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legendzwolf edited this page Dec 14, 2024
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Welcome to the skyrim-community-shaders wiki!
Please ensure you match this to avoid compilation errors.

| 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 | Yes | No |
| Water Blending | Yes | Yes | Yes | ||
| Water caustic | Yes | No | Yes | No | |
| Screen Space Reflections | Yes | Yes | Yes | No | |
| Lights | Particle Lights | Yes | Yes | Yes | Yes |
| Light Limit Fix | Yes | No | Yes | No | |
| Indirect Lighting / SSGI | Yes | Yes | Yes | ||
| Tree LoD Lighting | Yes | No | Yes | No | |
| Shadows | Normalmap Shadows | No | Yes | No | Yes |
| Screen-Space Shadows | Yes | Yes | Yes | Yes | |
| Distant Shadows | Yes | Yes | Yes | ||
| Ambient Occlusion | Yes | Yes | Yes | Yes | |
| Rain | Wet Surfaces | Yes | Yes | Yes | Yes |
| Puddles | Yes | No | Yes | No | |
| Dynamic rain drops | WIP | No | Yes | No | |
| Sky | Sun Rays | Beta | Yes | Yes | Yes |
| Sun Glare | No | Yes | Yes | ||
| Volumetric Rays | Beta | Yes | Yes | Yes | |
| Procedural Sun | WIP | Yes | Yes | ||
| Cloud Shadows | Beta | Yes | Beta | Yes | |
| Skylighting | No | Yes | Beta | ||
| Terrain | Terrain Parallax | Yes | Yes | Yes | No |
| Terrain Blending | Beta | Yes | Yes | No | |
| Terrain | Terrain Shadows | Yes | Yes | Yes | No |
| Actors | Skin Specular | WIP | Yes | Yes | |
| Subsurface Scattering | Yes | Yes | Yes | Yes | |
| Objects | Object Parallax | Yes | Yes | Yes | Yes |
| Physically Based Rendering | Yes | No | Yes | No | |
| Dynamic Cubemaps | Yes | Yes | Yes | Yes | |
| Screen effects | Depth of Field | No | Yes | n.a. | n.a. |
| Bloom | Yes | Yes | Yes | Yes | |
| HDR | Yes | Yes | Yes | Yes | |
| Adaptation | Yes | Yes | Yes | Yes | |
| Performance | Upscaling Technologies | Beta | No* | WIP | No* |
| FSR AA / DLAA | Yes | No* | Yes | No* | |
| Framegen (DLSS) | Beta | No | No | No | |
| Variable rate shading /FFR | WIP | No | WIP | No |
* can be achieved via 3rd party mod
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
For those who want to compare visuals with different settings, there is a mode to automatically switch between two modes on an interval.
- Set up A environment by selecting "Save Settings". This is your default settings under
CommunityShadersUSER.jsonand will display asUser Mode. - Change settings for the B environment for whatever features you want. This will display as
Test Mode. - Under the
Advancedmenu, find the slider forTest Interval.

- 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.

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