#Skyrim Special Edition Vanilla

376 messages · Page 1 of 1 (latest)

pulsar lagoon
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I assume Vanilla means it wont work with anything like ENB/CS

young blaze
cerulean ermine
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Strange that nobody built HDR into ENB or CS yet

pulsar lagoon
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Boris thinks hdr is a meme

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So won’t happen for Enb

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CS is working on it but from what I’ve tested and tried myself it’s still pretty ass

cerulean ermine
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Just tonemapping?

pulsar lagoon
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This is something else

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And not supported anymore iirc

peak flume
peak flume
pulsar lagoon
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they have some test builds in the CS discord

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they only have a GT7 tonemapper

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and i didnt like it at all

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shit was way too contrasty when i tried it

peak flume
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oh right, it also has a crazy white clip if you dont turn it off.

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also, if GT7, is it BT2020 wcg?

pulsar lagoon
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i couldnt get it to look good

jaunty cobalt
pulsar lagoon
jaunty cobalt
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ENB allows custom shader injection

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different authors have custom setups

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Which means you would need to make a custom addon + or add support for all the different shaders

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What Dab did for Minecraft

robust zinc
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Doesn't that mean you can lets say make 2 for 2 different of those big wabbajack modpacks?

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Like Nord Soul or whatever

jaunty cobalt
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Up to whoever wants to make an addon

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Theres nothing stopping someone from making a Reno addon for ENB

robust zinc
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I'm a complete noob coding wise but I still might try with some games at some point

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I got stuck setting up all the tools a while ago and just basically left it there since

jaunty cobalt
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the only exception to this rule are ENB presets that uses Kitsuune's SilentHorizons 2 shaders

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Kitsuune specifically obfuscate the shader code to stop community shaders from taking the code

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or something along that effect

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devkit or decomp produces garabage

robust zinc
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We'll see the first game I was planning on trying was Homefront because it is an UE3 game has both DX9C and DX11 and from what I read UE3 and DX11 is the easiest to start

jaunty cobalt
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My first addon was also UE3 and DX11

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piss easy mostly

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just find grading shader and adjust all the tonemapping to use RenoDX instead

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Just be aware that UE3 titles like to saturate() a bunch of shaders

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XCOM 2 saturated the deferred lighting shaders BRDF calculations which utterly clips specular details

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also saturated DOF, Bloom and a bunch of others

robust zinc
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We'll see if I can learn

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Probably dive back in it in a few weeks when I've a week off

pulsar lagoon
fringe bloom
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we already have someone cooking on vanilla HDR for skyrim while Forge still can't make time to review the code for CS HDRkekpepehands

pulsar lagoon
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CS HDR is cooked still from what ive used, maybe im too retarded to set it up properly iunno

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it looked ass in enderal

young blaze
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got taa working with the tonemapper, for getting the rest of it functional, what other shaders are a necessity to get funtioning for a mod like this. The ui needs some work like the health bars and such

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how do i tell in a rendered in game shader needs to be worked on

jaunty cobalt
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Difficult to say

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It depends on the title

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You can check via debugger tools like Renderdoc or nsight

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For instance on my end when I revisited my XCOM 2 add-on, I found out that the deferred shader saturate()ed BRDF calculations

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So effectively any direct light sources were getting clamped

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Now most games aren't going to do that

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Since they'll run fully linear

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And only clamp in grading

young blaze
jaunty cobalt
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I am not sure, its less of is X game doing gamma,linear blah blah and more so are they doing shenanigans that clamp HDR output for us

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XCOM 2 was fully linear until grading

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but

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they saturate()ed the deferred shaders

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which was a WTF moment but there you go

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as another example, Musa made Dying Light addon.

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HDR looked pretty good and already solved major clipping issues thanks to HDR output

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but, when he revisited the addon, he found a bunch of other shaders clamped output even further

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Renderdoc and co will help you find this since you can view each shader pass and it has a menu that shows if colours go above 1.0

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outside of that, you could dump and decompile shaders then go through them and you might pick up on SDR based clamping somewhere else

jaunty cobalt
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Newer games have it easier since PBR, raytracing and all the modern features require HDR lighting and physically based maths so devs dont clamp, clip or otherwise add some sort of blockers to shaders outside of post processing

fringe bloom
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oh actually, looking at your pic, that's about what I would expect yeah

