Yes Yes
Water Blending Yes Yes
Dynamic Cubemaps WIP Yes Yes
Sun Rays No Yes
Sun Glare No Yes
Volumetric Rays No Yes
Skin Specular WIP Yes
Cloud Shadows WIP Yes
Procedural Sun WIP Yes
Terrain Blending WIP Yes WIP
Upscaling Technologies Compatible Beta Yes

A graph of potential future features, no gaurantee:

graph LR;
	Def[Deferred]
	Post[Postprocessing]
	SSS[Subsurface Scattering]
	SSIL[SSAO/IL]
	Skylighting
	TOD[TOD/Weather]
	VHDR[VHDR Revamp]
	HFog[Simple Height Fog]
	PhySky[Physical Sky]
	MiscWeather[Misc. Weather Elements]
	Vol[Volumetrics Fog/Clouds]
	PBR
	MB[Motion Blur]
	Water[Better Water]
	Sparkly[Sparkly Snow]
	Snow[Better Snow]
	RT[Full Ray Tracing]
	DOF[Depth of Field]
	Bloom[Better Bloom]
	WP[Water Parallax]
	SSR[Better SSR]
	
    Def-->SSS;
    Def-->SSIL-->Skylighting
    Def-->Water
    Def-->SSR
    PBR-->Sparkly
    PBR-->Water
    TOD-->PhySky
    TOD-->MiscWeather
    TOD-->HFog
    TOD-->Vol
    SSS-->Snow
    Sparkly-->Snow
    Post-->MB
    Post-->DOF
    Post-->Bloom
    VHDR-->Bloom
    Post-->TOD
    WP-->Water
Loading

Testing

Dynamic Cubemaps

There is a special test mode that can be activated to turn basically any cubemap surface into a maximum reflective surface. Examples are potions or wine bottles.

  1. Under Advanced -> Shader Defines, enter TESTCUBEMAP.
  2. Clear Disk Cache, if disk cache enabled.
  3. Clear Shader Cache.
  4. Examine an object and the environment should be reflected in the item.
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