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Welcome to the skyrim-community-shaders wiki!

Current list of features and versions

Please ensure you match this to avoid compilation errors.


** NOTE: THIS IMAGE IS OUTDATED AS OF COMMUNITY SHADERS 1.0. PLEASE IGNORE **

image

Object Feature CS ENB CS VR ENB VR
Grass Grass Collisions Yes Yes Yes No
Grass Lighting Yes Yes Yes No
Procedural grass WIP No WIP No
Water Water Parallax Yes Yes Yes No
Water Blending Yes Yes Yes
Water caustics Yes Yes 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
Image Based Lighting Yes Yes Yes
Inverse Square Lighting Yes No Yes No
Linear Lighting WIP No WIP 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
Interior Sun Shadows Yes No Yes No
Effect Shadows Yes No Yes No
Rain Wet Surfaces Yes Yes Yes Yes
Puddles Yes No Yes No
Dynamic rain drops Yes Yes Yes
Sky Sun Rays Yes Yes Yes Yes
Sun Glare WIP Yes Yes
Volumetric Rays Yes Yes Yes Yes
Procedural Sun WIP Yes Yes
Cloud Shadows Yes Yes Yes Yes
Skylighting Yes Yes Yes
Sky Sync Yes No* Yes No
Volumetric Clouds WIP No WIP No
Atmospheric Scattering WIP Yes WIP Yes
Custom weather system WIP No WIP No
Terrain Terrain Parallax Yes Yes Yes No
Terrain Blending WIP Yes Yes No
Terrain Shadows Yes Yes Yes No
Terrain Helper Yes Yes Yes Yes
Terrain Variation Yes No Yes No
Actors Skin Specular WIP Yes Yes
Subsurface Scattering Yes Yes Yes Yes
Hair Specular Yes No Yes No
Advanced Skin Shaders WIP No WIP No
Objects Object Parallax Yes Yes Yes Yes
Physically Based Rendering Yes No Yes No
Dynamic Cubemaps Yes Yes Yes Yes
Extended Translucency Yes No Yes No
Dynamic snow cover WIP No WIP No
Screen effects Depth of Field WIP Yes n.a. n.a.
Bloom WIP Yes Yes Yes
HDR rendering Yes Yes Yes Yes
Eye Adaptation WIP Yes Yes Yes
Lens Effects WIP Yes WIP
Customizable Post-Processing WIP Yes WIP Yes
Lut Loading WIP Yes WIP Yes
Motion Blur WIP Yes WIP Yes
HDR output WIP No WIP No
Performance Upscaling Technologies Beta No* WIP No*
FSR AA / DLAA Yes No* Yes No*
Framegen (DLSS) Yes No* No No

* can be achieved via 3rd party mod

A graph of potential future features, no guarantee:

graph LR;
    Def[Deferred]
    Post[Postprocessing]
    TerraBlend[Terrain Blending]
    SSS[Subsurface Scattering]
    SSGI[SSGI]
    Skylighting
    TOD[TOD/Weather]
    HFog[Simple Height Fog]
    PhySky[Physical Sky]
    MiscWeather[Misc. Weather Elements]
    Vol[Volumetric Fog/Clouds]
    PBR
    MB[Motion Blur]
    Water[Better Water]
    Sparkly[Sparkly Snow]
    Snow[Dynamic Snow Cover]
    DOF[Depth of Field]
    Bloom[Better Bloom]
    WP[Water Parallax]
    SSR[Better SSR]
    Eye[Better Eye Adaptation]
    ProcGrass[Procedural Grass]
    IBL[Image Based Lighting]
    LL[Linear Lighting]
    SkySync[Sky Sync]
    ProcSun[Procedural Sun]
    SkinSpec[Skin Specular]
    Wlod[Improved Water Lod]
    RT[Full Ray Tracing]
    Tess[Tesselation]
    Tland[Tesselated Landscape]

    SSS-->Snow
    Sparkly-->Snow
    Def-->SSS;
    Def-->SSGI-->Skylighting
    Def-->Water
    Def-->SSR
    Def-->TerraBlend
    Def-->Tess-->Water
    Tess-->Tland
    PBR-->Sparkly
    PBR-->Water
    PBR-->ProcGrass
    PBR-->SkinSpec
    PBR-->LL
    PBR-->Snow
    IBL-->TOD
    LL-->TOD
    LL-->Post
    SkySync-->TOD
    Snow-->TOD
    TOD-->PhySky
    TOD-->MiscWeather
    TOD-->HFog
    TOD-->Vol
    TOD-->ProcSun
    Post-->MB
    Post-->DOF
    Post-->Bloom
    Post-->TOD
    Post-->Eye
    WP-->Water-->Wlod

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.

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  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.

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  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.