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that's just how far the vanilla skyrim engine really goes

tranquil silo
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Hi there,
I have just finished work on hdr within cs for Skyrim.
There was a significant amount of work put into unclamping vanilla shaders. This is why hdr in Skyrim has taken so long, everything and its mother has a saturate on it. I don’t see vanilla really being properly possible without extensive shader re, but then you need to develop a system to hot load new shaders…

tranquil silo
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when it’s on nexus go wild

tranquil silo
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there was so much vanilla slop that was saturated that was either fixed before me, or I had to fix and unclamp

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genuinely, anything bright and anything image space has a saturate. taa, all specular, fire, sun, tonemapping, water, lighting, more

pulsar lagoon
tranquil silo
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lol

pulsar lagoon
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just saying it still needs work

tranquil silo
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hdr has big learning curve

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ya it almost done

pulsar lagoon
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cant wait

pulsar lagoon
tranquil silo
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nothing from hdr side

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vanilla Skyrim changes tonemapping based on weather

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I assumed it would use the one hdr tonemapper for everything but no

pulsar lagoon
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i was using this a few days ago, it had a GT7 tonemapper but iunno it was very contrasty and i couldnt get it to look good

tranquil silo
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I gotta add something to make it not washed out looking in cloudy weathers

pulsar lagoon
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i also tried one of the other builds you posted but yeah

pulsar lagoon
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i see

tranquil silo
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test build 6 lowkey was broken too lmao

pulsar lagoon
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should i try the one you just posted few days ago

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ah nvm xd

tranquil silo
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should be in dev soon enough

pulsar lagoon
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hopefully i remember to check

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i only sporadically check cs discord for news

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because im also not really playing skyrim at all atm

dire flint
tranquil silo
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haven’t played since I made terrain variation in August

tranquil silo
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still in the “building the support systems” phase. essentially constructed our own effect 11 system for parameter tweaking. Almost complete, just adding things like ToD support for feature settings

pulsar lagoon
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yeah was boutta ask about ToD and weathers stuff if thats still planned or worked on

pulsar lagoon
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i wanna replay Enderal some time though with CS and HDR

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such a good game

dire flint
tranquil silo
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Lol damn

dire flint
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It's probably time for a new save, I'll just keep the mods as an existing template

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I'll probably look at getting involved with parallax gen and all the fun that comes with that. All the complex parallax mods I've been using came with ready to use meshes

tranquil silo
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convert to Pbr hashbrown

young blaze
tranquil silo
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Not every single shader, but there is a lot. I was lucky that cs has already reverse engineered and unclamped or rewritten a lot of shaders

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The era Skyrim was made in it was standard to do everything in weird gamma with the clamping

young blaze
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would you know of ones I should focus on?

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I got the TAA working and such

tranquil silo
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taa is unclamped properly?

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lighting shader has saturates on a heap of shit, water, effect lighting

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you need to replace vanilla tonemapper entirely

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also fix display mapping

tranquil silo
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Only way to really see is testing and shader debugging with like renderdoc. First few pics looked interesting

young blaze
tranquil silo
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mmk

young blaze
tranquil silo
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idk I didn’t re it, it’s a compilation of a lot of different game shaders. where final pixel colours are created etc

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talking in a cs perspective as it’s all I know

young blaze
tranquil silo
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i mean, kinda not in this context

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nothing was ever added that would make hdr shader conversion harder

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nothing written was artificially or weirdly clamped like vanilla

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but i wish you luck with it

young blaze
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made the dof filter work with the swapchain upgrade

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also anyone know of why if I don't clamp it here in the taa dark spots are visible through ui like the crosshair subtitles and even briefly appear on my desktop
r1.yzw = renodx::color::gamma::EncodeSafe(renodx::color::bt709::"clamp::AP1(
renodx::color::bt709::from::BT2020(
renodx::color::pq::Decode(r1.yzw, 100.f)
))
);

small depot
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just remove the saturates at the end

young blaze
young blaze
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oh god im gonna have to manually edit every light source am I

jaunty cobalt
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Whats up?

pulsar lagoon
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left fire is sdr

jaunty cobalt
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meme game

young blaze
jaunty cobalt
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boosted fires only?

