#Skyrim Special Edition Vanilla
376 messages · Page 1 of 1 (latest)
I assume Vanilla means it wont work with anything like ENB/CS
I have not tested that, it’s only the tonemapper currently, but I would assume so.
Strange that nobody built HDR into ENB or CS yet
Boris thinks hdr is a meme
So won’t happen for Enb
CS is working on it but from what I’ve tested and tried myself it’s still pretty ass
Dont even know what this does https://www.nexusmods.com/skyrimspecialedition/mods/76521
Just tonemapping?
this looks like some colorgrading idk.
default Skyrim SE is as muted as something like Amnesia The Dark Descent 💀 .
We actually need something like CS with the whole PBR replacement to have it start to pop.
certainly doesnt have anything to do with actual hdr
they have some test builds in the CS discord
they only have a GT7 tonemapper
and i didnt like it at all
shit was way too contrasty when i tried it
GT7 is alright, perceptual so no hue shift.
i have it for Minecraft shaderpacks. it's tunable with toe, linear section, and shoulder.
maybe they up the toe too much leading to the contrast.
oh right, it also has a crazy white clip if you dont turn it off.
also, if GT7, is it BT2020 wcg?
yeah but you cant tune these variables in cs i think
i couldnt get it to look good
new shaders so no, you can make a reno addon per ENB
oh all enbs use their own shaders? i thought its just the same shaders just tweaks to the bajillion params in ENB
ENB allows custom shader injection
different authors have custom setups
Which means you would need to make a custom addon + or add support for all the different shaders
What Dab did for Minecraft
Doesn't that mean you can lets say make 2 for 2 different of those big wabbajack modpacks?
Like Nord Soul or whatever
Up to whoever wants to make an addon
Theres nothing stopping someone from making a Reno addon for ENB
I'm a complete noob coding wise but I still might try with some games at some point
I got stuck setting up all the tools a while ago and just basically left it there since
the only exception to this rule are ENB presets that uses Kitsuune's SilentHorizons 2 shaders
Kitsuune specifically obfuscate the shader code to stop community shaders from taking the code
or something along that effect
devkit or decomp produces garabage

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
My first addon was also UE3 and DX11
piss easy mostly
just find grading shader and adjust all the tonemapping to use RenoDX instead
Just be aware that UE3 titles like to saturate() a bunch of shaders
XCOM 2 saturated the deferred lighting shaders BRDF calculations which utterly clips specular details
also saturated DOF, Bloom and a bunch of others
We'll see if I can learn
Probably dive back in it in a few weeks when I've a week off
right, makes sense
we already have someone cooking on vanilla HDR for skyrim while Forge still can't make time to review the code for CS HDR
CS HDR is cooked still from what ive used, maybe im too retarded to set it up properly iunno
it looked ass in enderal
plz understand
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
how do i tell in a rendered in game shader needs to be worked on
Difficult to say
It depends on the title
You can check via debugger tools like Renderdoc or nsight
For instance on my end when I revisited my XCOM 2 add-on, I found out that the deferred shader saturate()ed BRDF calculations
So effectively any direct light sources were getting clamped
Now most games aren't going to do that
Since they'll run fully linear
And only clamp in grading
what about skyrim which does it all in gamma
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
XCOM 2 was fully linear until grading
but
they saturate()ed the deferred shaders
which was a WTF moment but there you go
as another example, Musa made Dying Light addon.
HDR looked pretty good and already solved major clipping issues thanks to HDR output
but, when he revisited the addon, he found a bunch of other shaders clamped output even further
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
outside of that, you could dump and decompile shaders then go through them and you might pick up on SDR based clamping somewhere else
Perhaps Skyrim only maxes out at around 400nits for fires and thats just how the game is
or
perhaps theres something clamping the fires further, once you solve it fires will be 3000nits (before tonemapping)
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
sun will probably clip at about 420 nits
oh actually, looking at your pic, that's about what I would expect yeah
that's just how far the vanilla skyrim engine really goes
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…
i get 10k nits on fires
bro passed judgement on an early wip build
when it’s on nexus go wild
re’ing shaders is barrier for entry
there was so much vanilla slop that was saturated that was either fixed before me, or I had to fix and unclamp
genuinely, anything bright and anything image space has a saturate. taa, all specular, fire, sun, tonemapping, water, lighting, more
well yeah what else am i supposed to do xd i judged whats available

