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fix(hair): remove pbr lighting mult for hair#1531

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jiayev:hair-removepbrlightingscale
Sep 27, 2025
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fix(hair): remove pbr lighting mult for hair#1531
doodlum merged 1 commit into
community-shaders:devfrom
jiayev:hair-removepbrlightingscale

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@jiayev jiayev commented Sep 27, 2025

This pull request makes a targeted adjustment to the hair rendering logic in the Lighting.hlsl shader. Specifically, it removes the multiplication by Color::PBRLightingScale when calculating outputAlbedo for hair with enabled specular settings, likely to correct or simplify the lighting calculation.

Shader logic update:

  • In Lighting.hlsl, the calculation of outputAlbedo for hair with specular enabled now uses only indirectDiffuseLobeWeight, removing the previous scaling by Color::PBRLightingScale.

Summary by CodeRabbit

  • Bug Fixes
    • Corrected hair rendering albedo calculation to remove an unintended lighting scale, producing more accurate hair color and brightness.
    • Improves visual consistency of hair across different lighting conditions and scenes.
    • Reduces cases where hair appeared washed out or overly dim when hair rendering is enabled.

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coderabbitai Bot commented Sep 27, 2025

Walkthrough

The pixel shader path for hair-enabled builds in package/Shaders/Lighting.hlsl was modified to set outputAlbedo directly from indirectDiffuseLobeWeight, removing multiplication by Color::PBRLightingScale. No public/exported declarations changed.

Changes

Cohort / File(s) Summary
Hair PS albedo scaling
package/Shaders/Lighting.hlsl
In HAIR/CS_HAIR path, outputAlbedo now equals indirectDiffuseLobeWeight; the previous multiplication by Color::PBRLightingScale was removed. No interface changes.

Sequence Diagram(s)

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~10 minutes

Possibly related PRs

Suggested reviewers

  • doodlum
  • alandtse

Poem

A tuft of light on strands so fair,
I snip the scale with careful care.
Diffuse whispers, pure and bright,
Hop! says the shader, trims the night.
Fur, filaments, softly glow—
A rabbit nods: now albedos show. 🐇✨

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✅ 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 “fix(hair): remove pbr lighting mult for hair” succinctly describes the primary change by indicating the removal of the PBR lighting multiplication in the hair shader, follows the conventional commit format with a clear scope, and highlights the key modification without extraneous detail.
Docstring Coverage ✅ Passed No functions found in the changes. Docstring coverage check skipped.
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Using provided base ref: e91f159
Using base ref: e91f159
Base commit date: 2025-09-27T07:51:01+01:00 (Saturday, September 27, 2025 07:51 AM)
No actionable suggestions for changed features.

@doodlum doodlum merged commit 8047cd3 into community-shaders:dev Sep 27, 2025
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Actionable comments posted: 0

🧹 Nitpick comments (1)
package/Shaders/Lighting.hlsl (1)

3101-3109: Optional: guard the hair override to non-PBR to avoid redundant assignment.

When TRUE_PBR is defined, Line 3102 already sets outputAlbedo to indirectDiffuseLobeWeight; the hair block reassigns the same value. To reduce confusion, gate the hair override for non-PBR builds only.

 #if defined(HAIR) && defined(CS_HAIR)
   if (SharedData::hairSpecularSettings.Enabled) {
-    outputAlbedo = indirectDiffuseLobeWeight;
+  #if !defined(TRUE_PBR)
+    // In non-PBR hair builds, drive ambient weighting from diffuse lobe.
+    outputAlbedo = indirectDiffuseLobeWeight;
+  #endif
   }
 #endif
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Reviewing files that changed from the base of the PR and between e91f159 and 9a11a8f.

📒 Files selected for processing (1)
  • package/Shaders/Lighting.hlsl (1 hunks)
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**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}

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Files:

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🧠 Learnings (1)
📚 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.

Applied to files:

  • package/Shaders/Lighting.hlsl
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🔇 Additional comments (1)
package/Shaders/Lighting.hlsl (1)

3105-3109: Approve hair albedo PBRLightingScale fix. No remaining PBRLightingScale multiplications on outputAlbedo in package/Shaders/Lighting.hlsl.

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✅ A pre-release build is available for this PR:
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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)

* fix: use proper filename settingsuser.json (community-shaders#1491)

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* chore: rename d3d12interop to d3d12SwapChainActive (community-shaders#1494)

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

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

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* feat(upscaling): add downscale percentages (community-shaders#1506)

* perf(ssgi): optimize  (community-shaders#1499)

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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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* chore(upscaling): simplify interop and upscale methods (community-shaders#1514)

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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)

* fix: update skylighting and version

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

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* feat(upscaling): sharpening slider (community-shaders#1527)

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

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

* chore(upscaling): add back upscale multiplier (community-shaders#1532)

* fix(upscaling): fix minor upscaling issues (community-shaders#1536)

* chore: gamma space normalisation (community-shaders#1535)

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* feat(grass collision): implement with texture and history (community-shaders#1539)

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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)

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* chore: update versions

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

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* fix(VR): use only supported shaders from cache (community-shaders#1553)

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

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* docs(UI): remove duplicate GPL license statement (community-shaders#1561)

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* fix(ui): welcome popup size issues (community-shaders#1573)

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* chore(grass collision): minor tweaks (community-shaders#1568)

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* fix(terrain helper): fix conflicting bit (community-shaders#1566)

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

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* another darkening

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

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

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* fix cloud shadow setting saving

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