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look into hue shifting them a bit

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they are pinkish here

young blaze
young blaze
young blaze
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What did the vanilla tonemapper even do

tranquil silo
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vanilla basically isn’t tonemapped

young blaze
jaunty cobalt
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yes, that will be normal, older games use per channel tonemappers like hable or other filmic ones today like ACES

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and those hue shift

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so devs started making assets such as fires/lava ect pink

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per channel will hue shift those to yellow/orange

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so you need to account for that with Reno by hue shifting in post

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its an ass backwards kinda deal, having to intentionally author assets wrong because they will get corrected in post

young blaze
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any one have any tips for using renderdoc to try and find shaders easier then drawing and undrawing every single shader in the reno dx devkit
im trying to boost brightness of everything because for some reason its like every single shader is clamped to sdr

jaunty cobalt
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so in renderdoc, it will show you a break down of every shader

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you will have both input and output tab

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it also has a pixel picker option that will show you the value of a pixel

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so if you see it go above 1.0 you know its HDR

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alternatively you can just mass dump every shader

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and get grok to search for colour based saturate()s

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Reno devkit also has texture view and RTV / UAV view

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you should be able to see HDR brightness

young blaze
young blaze
jaunty cobalt
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vfx shader?

young blaze
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yeah

jaunty cobalt
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one shows the shader hashes

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and the whole draw/undrawn

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the first tab contains the shader breakdown of all the resources/textures RTVs and so on

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You can check to see if X shader contains HDR info going into the shader by checking the textures or RTVs

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you should be able to see HDR brightness in the resource view

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then you know 'oh waitm the RTV for that same shader is now clamping'

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that means something in the shader is causing 'output' to be clamped

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if input going into x shader is already clamped then you know the issues is somewhere earlier in the pipeline

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Vulkan is different

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it doesnt show textures

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only RTVs

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so you will need to either decompile shaders and look or use nsight, PIX ect to figure out wahts going on with the shaders

young blaze
small depot
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@young blaze also when you remove saturate(color), replace them with max(0, color)

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any negatives will just be errors

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outside of color grading scenarios where they might boost saturation by lerping from y for example

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cause that would be exiting bt709 space

tranquil silo
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vanilla sun does not exceed 400 nits but does not have any clamps

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you will need to write a new sky/sun shader

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to have a sun thats actually the brightest thing in the scene

young blaze
# tranquil silo you will need to write a new sky/sun shader

I tried something like this for the fire shaders, which got them pretty bright, would this work for the sun as well or should I try something else // ============================================================
// HDR MOD: Fire brightness boost for HDR tonemapper
// ============================================================
float fireLum = dot(r0.xyz, float3(0.2125, 0.7154, 0.0721));

float baseBoost = 4.0; // TUNE: raw brightness multiplier
float hotCorePush = smoothstep(0.1, 0.6, fireLum) * 4.0; // TUNE: extra boost for bright core
float totalBoost = baseBoost + hotCorePush; // 4x (dim edges) to 8x (hot core)

r0.xyz *= totalBoost;

// ============================================================
// HDR MOD: Hue shift — push pink fire toward orange
// ============================================================
float hueStrength = 0.7; // TUNE: 0 = no shift, 1 = full shift
float blueSuppression = 0.3; // TUNE: how much blue to kill (0 = none, 1 = all)
float greenWarmth = 1.15; // TUNE: >1 adds warmth via green, keeping it from going pure red

float3 shifted = r0.xyz;
shifted.b *= lerp(1.0, 1.0 - blueSuppression, hueStrength);
shifted.g *= lerp(1.0, greenWarmth, hueStrength);

// Preserve original luminance so the shift is purely chromatic
float lumBefore = dot(shifted.xyz, float3(0.2125, 0.7154, 0.0721));
float lumAfter = dot(r0.xyz, float3(0.2125, 0.7154, 0.0721));
shifted.xyz *= (lumAfter > 1e-6) ? (lumAfter / max(lumBefore, 1e-6)) : 1.0;

r0.xyz = shifted;

young blaze
tranquil silo
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yes they are

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you can’t control it separately. I wrote a new shader permutation to mess with sun alone

young blaze
tranquil silo
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check you didn’t also boost the moon

young blaze
pulsar lagoon
tranquil silo
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vanilla sun is like that

young blaze
small depot
young blaze
small depot
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I wouldn't edit individual effects

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if its supposed to do that

young blaze
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also one thing ive noticed is that a good chunk of the magic/ magic projectiles share are also shared by the fire effects in game as well

uneven blaze
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anything for special edition? 🙁

small depot
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this is special edition

young blaze
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like I find it also bleeds through the walls

fringe bloom
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It bleeds through walls because the sun doesn't care about single sided walls

