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Pentalimbed edited this page Feb 2, 2024
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Welcome to the skyrim-community-shaders wiki!
Please ensure you match this to avoid compilation errors.
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
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.
- Under Advanced -> Shader Defines, enter
TESTCUBEMAP
. - Clear Disk Cache, if disk cache enabled.
- Clear Shader Cache.
- Examine an object and the environment should be reflected in the item.