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fix: reduce Terrain Variation mip penalty from +2 to +1 for clarity#1236

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alandtse merged 1 commit into
community-shaders:devfrom
davo0411:tv-mip-fix-quick
Jul 6, 2025
Merged

fix: reduce Terrain Variation mip penalty from +2 to +1 for clarity#1236
alandtse merged 1 commit into
community-shaders:devfrom
davo0411:tv-mip-fix-quick

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@davo0411
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@davo0411 davo0411 commented Jul 5, 2025

Summary by CodeRabbit

  • Refactor
    • Adjusted mip level calculation for terrain variation to provide a visual appearance closer to the original (vanilla) style when certain settings are enabled. This may result in slightly sharper terrain textures under specific conditions.

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coderabbitai Bot commented Jul 5, 2025

Walkthrough

The change updates the mip level adjustment logic in the GetMipLevel function within the ExtendedMaterials shader code. When both TERRAIN_VARIATION and LANDSCAPE are defined and VR is not active, the mip level increment is reduced from 2.0 to 1.0. No other logic or declarations are modified.

Changes

File(s) Change Summary
features/Extended Materials/Shaders/ExtendedMaterials.hlsli Adjusted mip level increment in GetMipLevel for certain conditions.

Poem

A tweak to mip, a subtle shift,
From two to one, the numbers drift.
Terrain and landscape, sharp and clear,
The shader’s touch brings details near.
In code we hop, in bits we play,
A rabbit’s joy for change today!
🐇✨


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📥 Commits

Reviewing files that changed from the base of the PR and between b4a3328 and 6ac67d8.

📒 Files selected for processing (1)
  • features/Extended Materials/Shaders/ExtendedMaterials/ExtendedMaterials.hlsli (1 hunks)
🧰 Additional context used
🧠 Learnings (2)
📓 Common learnings
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent size, alignment, and cross-platform compatibility when passing data to shader constant buffers.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: features/Wetness Effects/Shaders/WetnessEffects/WetnessEffects.hlsli:57-61
Timestamp: 2025-06-17T05:40:22.785Z
Learning: Default parameter values are supported in the HLSL compiler used by the skyrim-community-shaders project, contrary to standard HLSL (FXC/DXC) limitations.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.777Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
features/Extended Materials/Shaders/ExtendedMaterials/ExtendedMaterials.hlsli (5)
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.777Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-01T18:01:07.079Z
Learning: In the skyrim-community-shaders project, simple scalar constants in HLSL shaders use #define (e.g., #define NTHREADS 128), while more complex constants use static const within namespaces (e.g., Math namespace in Math.hlsli). For epsilon standardization, #define is the appropriate choice since epsilon values are simple scalar constants.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: features/Wetness Effects/Shaders/WetnessEffects/WetnessEffects.hlsli:57-61
Timestamp: 2025-06-17T05:40:22.785Z
Learning: Default parameter values are supported in the HLSL compiler used by the skyrim-community-shaders project, contrary to standard HLSL (FXC/DXC) limitations.
Learnt from: davo0411
PR: doodlum/skyrim-community-shaders#1070
File: src/State.cpp:79-83
Timestamp: 2025-05-30T11:44:15.542Z
Learning: In the Skyrim Community Shaders project, the `smoothDrawCalls` array in the `State` class is declared as type `double` in `src/State.h`, which is the correct floating-point type for performing exponential moving average smoothing calculations.
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#577
File: src/Features/WetnessEffects.h:36-36
Timestamp: 2025-06-08T11:25:14.536Z
Learning: In the skyrim-community-shaders project, boolean flags in C++ structs that interface with HLSL shaders use `uint` type instead of `bool` for compatibility reasons. This ensures consistent size, alignment, and cross-platform compatibility when passing data to shader constant buffers.
⏰ Context from checks skipped due to timeout of 90000ms (3)
  • GitHub Check: Validate shader compilation (Flatrim, .github/configs/shader-validation.yaml)
  • GitHub Check: Validate shader compilation (VR, .github/configs/shader-validation-vr.yaml)
  • GitHub Check: Build plugin and addons
🔇 Additional comments (1)
features/Extended Materials/Shaders/ExtendedMaterials/ExtendedMaterials.hlsli (1)

79-85: LGTM: Mip level adjustment for terrain variation clarity

The reduction from +2 to +1 mip penalty is a reasonable optimization for terrain variation clarity. The change maintains the logic structure while providing a less aggressive mip level increase, which should result in slightly sharper textures to better match vanilla appearance.


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github-actions Bot commented Jul 5, 2025

Using provided base ref: b4a3328
Using base ref: b4a3328
Base commit date: 2025-07-04T22:21:35-07:00 (Friday, July 04, 2025 10:21 PM)
No actionable suggestions for changed features.

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github-actions Bot commented Jul 5, 2025

✅ A pre-release build is available for this PR:
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@alandtse alandtse merged commit c69ff8f into community-shaders:dev Jul 6, 2025
15 checks passed
alandtse pushed a commit to alandtse/open-shaders that referenced this pull request Jul 20, 2025
@davo0411 davo0411 deleted the tv-mip-fix-quick branch December 31, 2025 04:37
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3 participants