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And yes, you can change the glare sprite, NAT 3 does that

young blaze
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is there any mod that can let me preload all of skyrims vanilla shaders, @peak flume mentioned something that can help me search for what I need to fix

tranquil silo
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how are you controlling user sliders, ie paperwhite, peaknit and ui brightness in hdr

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or does renodx handle that idk, i havent used it before

tranquil silo
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yea right

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what about ui blending

young blaze
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Already taken care of

small depot
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ui blending is same as before

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all in gamma

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then final shader linearizes

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we usually do ui/game brightness by scaling up game brightness as a ratio of ui brightness after tm/color grade

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then after linearization, scale final swapchain shader by ui brightness

tranquil silo
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Okey dokey

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I imagine it’s much easier not having to juggle frame gen also changing things lol, cs was a struggle

small depot
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Seems most games just give the final render with UI combined and also give alpha to streamline

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But I doubt that works as well as passing the separate scene and ui

tranquil silo
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fidelityfx handles most of the ui blending on fg

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which is good and bad

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can’t make it match perfectly in alpha blending cause that code isn’t available to be changed

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but the game scene (in hdr) and ui are written separately, fg applied to scene, then combined at the end

tranquil silo
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just animated textures in effect shader?

small depot
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prob not

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just whatever shader the fires use

tranquil silo
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they’re not their own shader

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it’s just within effect lighting

young blaze
# tranquil silo they’re not their own shader

yep, I already know that, the fire shader just boosts brightness a bit, there are other similar shaders, I go into render doc to sample texture points and if it matches it either acts as a black or whitelist

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One thing I have to black list in one of these shaders is windows for some reason

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like they arent that bright at all why are they on the same shader

tranquil silo
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Skyrim is silly

young blaze
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yep

warped wave
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Can’t wait for this mod to be complete 🤩 Thanks a lot legend!

graceful dawn
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i did the same on Just Cause 3 or some game

young blaze
young blaze
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one thing I found out about skyrim special edition, a lot of the highlights, like fire, or any sort of light source/texture are mostly on 4 shaders

cedar phoenix
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what is CS referenced in here?

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I assume this might work for something like tempus maledictum but would break with Nolvus?

young blaze
cerulean ermine
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Yep gotta start some place

tranquil silo
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i just finished hdr as part of the community shaders mod

pulsar lagoon
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I’ll have to try that

cedar phoenix
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Never heard of community shaders. The teo things I referenced were popular modpacks

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I mean if you aren't playing skyrim with a 1000 + modpack in 2026 what are we doing here haha

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I assume nolvus might incorporate community shaders tho

fringe bloom
jaunty cobalt
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When I dont use either /s

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Stick with reshade + Reno

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Even better

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play vanilla

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As Todd intended

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CS has PT so it is automatically better

cerulean ermine
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CS is basically the new ENB. It adds Modern upscalers and frame gen and hundreds of bug fixes and modern rendering things. PBR materials support and SSGI for example.

small depot
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I still haven't ever played with pbr textures

fringe bloom
jaunty cobalt
cerulean ermine
#

Wait they adding that?

fringe bloom
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The PT is uhhh, far from usable

cerulean ermine
#

I rember Marty Mods was working on PT a while back used skyrim as a showcase.
https://youtu.be/bGmZtL0kZt0?si=WdVqoJxyQ1_JEaod

A new lighting solution on the horizon. Delivering path traced lighting in world space, meaning off-screen light sources can contribute. This is not RTX Remix, but a custom solution and scalable to many games with a bit of work!

READ MORE HERE: https://www.martysmods.com/?p=7826

ALL THE CLICKY THINGS
https://patreon.com/mcflypg
https://www.m...

▶ Play video
fringe bloom
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Not actually PT

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It doesn't understand the materials

cerulean ermine
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ah

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cool even more of a reason to not finish my custom modlist and wait

fringe bloom
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Infinite wait

cerulean ermine
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DarkSouls2 getting PT before Skyrim THESKELETONAPPEARS

fringe bloom
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Probably

cerulean ermine
#

MODED SKYRIM 2027 4k DLSS PATH TRACED ULTAMITE GRAPICS UNREAL NEXT GEN VISUALS SoyRight

fringe bloom
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Who's stopping anyone from posting such vids right now?

tranquil silo
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bottlerim is a good modpack for the whole gameplay + visuals based on CS.

