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chore(emat): auto detect terrain parallax#1545

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doodlum merged 9 commits into
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pbr-terrain-check
Oct 6, 2025
Merged

chore(emat): auto detect terrain parallax#1545
doodlum merged 9 commits into
devfrom
pbr-terrain-check

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@doodlum doodlum commented Oct 5, 2025

Summary by CodeRabbit

  • New Features

    • Adaptive parallax rendering now chooses between modern and legacy parallax paths for materials, terrain and shadows, improving depth and consistency across scenes.
    • Improved shadow sampling and mip/co‑ordinate selection reduce artifacts and stabilize detail at varying distances.
  • UI

    • Checkbox renamed to "Enable Legacy Terrain" for clearer terrain mode selection.

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coderabbitai Bot commented Oct 5, 2025

Walkthrough

Adds a TRUE_PBR-gated branching in shaders to select between EnableParallax and legacy terrain-parallax (with THLandHasDisplacement fallback), introduces a global ExtraFeatureFlags bit for terrain displacement, toggles that bit from TerrainHelper, and renames one UI checkbox to "Enable Legacy Terrain".

Changes

Cohort / File(s) Summary
Shader parallax path selection
package/Shaders/Lighting.hlsl
Wraps terrain-parallax logic with #if TRUE_PBR branches so mip selection, parallax coordinate computation, and parallax shadow sampling use EnableParallax when TRUE_PBR is defined; otherwise they fall back to EnableTerrainParallax with THLandHasDisplacement-aware paths where applicable.
Permutation flags
package/Shaders/Common/Permutation.hlsli
Adds THLandHasDisplacement = (1 << 6) to Permutation::ExtraFeatureFlags.
Terrain feature wiring
src/Features/TerrainHelper.cpp
Clears new ExtraFeatureDescriptor bit 6 at start; when any per-texture parallax is present, sets the corresponding per-texture bits (0–5) and sets bit 6 to indicate overall terrain displacement.
UI label change
src/Features/ExtendedMaterials.cpp
Changes checkbox label from "Enable Terrain" to "Enable Legacy Terrain"; behavior and DataLoaded() invocation unchanged.

Sequence Diagram(s)

sequenceDiagram
  autonumber
  participant TH as TerrainHelper (C++)
  participant PF as Permutation Flags
  participant FS as Fragment Shader (Lighting.hlsl)

  rect rgba(245,250,240,0.6)
  TH->>PF: Clear ExtraFeatureFlags bit6
  note right of TH: iterate textures
  alt any per-texture parallax found
    TH->>PF: Set per-texture bits (0..5) and set bit6 (THLandHasDisplacement)
  else none found
    TH-->>PF: leave bit6 cleared
  end
  end

  rect rgba(240,245,255,0.6)
  FS->>PF: Read ExtraFeatureFlags + TRUE_PBR macro
  alt TRUE_PBR defined
    FS->>FS: Use EnableParallax path (mip, coords, shadow sampling)
  else TRUE_PBR not defined
    alt THLandHasDisplacement set
      FS->>FS: Use terrain-with-displacement parallax path
    else
      FS->>FS: Use legacy EnableTerrainParallax path
    end
  end
  end
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Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~25 minutes

Possibly related PRs

Suggested reviewers

  • alandtse

Poem

hop, hop — a flag set in the night,
two shader paths choose left or right.
I nibble bits and toggle light,
parallax dances — rabbit's delight. 🐇✨

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.
Docstring Coverage ✅ Passed No functions found in the changes. Docstring coverage check skipped.
Title Check ✅ Passed The title succinctly and accurately summarizes the core change of the pull request—updating EMAT to automatically detect terrain parallax—using clear, concise phrasing without extraneous detail. It follows conventional commit style, is specific to the primary modification, and would be easily understood by reviewers scanning the commit history.
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  • Post copyable unit tests in a comment
  • Commit unit tests in branch pbr-terrain-check

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github-actions Bot commented Oct 5, 2025

Using provided base ref: 5fc0ef9
Using base ref: 5fc0ef9
Base commit date: 2025-10-05T23:02:41+01:00 (Sunday, October 05, 2025 11:02 PM)
No actionable suggestions for changed features.

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Actionable comments posted: 1

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🔇 Additional comments (2)
package/Shaders/Lighting.hlsl (2)

1234-1238: LGTM! Conditional parallax check aligns PBR terrain with PBR materials.

The conditional branching correctly differentiates terrain parallax handling: PBR terrain now checks EnableParallax (consistent with non-terrain PBR at line 1146), while non-PBR terrain continues using EnableTerrainParallax. This unifies parallax control for PBR materials.


2346-2350: LGTM! Parallax shadow logic mirrors the mip level computation pattern.

The conditional branching for shadow calculations correctly mirrors the pattern introduced at lines 1234-1238, ensuring PBR terrain uses EnableParallax while non-PBR terrain uses EnableTerrainParallax.

