The Elder Scrolls Skyrim SE (SSE)
Added expernal enbsunsprite.fx shader similar to old Skyrim mod version. Added interior setting for subsurface scattering effect.
TES Skyrim SE 0.374
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TES Skyrim SE 0.374
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Re: TES Skyrim SE 0.374
THIS !
Wonderful, thank you !
Just to know, maybe you explained it already, why water is not doable on your side ? What's holding you back ? Game's shaders editing ?
Wonderful, thank you !
Just to know, maybe you explained it already, why water is not doable on your side ? What's holding you back ? Game's shaders editing ?
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Re: TES Skyrim SE 0.374
Water in SSE have too many shaders because of badly made uber shaders system, i can't patch them automatically or manually, because of their quantity and complexity, they must be manually rewritten for any good effect. The flow map make things very difficult, i can't just grab alpha channels of each texture and mix them to get data for displacement. Effort to do this not worth time absolutely. Replacing all shaders by some custom one means all water will look the same, so it's not right way. I don't know any other.
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Re: TES Skyrim SE 0.374
Yeah, that’s what I thought. Titan task.
Thank you !
Thank you !
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Re: TES Skyrim SE 0.374
To bad, i guess hey are to many to do manually, but also to much complexity to make any sort of automatic process. Just out of curiosity, is the new water flow mechanics in SSE responsible for the uber shaders system? Or is there another reason for Bethesda to make such a more complex shader system for water in SSE?ENBSeries wrote:Water in SSE have too many shaders because of badly made uber shaders system, i can't patch them automatically or manually, because of their quantity and complexity, they must be manually rewritten for any good effect. The flow map make things very difficult, i can't just grab alpha channels of each texture and mix them to get data for displacement. Effort to do this not worth time absolutely. Replacing all shaders by some custom one means all water will look the same, so it's not right way. I don't know any other.
Also Thanks for the newest binaries.
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Re: TES Skyrim SE 0.374
Water flow do have some influence, but not very big. Water shaders are just different combinations of properties, like some water have no cubemap, some have it, so twice more shaders from this. Some shaders have depth texture as input, some don't have, so fourth number of shaders from these two parameters. Some have fog, some don't have. So on. In result i can see over 2000 shaders with different techniques and even filtering them by similarity would be hundreds.
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Re: TES Skyrim SE 0.374
There's 4344 water shaders (2172 each vertex/pixel), lol.
There's even a lot missing, there could be way more if they used those combinations.
There's even a lot missing, there could be way more if they used those combinations.
Code: Select all
// Possible technique defines:
// - SPECULAR Unique
// - UNDERWATER Unique
// - LOD Unique
// - STENCIL Unique
// - SIMPLE Unique
// - WATER
// - FOG
// - VC
// - NORMAL_TEXCOORD
// - REFLECTIONS
// - REFRACTIONS
// - DEPTH
// - INTERIOR
// - WADING
// - VERTEX_ALPHA_DEPTH
// - CUBEMAP
// - FLOWMAP
// - BLEND_NORMALS
// - NUM_SPECULAR_LIGHTS
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Re: TES Skyrim SE 0.374
LightParameters.xy in enbsunsprite.fx doesn't seems to be exact screenspace sunpos.
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Re: TES Skyrim SE 0.374
Thanks for report, i forgot that same variable name is not the same in old skyrim and se. Better change to equal or tere could be other bugs too with sun direction.
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Re: TES Skyrim SE 0.374
Version updated, download again
Fixed incorrect direction of sun in enbsunsprite.fx shader
Fixed incorrect direction of sun in enbsunsprite.fx shader
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i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
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