lol
just saying it still needs work
cant wait
whats still missing ?
nothing from hdr side
vanilla Skyrim changes tonemapping based on weather
I assumed it would use the one hdr tonemapper for everything but no
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
I gotta add something to make it not washed out looking in cloudy weathers
i also tried one of the other builds you posted but yeah
this is very old
i see
test build 6 lowkey was broken too lmao
should be in dev soon enough
hopefully i remember to check
i only sporadically check cs discord for news
because im also not really playing skyrim at all atm
This will be what convinces me to drop enb lol.
ain’t that the truth
haven’t played since I made terrain variation in August
post processing will come very soon after
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
yeah was boutta ask about ToD and weathers stuff if thats still planned or worked on
properly played ive probably not since 2024 i think xd
i wanna replay Enderal some time though with CS and HDR
such a good game
Looking forward to it. I have a 1.5.97 mod list I haven't updated since late 24 / early 25. Will need to do some updates and amendments for any mods that have cs alternatives
Lol damn
It's probably time for a new save, I'll just keep the mods as an existing template
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
convert to Pbr 
im really doing this to get a learning curve, so like every single shader in game clamps or something
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
The era Skyrim was made in it was standard to do everything in weird gamma with the clamping
taa is unclamped properly?
lighting shader has saturates on a heap of shit, water, effect lighting
you need to replace vanilla tonemapper entirely
also fix display mapping
not replacing vanilla shaders tho iirc. just lets you add custom effects that you call via enb extender or something
Only way to really see is testing and shader debugging with like renderdoc. First few pics looked interesting
that ones already done
mmk
which one is the lighting shader
idk I didn’t re it, it’s a compilation of a lot of different game shaders. where final pixel colours are created etc
talking in a cs perspective as it’s all I know
ok, probably vanilla skyrim is less complicated,
i mean, kinda not in this context
nothing was ever added that would make hdr shader conversion harder
nothing written was artificially or weirdly clamped like vanilla
but i wish you luck with it
made the dof filter work with the swapchain upgrade
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)
))
);
0xE510AF4E, 0x74270930, and 0x4A1240D0
just remove the saturates at the end
oh god im gonna have to manually edit every light source am I
Whats up?
meme game
bascially every single shader is like individually clamped to sdr
or they even are not bright at all, and it basically is sdr brightness even when the tonemapper is hdr
What did the vanilla tonemapper even do
vanilla basically isn’t tonemapped
even when getting the hdr output done, I did kind of notice that the fire looked a bit weird, I guess that what it looks like under the hood
yes, that will be normal, older games use per channel tonemappers like hable or other filmic ones today like ACES
and those hue shift
so devs started making assets such as fires/lava ect pink
per channel will hue shift those to yellow/orange
so you need to account for that with Reno by hue shifting in post
its an ass backwards kinda deal, having to intentionally author assets wrong because they will get corrected in post
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
so in renderdoc, it will show you a break down of every shader
you will have both input and output tab
it also has a pixel picker option that will show you the value of a pixel
so if you see it go above 1.0 you know its HDR
alternatively you can just mass dump every shader
and get grok to search for colour based saturate()s
Reno devkit also has texture view and RTV / UAV view
you should be able to see HDR brightness
that i didn't know
also in my findings today, fireflies and brightish windows share the same pixel shader
vfx shader?
yeah
so you have the two main tabs
one shows the shader hashes
and the whole draw/undrawn
the first tab contains the shader breakdown of all the resources/textures RTVs and so on
You can check to see if X shader contains HDR info going into the shader by checking the textures or RTVs
you should be able to see HDR brightness in the resource view
then you know 'oh waitm the RTV for that same shader is now clamping'
that means something in the shader is causing 'output' to be clamped
if input going into x shader is already clamped then you know the issues is somewhere earlier in the pipeline
Vulkan is different
it doesnt show textures
only RTVs
so you will need to either decompile shaders and look or use nsight, PIX ect to figure out wahts going on with the shaders
Thank you for bestowing this knowledge upon me
@young blaze also when you remove saturate(color), replace them with max(0, color)
any negatives will just be errors
outside of color grading scenarios where they might boost saturation by lerping from y for example
cause that would be exiting bt709 space
vanilla sun does not exceed 400 nits but does not have any clamps
you will need to write a new sky/sun shader
to have a sun thats actually the brightest thing in the scene
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;
Found the shader with the sun in it, but for some reason, the clouds are also in the same shader
yes they are
you can’t control it separately. I wrote a new shader permutation to mess with sun alone
sun
check you didn’t also boost the moon
I used renderdoc and sampled specific points on the suns textures, and then did a check in the shader, so it doesn’t boost the moon
thats one blue ahh sun
vanilla sun is like that
oh would you happen to know what shader this is? not the spell but whats causing the whole screen to go blue?
is it not just from the grading part in the tonemap shader
turning down the vanilla color grading setting in reno dx gets rid of the blue, but the screen still gets washed out
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
anything for special edition? 🙁
this is special edition
anyone else think that the base lense flare effect looks ugly?
like I find it also bleeds through the walls
It bleeds through walls because the sun doesn't care about single sided walls
And yes, you can change the glare sprite, NAT 3 does that
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
how are you controlling user sliders, ie paperwhite, peaknit and ui brightness in hdr
or does renodx handle that idk, i havent used it before
Reno handles it
Already taken care of
ui blending is same as before
all in gamma
then final shader linearizes
we usually do ui/game brightness by scaling up game brightness as a ratio of ui brightness after tm/color grade
then after linearization, scale final swapchain shader by ui brightness
Okey dokey
I imagine it’s much easier not having to juggle frame gen also changing things lol, cs was a struggle
For fg are you passing off the render in pq to it separately from the scene?
Seems most games just give the final render with UI combined and also give alpha to streamline
But I doubt that works as well as passing the separate scene and ui
fidelityfx handles most of the ui blending on fg
which is good and bad
can’t make it match perfectly in alpha blending cause that code isn’t available to be changed
but the game scene (in hdr) and ui are written separately, fg applied to scene, then combined at the end
how did you detect fire independently?
just animated textures in effect 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
One thing I have to black list in one of these shaders is windows for some reason
like they arent that bright at all why are they on the same shader
Skyrim is silly
yep
Can’t wait for this mod to be complete 🤩 Thanks a lot legend!
hahah
i did the same on Just Cause 3 or some game
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
what is CS referenced in here?
I assume this might work for something like tempus maledictum but would break with Nolvus?
This is not using CS, this is for the vanilla game
Yep gotta start some place
Community shaders
i just finished hdr as part of the community shaders mod
Never heard of community shaders. The teo things I referenced were popular modpacks
I mean if you aren't playing skyrim with a 1000 + modpack in 2026 what are we doing here haha
I assume nolvus might incorporate community shaders tho
Playing it with less mods
Doubt it for now. They are thoroughly entrenched in the enb space.
When I dont use either /s
Stick with reshade + Reno
Even better
play vanilla
As Todd intended
CS has PT so it is automatically better
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.
I still haven't ever played with pbr textures
Shhh don't spill the beans

