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fix(hair): correct hair indirect normal, marschner by default#1515

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jiayev:hair-indirect-fix
Sep 23, 2025
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fix(hair): correct hair indirect normal, marschner by default#1515
doodlum merged 2 commits into
community-shaders:devfrom
jiayev:hair-indirect-fix

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@jiayev jiayev commented Sep 23, 2025

This pull request updates the hair rendering pipeline to improve realism and consistency, particularly when using the Marschner hair shading model. The main changes focus on correcting normal calculations for ambient and indirect lighting, refining the Marschner model's integration, and adjusting default parameters for better visual results.

Hair shading model improvements:

  • Changed the default HairMode to Marschner (1) and increased BaseColorMult to 1.5 in HairSpecular settings for enhanced color vibrancy and realism.
  • Corrected the tangent calculation for the Marschner model in Hair.hlsli, ensuring the light direction (L) is based on the tangent vector (T) rather than the normal (N). This affects both specular and diffuse lobe calculations for more accurate hair highlights.

Lighting and ambient integration fixes:

  • Updated all ambient, IBL, and skylighting calculations in Lighting.hlsl to use the tangent-based normal (ambientNormal) when Marschner mode is active, resulting in more physically correct ambient and indirect lighting for hair. [1] [2]
  • Disabled dynamic cubemap specular lighting for Marschner mode to avoid double-counting specular highlights, ensuring indirect specular is only added in non-Marschner modes.

Summary by CodeRabbit

  • New Features
    • Improved hair lighting for more natural highlights and transmission.
    • Ambient lighting (skylight/IBL) now adapts to hair direction for more accurate shading.
    • Refined luminance handling for base color to avoid extremely low luma.
    • Updated indirect/specular blending for hair to reduce artifacts and improve consistency.
    • Default hair model switched to Marschner for higher realism.
    • Increased default base color intensity (1.5x) for richer appearance.

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coderabbitai Bot commented Sep 23, 2025

Walkthrough

Updates hair shading and ambient lighting: constrains hair luma, reassigns a Marschner term to transmission in Hair.hlsli; revises HairMode 1 L-vector and indirect lobe weight assembly; introduces hair-aware ambientNormal in Lighting.hlsl for ambient/IBL/skylight paths; changes HairSpecular defaults (BaseColorMult, HairMode).

Changes

Cohort / File(s) Summary
Hair shading logic (Marschner / Scheuermann / HairMode 1)
features/.../Shaders/Hair/Hair.hlsli
Constrain luminance (max(RGBToLuminance(...), 1e-4)); in Scheuermann direct path add Marschner contribution to dirTransmission instead of dirSpecular; for HairMode==1 recompute L after tangent shift using T (normalize(V - T*dot(V,T))), reorder weight computation so diffuseLobeWeight starts from D_Marschner(...) and includes Kajiya‑Kay attenuation, and remove prior specularLobeWeightPrimary assignment.
Ambient / IBL normal handling
package/Shaders/Lighting.hlsl
Add ambientNormal with hair-aware computation when HAIR/CS_HAIR and HairMode==1; replace worldNormal with ambientNormal for directional ambient, static/diffuse IBL, and skylighting; narrow hair dynamic cubemap specular branch to require hairSpecularSettings.Enabled && HairMode != 1.
Default hair specular settings
src/Features/HairSpecular.h
Update Settings defaults: BaseColorMult 1.0f → 1.5f; HairMode 0 → 1.

Sequence Diagram(s)

sequenceDiagram
  autonumber
  participant R as Renderer
  participant L as Lighting.hlsl
  participant H as Hair.hlsli

  R->>L: Evaluate lighting (viewDir, worldNormal, hair params)
  alt HAIR & HairMode==1
    L->>L: ambientNormal = normalize(viewDir - hairT * dot(viewDir,hairT))
  else
    L->>L: ambientNormal = worldNormal
  end
  L->>L: Use ambientNormal for ambient, IBL, skylight

  rect rgb(245,248,252)
    note over L,H: Hair indirect/direct evaluation
    L->>H: Request hair lobe weights & direct terms
    alt HairMode==1
      H->>H: If tangent-shift: adjust T
      H->>H: L = normalize(V - T * dot(V,T))
      H->>H: diffuseLobeWeight += D_Marschner(...) + Attenuation_KajiyaKay(...)
      H->>H: Accumulate Marschner direct -> dirTransmission
    else
      H->>H: Existing Kajiya‑Kay / other paths
    end
  end
  H-->>L: Return lobe weights, dirTransmission/dirSpecular
  L-->>R: Compose final shaded color
Loading

Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~25 minutes

Possibly related PRs

Suggested reviewers

  • alandtse
  • Pentalimbed

Poem

hop hop I nudge a photon bright,
tangents twist and strands find light. 🌤️
Marschner drifts to a transmission tune,
IBL hugs normals under the moon.
base color blooms — one point five — hoon! 🐇

Pre-merge checks and finishing touches

✅ Passed checks (3 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title Check ✅ Passed The title concisely and accurately captures the main changes: correcting the hair indirect normal computation and making Marschner the default hair model. These two points map directly to edits in Hair.hlsli, Lighting.hlsl, and HairSpecular.h, so the title is fully related and specific to the changeset.
Docstring Coverage ✅ Passed No functions found in the changes. Docstring coverage check skipped.
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Using provided base ref: 7d9c28a
Using base ref: 7d9c28a
Base commit date: 2025-09-23T03:08:52+01:00 (Tuesday, September 23, 2025 03:08 AM)
No actionable suggestions for changed features.

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Actionable comments posted: 1

🧹 Nitpick comments (1)
features/Hair Specular/Shaders/Hair/Hair.hlsli (1)

239-243: Tangent-aligned L for Marschner indirect is correct.

This fixes the prior normal-aligned artifact.

Optionally cap the combined diffuse lobe weight to prevent >1 accumulation in extreme cases:

-            diffuseLobeWeight += GetHairDiffuseAttenuationKajiyaKay(T, V, L, 1, baseColor) * Math::PI;
+            diffuseLobeWeight += GetHairDiffuseAttenuationKajiyaKay(T, V, L, 1, baseColor) * Math::PI;
+            diffuseLobeWeight = saturate(diffuseLobeWeight);
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  • features/Hair Specular/Shaders/Hair/Hair.hlsli (3 hunks)
  • package/Shaders/Lighting.hlsl (3 hunks)
  • src/Features/HairSpecular.h (1 hunks)
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🧠 Learnings (2)
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Learnt from: jiayev
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-08-03T18:37:19.690Z
Learning: ISReflectionsRayTracing.hlsl and ISWorldMap.hlsl in the skyrim-community-shaders repository are image-space post-processing shaders that perform color sampling and blending operations that need proper linear color space handling for the linear lighting system. ISReflectionsRayTracing handles screen-space reflections and should use conditional Color::IrradianceToLinear/Gamma conversions similar to ISCompositeLensFlareVolumetricLighting.hlsl. ISWorldMap performs 7x7 color accumulation that should be done in linear space similar to the pattern used in ISSAOComposite.hlsl.
📚 Learning: 2025-08-03T18:37:19.690Z
Learnt from: jiayev
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-08-03T18:37:19.690Z
Learning: ISReflectionsRayTracing.hlsl and ISWorldMap.hlsl in the skyrim-community-shaders repository are image-space post-processing shaders that perform color sampling and blending operations that need proper linear color space handling for the linear lighting system. ISReflectionsRayTracing handles screen-space reflections and should use conditional Color::IrradianceToLinear/Gamma conversions similar to ISCompositeLensFlareVolumetricLighting.hlsl. ISWorldMap performs 7x7 color accumulation that should be done in linear space similar to the pattern used in ISSAOComposite.hlsl.

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  • package/Shaders/Lighting.hlsl
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🔇 Additional comments (5)
src/Features/HairSpecular.h (2)

49-49: Default to Marschner mode looks good.

Aligns with the shader changes and avoids specular double-counting paths.


43-43: Verify color headroom with BaseColorMult = 1.5.

With Marschner squaring baseColor in Lighting.hlsl, 1.5 can push bright tints toward clipping. Please sanity-check HDR headroom and UI ranges.

features/Hair Specular/Shaders/Hair/Hair.hlsli (1)

210-214: Confirm energy accounting after moving Marschner direct term to transmission.

