Home
matm-git edited this page Apr 16, 2024
·
22 revisions
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.