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cs will be better with post-processing in the next few weeks too

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nexus is quite out of date. lotta changes coming

cedar phoenix
young blaze
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but im making good progress and its starting to look good

tranquil silo
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yes, i was lucky in that 90% of the shaders were already unclamped by pumbo, doodlum, nukem, etc a year ago. it was basically taa and that was all that was actually clamped

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doing it all from scratch again is gonna take a while

young blaze
pulsar lagoon
fossil bison
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Would this work with ENBs?

pulsar lagoon
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no

fringe bloom
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ENB presets would need to be individually patched to do native HDR since a lot of presets come with custom shaders that are usually clamped to SDR.

tranquil silo
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plus what skrubby said

young blaze
young blaze
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for selecting tonemappers, none and RenoDrt do not look that different, for some reason

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also, I want to add different tonemappers, like that pyscho one to mess around with when making this, also here is the tonemapper code I have currently, im kind of stuck on trying to add the tonemappers from the src/shaders file

tranquil silo
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skyrim is basically untonemapped lol, so if reno is also very uninvasive that would make sense

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i found dice was very similar too for that reason

young blaze
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Here is the most recent build, anyone want to try it out, need some help in trying to find items that are clamped individually in sdr and such

young blaze
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so nothing changed about the shaders except they are unclamped

young blaze
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that would let me release the reno dx mod much faster and not have it take ages to unclamp every single indivdual object and such

tranquil silo
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i don’t have vanilla version of the shaders, no. you’d have to dive into cs history on GitHub. would probably take longer than just diy. also any cs code used means this has to be gpl and idk how that works with renodx

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the shaders I modified were done well before my time in the project, and 90% were already unclamped and written properly

fringe bloom
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Maybe the vanillaHDR mod may be of interest?

tranquil silo
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yes doodlums old mod will be closer

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he did just hide it on nexus tho lol

young blaze
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Reno dx dev kit lets you dump the shaders easily an such

tranquil silo
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i don’t really have an answer

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Dump shaders, re, etc

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I didn’t do any of that work lol

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better off asking doodlum or something or on cs discord

tranquil silo
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or the re discord

fringe bloom
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Doodlum is on the hdr den discord too

young blaze
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fLightingOutputColourClampPostSpec=1.0
fLightingOutputColourClampPostEnv=1.0
fLightingOutputColourClampPostLit=1.0

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these ones

tranquil silo
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interesting

young blaze
tranquil silo
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the ini is how I forced everything to 10/16 bit buffers

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except for colourspace that needed manual

young blaze
tranquil silo
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yes, mine is still 709

young blaze
tranquil silo
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i didn’t know those ini existed so I got no clue unfortunately

fringe bloom
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yes that's how vanilla HDR did it

young blaze
young blaze
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My first Reno Dx mod attempt for Vanilla Skyrim Special Edition, is now in a state where it can be released, a couple of things for proper installation. Go to Documents\My Games\Skyrim Special Edition and open your SkyrimPrefs.ini file and find these three lines fLightingOutputColourClampPostSpec=1.0
fLightingOutputColourClampPostEnv=1.0
fLightingOutputColourClampPostLit=1.0, and change them all to 9999.0, that way the shaders in game are unclamped. Special Thanks to @peak flume , @small depot and @tranquil silo for being a major help in my learning in making this. Also it should be noted that this mod will only work with vanilla Skyrim installations, shader mods/ebbs probably won’t work with this

tranquil silo
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did you do anything for the sun boost in the end?

young blaze
tranquil silo
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gotcha ok

young blaze
grave nova
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This doesn't work for me unfortunately. Maybe I've set it up wrong but with this, none of my reshade effects work and I drop down to 5 fps

fringe bloom
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Reshade effects are often not designed for HDR. try without any reshade effects first.

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Also skyrim upscaler will probably also not work

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Nor does ENB if you are running that

teal portal
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This is awesome stuff, might try it out on a vanilla+ skyrim setup

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Is community shaders still going to try adding its own HDR later? Is that even still a thing?

fringe bloom
teal portal
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Wow. Incredible stuff!

grave nova
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thanks for the heads up

young blaze
warm stratus
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Did you nuke the bloom? if so good choice lol

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And there are still objects clamped to SDR right? or so I've heard

young blaze
young blaze
warm stratus