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matm-git edited this page Apr 16, 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 | Beta | |
| Water Blending | Yes | Yes | |||
| Water caustic | Yes | No | Yes | 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 |
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
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.