Comment thread package/Shaders/Lighting.hlsl Outdated
pre-commit-ci Bot and others added 4 commits October 5, 2025 22:35
Automated formatting by clang-format, prettier, and other hooks.
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Actionable comments posted: 0

♻️ Duplicate comments (1)
package/Shaders/Lighting.hlsl (1)

2608-2612: Fix inconsistent spacing before opening brace (duplicate of line 2347 issue).

Lines 2609 and 2611 have the same spacing issue as line 2347. Please apply consistent spacing before all opening braces.

Apply this diff to fix the spacing:

 #					if defined(TRUE_PBR)
-					if (SharedData::extendedMaterialSettings.EnableParallax)
+					if (SharedData::extendedMaterialSettings.EnableParallax) {
 #					else
-					if (SharedData::extendedMaterialSettings.EnableTerrainParallax || (SharedData::extendedMaterialSettings.EnableParallax && Permutation::ExtraFeatureDescriptor & Permutation::ExtraFeatureFlags::THLandHasDisplacement))
+					if (SharedData::extendedMaterialSettings.EnableTerrainParallax || (SharedData::extendedMaterialSettings.EnableParallax && Permutation::ExtraFeatureDescriptor & Permutation::ExtraFeatureFlags::THLandHasDisplacement)) {
 #					endif
🧹 Nitpick comments (2)
package/Shaders/Lighting.hlsl (2)

2346-2350: Fix inconsistent spacing before opening brace.

Line 2347 has EnableParallax){ with no space before the opening brace, while the surrounding code uses consistent spacing. This minor style inconsistency should be fixed for uniformity.

Apply this diff to fix the spacing:

 #			if defined(TRUE_PBR)
-	if (SharedData::extendedMaterialSettings.EnableParallax){
+	if (SharedData::extendedMaterialSettings.EnableParallax) {
 #			else
-	if (SharedData::extendedMaterialSettings.EnableTerrainParallax || (SharedData::extendedMaterialSettings.EnableParallax && Permutation::ExtraFeatureDescriptor & Permutation::ExtraFeatureFlags::THLandHasDisplacement)){
+	if (SharedData::extendedMaterialSettings.EnableTerrainParallax || (SharedData::extendedMaterialSettings.EnableParallax && Permutation::ExtraFeatureDescriptor & Permutation::ExtraFeatureFlags::THLandHasDisplacement)) {
 #			endif

1234-1238: Consider adding explanatory comments for the conditional logic.

The fallback condition EnableTerrainParallax || (EnableParallax && THLandHasDisplacement) is repeated three times but lacks explanation. Adding a brief comment at the first occurrence would improve code clarity and maintainability.

For example:

 #		if defined(EMAT)
 #			if defined(TRUE_PBR)
 	if (SharedData::extendedMaterialSettings.EnableParallax) {
 #			else
+	// Legacy terrain parallax: use EnableTerrainParallax or EnableParallax with displacement flag
 	if (SharedData::extendedMaterialSettings.EnableTerrainParallax || (SharedData::extendedMaterialSettings.EnableParallax && Permutation::ExtraFeatureDescriptor & Permutation::ExtraFeatureFlags::THLandHasDisplacement)) {
 #			endif
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🔇 Additional comments (1)
package/Shaders/Lighting.hlsl (1)

1234-1238: LGTM! Parallax logic correctly branches by TRUE_PBR.

The conditional structure properly separates the PBR parallax path from the legacy terrain parallax path with THLandHasDisplacement fallback. The operator precedence is correct (& binds tighter than &&), and the formatting is consistent.

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github-actions Bot commented Oct 5, 2025

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

@doodlum doodlum changed the title chore(emat): check EnableParallax instead of EnableTerrainParallax chore(emat): auto detect terrain parallax Oct 6, 2025
@doodlum doodlum merged commit 04f4ff6 into dev Oct 6, 2025
19 checks passed
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)

* chore(upscaling): increase fsr sharpness

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

* feat(llf): remove particle lights (community-shaders#1495)

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* feat(llf): move llf to core (community-shaders#1496)

* fix: remove water clamp (community-shaders#1497)

* fix(upscaling): more upscaling fixes (community-shaders#1498)

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* fix: fix some internal errors when debugging (community-shaders#1500)

* fix(ui): fix save settings conflicts & welcome screen (community-shaders#1501)

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* fix(ui): add constraints for discord banner size (community-shaders#1463)

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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)

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

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

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* feat(ui): font size and perf overlay improvements (community-shaders#1511)

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* chore: remove unused hooks (community-shaders#1510)

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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: mostly revert ISHDR to 1.3.6 (community-shaders#1516)

* 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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* 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)

* 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)

* 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)

* fix: fix grass not animating (community-shaders#1549)

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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)

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

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* build: use gersemi cmake formatter (community-shaders#1557)

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

* feat: add renderdoc for debugging (community-shaders#1560)

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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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* feat(UI): separate theme settings, UI refactor, font support (community-shaders#1571)

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* chore: bump versions

* 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)

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* fix: remove duplicate buffer setup (community-shaders#1586)

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

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* 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)

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* 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)

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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)

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* 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)

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* 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)

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* 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)

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

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

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* 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)

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@alandtse alandtse deleted the pbr-terrain-check branch February 6, 2026 05:21
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