I dont know how to fix that thing, because game use ugly blurring (which very much visible at rainy weather) which is the same place and shader as underwater blur, so when half camera is underwater and half above it, there is no way to compute both, game just ignore this condition, so i do too. Why gui disappear don't remember, i just ignored that cause not important. Mountains fog remain the same actually, it's just sun rays turning off when underwater detected to not have rays underwater.
About sun glare, okay.
TES Skyrim SE 0.401
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Re: TES Skyrim SE 0.401
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Re: TES Skyrim SE 0.401
Did test about startup times, vanilla game.
First run, ShaderCache=false 27 sec
Second run, ShaderCache=false 27 sec
Changed config ShaderCache=true 44 sec
Not changed config ShaderCache=true 10 sec
First run, ShaderCache=false 27 sec
Second run, ShaderCache=false 27 sec
Changed config ShaderCache=true 44 sec
Not changed config ShaderCache=true 10 sec
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Re: TES Skyrim SE 0.401
Ah OK I understand now, the shader was just supplied so one could add onto it. Maybe I'll finally learn how to write some shader code Thanks for the reply!ENBSeries wrote:fadingsignal
There is no distortion underwater cause it do not exist in real life, i have no idea why game developers keep doing it. But you can make it yourself in external shader.
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Re: TES Skyrim SE 0.401
No need to learn, its very simple thing to implement as long as understand what exactly do you need and how it should work as algorithm. Almost always distortion like that is using some noise texture and from it's colors change uv coordinates of screen texture. Animation can be done via timer as uv change of noise texture with time as simplest method.
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Re: TES Skyrim SE 0.401
What bad happens if sunrays not turning off when underwater ?ENBSeries wrote:it's just sun rays turning off when underwater detected to not have rays underwater.
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Re: TES Skyrim SE 0.401
I suspected so. This is not a big problem. What about this underwater tint affected the postpass shader (in LE it doesn't happen, the is letterbox is in the effect.txt file) and underwater reflections?ENBSeries wrote:I dont know how to fix that thing, because game use ugly blurring (which very much visible at rainy weather) which is the same place and shader as underwater blur, so when half camera is underwater and half above it, there is no way to compute both, game just ignore this condition, so i do too. Why gui disappear don't remember, i just ignored that cause not important. Mountains fog remain the same actually, it's just sun rays turning off when underwater detected to not have rays underwater.
About sun glare, okay.
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English is not my native language.
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Re: TES Skyrim SE 0.401
Anubis
Looks ugly perhaps, if i turned it off?
Guzio
Same thing happen to old skyrim. It's because game draw underwater and ugly blur after everything but gui.
Looks ugly perhaps, if i turned it off?
Guzio
Same thing happen to old skyrim. It's because game draw underwater and ugly blur after everything but gui.
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Re: TES Skyrim SE 0.401
I mean - from what I read from your previous post, currently sunrays are turned off when underwater is detected.ENBSeries wrote:Anubis
Looks ugly perhaps, if i turned it off?
So, what happens if the sunrays stay on when player goes underwater ?
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Re: TES Skyrim SE 0.401
Anubis
With rays enabled when underwater:
With rays disabled when underwater (what mod normally do):
With rays enabled when underwater:
With rays disabled when underwater (what mod normally do):
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