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Alan Tse edited this page Sep 16, 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

Object Feature CS ENB CS VR ENB VR
Grass Grass Collisions Yes Yes Yes No
Grass Lighting Yes Yes Yes No
Water Water Parallax Yes Yes Beta
Water Blending Yes Yes Beta
Water caustic Yes No Yes No
Screen Space Reflections. Yes Yes Beta No
Lights Particle Lights Yes Yes Yes Yes
Light Limit Fix Yes No Yes No
Image Based Lighting WIP Yes
Tree LoD Lighting Yes No Beta No
Shadows Normalmap Shadows No Yes No Yes
Screen-Space Shadows Yes Yes Yes Yes
Distant Shadows Yes Yes Yes
Ambient Occlusion Beta Yes WIP Yes
Rain Wet Surfaces Yes Yes Yes Yes
Puddles Yes No Yes No
Sky Sun Rays No Yes Yes
Sun Glare No Yes Yes
Volumetric Rays No Yes Yes
Procedural Sun WIP Yes Yes
Cloud Shadows WIP Yes Yes
Skylighting No Yes No
Terrain Terrain Parallax Yes Yes Yes No
Terrain Blending WIP Yes WIP No
Actors Skin Specular WIP Yes Yes
Subsurface Scattering Yes Yes Yes Yes
Objects Object Parallax Yes Yes Yes Yes
Physically Based Rendering Beta No No
Dynamic Cubemaps Yes Yes Yes Yes
Screen effects Depth of Field No Yes
Bloom Yes (VHDR) Yes Yes Yes
HDR Yes (VHDR) Yes Yes Yes
Adaptation Yes (VHDR) Yes Yes Yes
Performance Upscaling Technologies Compatible Beta Yes Yes
Variable rate shading /FFR WIP No WIP No
Framegen (DLSS) WIP No No No

A graph of potential future features, no gaurantee:

graph LR;
    Def[Deferred]
    Post[Postprocessing]
    TerraBlend[Terrain Blending]
    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]
    
    SSS-->Snow
    Sparkly-->Snow
    Def-->SSS;
    Def-->SSIL-->Skylighting
    Def-->Water
    Def-->SSR
    Def-->TerraBlend
    PBR-->Sparkly
    PBR-->Water
    TOD-->PhySky
    TOD-->MiscWeather
    TOD-->HFog
    TOD-->Vol
    Post-->MB
    Post-->DOF
    Post-->VHDR-->Bloom
    Post-->TOD
    WP-->Water
Loading

Testing

A/B Testing

For those who want to compare visuals with different settings, there is a mode to automatically switch between two modes on an interval.

  1. Set up A environment by selecting "Save Settings". This is your default settings under CommunityShadersUSER.json and will display as User Mode.
  2. Change settings for the B environment for whatever features you want. This will display as Test Mode.
  3. Under the Advanced menu, find the slider for Test Interval.

image

  1. Set the interval to any non-zero value. This is the number of seconds to stay in any mode before switching. This will create a new config file, CommunityShadersTEST.json. In the desktop window, you should see a countdown in the top left. You can also monitor the settings changed in 2 to confirm they are changing back and forth.

image

  1. To exit the A/B test, set Test Interval to 0. You will still have your settings from step 2.
  2. To restore your default settings, select "Load Settings".

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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