Wait they adding that?

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...
Infinite wait
Probably
MODED SKYRIM 2027 4k DLSS PATH TRACED ULTAMITE GRAPICS UNREAL NEXT GEN VISUALS 
Who's stopping anyone from posting such vids right now?
bottlerim is a good modpack for the whole gameplay + visuals based on CS.
cs will be better with post-processing in the next few weeks too
nexus is quite out of date. lotta changes coming
lol it's so bad
yeah, when making editing the tonemapper, turns out a ton of elements in game, are like individually clamped to sdr and such
but im making good progress and its starting to look good
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
doing it all from scratch again is gonna take a while

Would this work with ENBs?
no
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.
this replaces vanilla shaders so i doubt it
plus what skrubby said
for selecting tonemappers, none and RenoDrt do not look that different, for some reason
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
skyrim is basically untonemapped lol, so if reno is also very uninvasive that would make sense
i found dice was very similar too for that reason
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
one question, so you have stated that the shaders were unclamped by like musa and such, would you happen to still have the vanilla shaders that are unclamped or something
so nothing changed about the shaders except they are unclamped
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
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
the shaders I modified were done well before my time in the project, and 90% were already unclamped and written properly
Maybe the vanillaHDR mod may be of interest?
So what would be the best way to get every shader, how should my workflow for that be
Reno dx dev kit lets you dump the shaders easily an such
i don’t really have an answer
Dump shaders, re, etc
I didn’t do any of that work lol
better off asking doodlum or something or on cs discord
or the re discord
Doodlum is on the hdr den discord too
turns out the shaders can be unclamped via an ini edit
fLightingOutputColourClampPostSpec=1.0
fLightingOutputColourClampPostEnv=1.0
fLightingOutputColourClampPostLit=1.0
these ones
interesting
Kind of odd that it’s controlled in the ini file
the ini is how I forced everything to 10/16 bit buffers
except for colourspace that needed manual
Reno made it easy to do the upgrades, the color space still is in rec 709, but because I’m just using the vanilla shaders that’s fine
yes, mine is still 709
one thing, I just set those values to 9999, does it really matter what its set to or not
i didn’t know those ini existed so I got no clue unfortunately
yes that's how vanilla HDR did it
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
did you do anything for the sun boost in the end?
boosted the sun a bit,and did something so that it stays a similar size
gotcha ok
Made a change to a shader that was way brighter then it should be
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
Reshade effects are often not designed for HDR. try without any reshade effects first.
Also skyrim upscaler will probably also not work
Nor does ENB if you are running that
This is awesome stuff, might try it out on a vanilla+ skyrim setup
Is community shaders still going to try adding its own HDR later? Is that even still a thing?
yes, it's done, we're waiting for a tiny fix to be merged and to finish the modpage
Wow. Incredible stuff!
I see ye I'm running the full stack
thanks for the heads up
Congrats man! super awesome, people wanted Skyrim HDR for a long time
Did you nuke the bloom? if so good choice lol
And there are still objects clamped to SDR right? or so I've heard
no as turns out you can just change three lines in the ini file, and that unclamps mostly everything
yes i did
my bad I just saw those instructions