Reclassifying D_Marschner(...) into dirTransmission plus disabling indirect spec in Marschner mode should avoid double-counting; please confirm scene energy balance didn’t change unintentionally (e.g., bright backlit hair).

package/Shaders/Lighting.hlsl (2)

2709-2716: Ambient/IBL/skylight on hair now use a hair-aware normal — good change.

The ambientNormal path with tangent-based projection for Marschner aligns ambient and indirect with the hair fiber direction.

Also applies to: 2718-2724, 2731-2734


2989-2992: Dynamic cubemap spec disabled for Marschner.

Prevents indirect specular double-counting; matches the transmission reclassification.

Comment thread features/Hair Specular/Shaders/Hair/Hair.hlsli Outdated
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github-actions Bot commented Sep 23, 2025

✅ A pre-release build is available for this PR:
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Actionable comments posted: 0

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (1)
features/Hair Specular/Shaders/Hair/Hair.hlsli (1)

121-123: Bug: V projection uses N·L instead of N·V in Marschner basis.

Vp should be V with its N component removed using NdotV, not NdotL. This miscomputes φ and downstream lobes.

Apply this diff:

-        const float3 Lp = L - NdotL * N;
-        const float3 Vp = V - NdotL * N;
+        const float3 Lp = L - NdotL * N;
+        const float3 Vp = V - NdotV * N;
🧹 Nitpick comments (1)
features/Hair Specular/Shaders/Hair/Hair.hlsli (1)

239-239: Guard normalization against zero-length when V ∥ T (prevents NaNs).

Grazing along-tangent views can make V - T*dot(V,T) ≈ 0. Normalize safely.

Apply this diff:

-            float3 L = normalize(V - T * dot(V, T));
+            float3 Lt = V - T * dot(V, T);
+            float invLen = rsqrt(dot(Lt, Lt) + EPSILON_DIVISION);
+            float3 L = Lt * invLen;
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📓 Common learnings
Learnt from: jiayev
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-08-03T18:37:19.690Z
Learning: ISReflectionsRayTracing.hlsl and ISWorldMap.hlsl in the skyrim-community-shaders repository are image-space post-processing shaders that perform color sampling and blending operations that need proper linear color space handling for the linear lighting system. ISReflectionsRayTracing handles screen-space reflections and should use conditional Color::IrradianceToLinear/Gamma conversions similar to ISCompositeLensFlareVolumetricLighting.hlsl. ISWorldMap performs 7x7 color accumulation that should be done in linear space similar to the pattern used in ISSAOComposite.hlsl.
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🔇 Additional comments (3)
features/Hair Specular/Shaders/Hair/Hair.hlsli (3)

188-190: Clamped luma avoids divide-by-zero — good fix.

This resolves the prior instability in scatterTint for near-black hair.


241-243: Diffuse lobe assembly for Marschner mode looks consistent.

Using T-based L for D_Marschner and adding Kajiya–Kay attenuation into diffuse weights aligns with the intended indirect model.


212-214: dirTransmission accumulation and dynamic cubemap gating verified
dirTransmission is only added once via the transmissionColor accumulator and then applied to color.xyz (no double-counting), and the dynamic cubemap specular call is correctly gated off when SharedData::hairSpecularSettings.HairMode == 1.

@doodlum doodlum merged commit 856de37 into community-shaders:dev Sep 23, 2025
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Pentalimbed pushed a commit to Pentalimbed/skyrim-community-shaders that referenced this pull request Dec 16, 2025
* chore(ui): update discord banner (community-shaders#1493)

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* fix(VR): fix exiting menu using controllers (community-shaders#1502)

* build: fix warnings (community-shaders#1505)

* feat(UI): allow tooltips for disabled elements (community-shaders#1503)

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* fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags (community-shaders#1512)

* fix(hair): correct hair indirect normal, marschner by default (community-shaders#1515)

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* fix(hair): typo in code (community-shaders#1517)

* feat(ibl): lerp sky ibl using skylighting (community-shaders#1519)

* fix(sss): burley artifacts with effect blend (community-shaders#1518)

* fix(upscaling): fix screenshots when upscaling enabled (community-shaders#1520)

* fix(upscaling): fix mipbias sometimes being wrong (community-shaders#1521)

