TES Skyrim 0.262
Posted: 14 Aug 2014, 01:19
The Elder Scrolls Skyrim (TES Skyrim, Скурим Свитки)
Graphic mod ENBSeries / patch ENBoost 0.262
Added distance fade parameter to the mist category. Also rescaled vertical fade of the mist by 0.25.
Added parameter WeatherAndTime for external shaders. For usage see description of it in updated enbeffect.fx.
Added EnableTextureAlpha parameter for subsurface scattering effect, it can be modified only manually with game restart. When enabled, alpha channel of sss textures is used to modify subsurface scattering computation radius and amount. Alpha values between 192..255 affect radius by decreasing it up to 4 times, 0..191 values modify amount of subsurface effect. By default alpha is white in textures, so i don't expect any issues with existing body modifications, feel free to modify their sss texture alpha channel, dxt5 format is preffered.
If somebody don't know, sss textures are mostly those with "_sk" ending in file name. Their color used for vanilla subsurface scattering (which i hate) and now alpha channel in my implementation of subsurface scattering (vanilla shaders don't use alpha channel).
DaemonWhite
I don't understand. Do you mean volumetric shadows / scattering in fog, similar to underwater rays? If yes, then possible (already tried), but shadow in the game have different direction compared to sun and on practice this confuse a lot when player see difference. Another issue is with low resolution of shadow mapped to world, fixing aliasing bugs turn everything in to very blurry rays and they of course do not fit well edges of objects. In other games this is not the problem, but i don't see much reason to implement very low detailed effect, it worth only when you see thin rays while going in the wood.
EDIT: volumetric mist removed in update, later will return to it.
Added volumetric mist, it's same mist from older versions, but raytraced as volume. Effect not optimized and use visible dithering pattering, if visual improvement worth it, i'll make changes to make it fast and smooth. Parameters are used from old mist, volume generated from anchors (additional editor panel) when you press new button to update volumetric map. Unfortunately mist designed for exponential fade and hard to notice changes in volume, that's why i'm not sure about future of volumetric mist.
Well, in topic of 0.261 i wrote a lot about issues with mist low density for volumetric mode, but may be in some conditions it's still useful. Show me screenshots (do not attach to the forum, use image hosting sites) where volumetric rendering much better than standart mist, then i'll do changes to quality and performance.
Here is an example of different sss textures, first with white alpha, second with mostly gray and a bit white for noise and lips, third on the right with lot of dark alpha:
Graphic mod ENBSeries / patch ENBoost 0.262
Added distance fade parameter to the mist category. Also rescaled vertical fade of the mist by 0.25.
Added parameter WeatherAndTime for external shaders. For usage see description of it in updated enbeffect.fx.
Added EnableTextureAlpha parameter for subsurface scattering effect, it can be modified only manually with game restart. When enabled, alpha channel of sss textures is used to modify subsurface scattering computation radius and amount. Alpha values between 192..255 affect radius by decreasing it up to 4 times, 0..191 values modify amount of subsurface effect. By default alpha is white in textures, so i don't expect any issues with existing body modifications, feel free to modify their sss texture alpha channel, dxt5 format is preffered.
If somebody don't know, sss textures are mostly those with "_sk" ending in file name. Their color used for vanilla subsurface scattering (which i hate) and now alpha channel in my implementation of subsurface scattering (vanilla shaders don't use alpha channel).
DaemonWhite
I don't understand. Do you mean volumetric shadows / scattering in fog, similar to underwater rays? If yes, then possible (already tried), but shadow in the game have different direction compared to sun and on practice this confuse a lot when player see difference. Another issue is with low resolution of shadow mapped to world, fixing aliasing bugs turn everything in to very blurry rays and they of course do not fit well edges of objects. In other games this is not the problem, but i don't see much reason to implement very low detailed effect, it worth only when you see thin rays while going in the wood.
EDIT: volumetric mist removed in update, later will return to it.
Added volumetric mist, it's same mist from older versions, but raytraced as volume. Effect not optimized and use visible dithering pattering, if visual improvement worth it, i'll make changes to make it fast and smooth. Parameters are used from old mist, volume generated from anchors (additional editor panel) when you press new button to update volumetric map. Unfortunately mist designed for exponential fade and hard to notice changes in volume, that's why i'm not sure about future of volumetric mist.
Well, in topic of 0.261 i wrote a lot about issues with mist low density for volumetric mode, but may be in some conditions it's still useful. Show me screenshots (do not attach to the forum, use image hosting sites) where volumetric rendering much better than standart mist, then i'll do changes to quality and performance.
Here is an example of different sss textures, first with white alpha, second with mostly gray and a bit white for noise and lips, third on the right with lot of dark alpha: