A D3D11 rendering platform for Skyrim SE — proxy-based pipeline ownership with mid-frame effect dispatch via SKSE plugin.
Copyright (c) 2026 Zain D. Harper (papacr0w). AGPL-3.0-or-later — see LICENSE; commercial licensing available.
A D3D11 rendering platform for Skyrim SE. Proxy-based pipeline ownership with mid-frame effect dispatch via SKSE plugin.
Status: Active development. Core effects functional, tuning in progress.
RAW is the seed of a native, dependency-free rendering engine + algorithm simulator — a two-way surface where a model and a person see the same rendered frame and cross-examine it in real time: the verification target (is this right?) and the creative-improvement target (make this better) as one loop. It is meant to feed gallery tools and serve as a reusable resource library — a showcase that this work has value in any creative or technical workflow.
Honest scope: today RAW is a D3D11 proxy for Skyrim SE with the rendering effects below. The
real-time two-way cross-examination and the dependency-free native renderer (no DirectX/driver) are the
telos — stated as direction, not as shipped. Part of an AI-accountability toolkit
(HarperZ9): the rendering eye (eye.raw_rendering) turns frames into
witnessed, checkable observations.
Not affiliated with or endorsed by Bethesda Softworks or ENBSeries. For use with a legally-owned copy of the base game. Provided as-is, without warranty.
| Effect | Algorithm | Status |
|---|---|---|
| GTAO | Jimenez 2019 visibility bitmask | Functional, verified in-game |
| Contact Shadows | Screen-space directional ray march | Functional, needs tuning |
| Skylighting | Screen-space hemisphere visibility | Functional, noise reduction in progress |
| SSR | McGuire & Mara 2014 Hi-Z march | Visible artifacts, needs work |
| SSGI | Voxel cone tracing | Green tint issue, needs rework |
| Scene Compositor | Multi-effect blend with multi-bounce AO | Functional |
| Stage | Status |
|---|---|
| Bloom (Karis + Jimenez 13-tap) | In build, untested |
| Color Pipeline (AgX, 7 tonemappers) | In build, untested |
| Tone Map Manager (auto-exposure) | In build, untested |
- RendererBase — shared base class for all renderers (state, init, enable)
- SharedRAW.hlsli — common HLSL utilities (
#includeenabled viaD3D_COMPILE_STANDARD_FILE_INCLUDE) - d3d11.dll proxy — wraps Device, Context, SwapChain
- Phase detection — DSV-unbind heuristic classifies 9 render phases
- Mid-frame dispatch — effects run at PostGeometry; PrePresent fallback for legacy mode
- HiZ pyramid — standard-to-reversed-Z depth with mip chain
- External HLSL only — no embedded shader strings; all shaders loaded from disk, F12 hot-reload
- Weather system — 9 categories, auto-modulates effect intensities
17 renderers removed from compilation pending individual polish: DoF, Lens, Underwater, Atmosphere, Volumetric Clouds, Volumetric Lighting, SSS, Frame Gen, TSR, Grass Lighting, Tree LOD, Water Blending, Dynamic Cubemap, SDSM, Indirect Specular, Screen-Space Decals, Particle Lighting.
cmake -B build -S . -DVCPKG_TARGET_TRIPLET=x64-windows-static
cmake --build build --config Release --target RAW --target d3d11_proxy
<mod>/SKSE/plugins/RAW.dll
<mod>/SKSE/plugins/RAW/Shaders/*.hlsl
<mod>/SKSE/plugins/RAW/Shaders/*.hlsli
<mod>/Root/d3d11.dll
- Press INSERT to open debug GUI
- Click Recommended for safe defaults (GTAO + Contact Shadows + Skylighting + AgX)
- Pipeline Status section shows proxy/depth/dispatch diagnostics
F5 = Dump all effect textures to Data/SKSE/Plugins/RAW/Captures/
F7 = Toggle mid-frame dispatch
F12 = Hot-reload all HLSL shaders from disk
F11 = GPU profiler overlay (per-pass timing)
F10 = 600-frame performance capture to CSV
The loop: edit .hlsl in your text editor → F12 to reload → see result instantly. Use debug modes (SceneCompositor Debug View dropdown) to isolate each effect. F5 dumps BMP files you can inspect at full resolution in any image viewer.
cmake -B build -S . -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake
cmake --build build --config Release --target RAW --parallel
cmake --build build --config Release --target d3d11_proxy --parallelRequires: VS2022, CMake 3.24+, vcpkg (x64-windows-static), CommonLibSSE-NG.
[mod folder]/SKSE/plugins/RAW.dll
[mod folder]/SKSE/plugins/RAW/RAW.ini (auto-generated)
[mod folder]/SKSE/plugins/RAW/Shaders/*.hlsl (85 files)
[mod folder]/SKSE/plugins/RAW/ShaderCache/ (auto-generated)
[mod folder]/ROOT/d3d11.dll
| Key | Function |
|---|---|
| INSERT | Toggle debug GUI |
| F7 | Toggle mid-frame dispatch |
| F8 | Toggle compute passes |
| F9 | Toggle render passes |
| F10 | Frame capture (CSV) |
| F11 | GPU profiler |
| F12 | Hot-reload shaders |
ARCHITECTURE.md— depth conventions, SRV slots, pipeline rulesLICENSE.md— copyright and third-party licenses
Zentropy Labs · order out of entropy. An independent lab building evidence-first tools that leave a re-checkable artifact behind. Built by Zain Dana Harper in Seattle. The full workbench is at Project Telos.