* fix: fix compile error if snow shader on (community-shaders#1522)

* chore(upscaling): revert fsr to typical settings (community-shaders#1523)

* fix: fix minor ui issues (community-shaders#1524)

* chore(grass collision): simpler grass collision (community-shaders#1525)

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* fix(pbr): fix inconsistencies (community-shaders#1526)

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* chore: bump versions

* fix(ibl): add ibl to reflection normalization (community-shaders#1528)

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* fix(hair): remove pbr lighting mult for hair (community-shaders#1531)

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* chore(grass collision): less aggressive (community-shaders#1546)

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* fix(skylighting): fix cell id casting (community-shaders#1544)

* chore(emat): auto detect terrain parallax (community-shaders#1545)

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* chore: update versions

* feat(VR): enable upscaling (community-shaders#1507)

* fix(terrain shadows): fix brightened lods (community-shaders#1547)

* chore(upscaling): reduce ghosting near camera (community-shaders#1548)

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* fix(grass collision): fix non-standard timescales (community-shaders#1550)

* build: deploy only updated files (community-shaders#1556)

* feat: add Clear Shader Cache to Advanced (community-shaders#1555)

* chore(featureissues): default collapse testing menu (community-shaders#1554)

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* fix(terrain): vanilla diffuse in pbr terrain cell too bright due to wrong color space (community-shaders#1558)

* docs: add new feature development template guide (community-shaders#1529)

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* build: fix zipping aio (community-shaders#1579)

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* fix(grass collision): clamp maximum depth of grass (community-shaders#1578)

* feat(UI): enhance shader blocking (community-shaders#1564)

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
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* fix: remove duplicate buffer setup (community-shaders#1586)

* feat: update shader compile elapsed time every second (community-shaders#1587)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* build: add cmake install commands (community-shaders#1372)

* feat(perf-overlay): add size controls (community-shaders#1591)

* fix(perf-overlay): fix infinite draw calls table height (community-shaders#1590)

* refactor(perf-overlay): remove collapsible headers (community-shaders#1572)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(perf-overlay): removed ImGuiTableFlags_ScrollX/Y for scroll bar issues (community-shaders#1594)

* build: fix shader copying to relative paths (community-shaders#1603)

* fix(ibl): apply ibl to cubemap normalisation for non deferred (community-shaders#1604)

* fix(grass): use correct light direction (community-shaders#1602)

* fix(welcome-popup): adjust font size & window spacing (community-shaders#1592)

* feat(lod): add gamma sliders (community-shaders#1588)

* build: correct CodeRabbit schema syntax (community-shaders#1608)

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
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* build: add compile-time validation of GPU buffers (community-shaders#1427)

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* ci: run shader validation on CMake and CI config changes (community-shaders#1606)

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* feat: procedural sun

* limb darkening

* another darkening

* build(deps): remove orphaned Intel XeSS dependency (community-shaders#1611)

Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com>

* fix: accumulate sunlight color in pixel shader output

* fix(ui): enter key now behaves properly when first time popup is open (community-shaders#1615)

* feat(ui): add tabs to advanced settings & PBR search (community-shaders#1599)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* build: add HLSL intellisense (community-shaders#1614)

* refactor(UI): move light limit visualization into debug (community-shaders#1619)

* refactor(ui): add settings for shader block hotkeys (community-shaders#1624)

Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com>

* fix(ui): anchor reset settings button position  (community-shaders#1621)

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* fix(hair): use indirect normal for deferred marschner hair (community-shaders#1626)

* build: fix Package-AIO-Manual for fresh pulls (community-shaders#1625)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(snow): use world space vectors (community-shaders#1618)

* feat(UI): add gaussian blur shader core files (community-shaders#1595)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* feat(ui): add test conditions button (community-shaders#1637)

* fix(ui): blocked shader info overflow in Shader Debug tab (community-shaders#1632)

* fix(upscaling): replace NIS with RCAS for DLSS (community-shaders#1620)

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* fix(dynamic cubemaps): add a check for timeskip (community-shaders#1639)

* refactor: restructure lighting (community-shaders#1633)

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* feat(ui): add themes & fonts (community-shaders#1596)

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* feat(water): add flowmap parallax (community-shaders#1636)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix cloud shadow setting saving

---------

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