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feat(lod): add gamma sliders#1588

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doodlum merged 1 commit into
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jiayev:lod-blending-gamma
Nov 16, 2025
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feat(lod): add gamma sliders#1588
doodlum merged 1 commit into
community-shaders:devfrom
jiayev:lod-blending-gamma

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@jiayev jiayev commented Oct 29, 2025

This pull request adds gamma correction controls to the Level of Detail (LOD) blending system, allowing fine-tuning of gamma for terrain, objects, and object snow in addition to brightness. The changes include new shader parameters, UI controls, and serialization support for these gamma values, as well as updates to the shader logic to apply gamma correction during color blending.

Gamma correction support for LOD blending:

  • Added new gamma parameters (LODTerrainGamma, LODObjectGamma, LODObjectSnowGamma) to the LOD blending settings struct in both the shader shared data (SharedData.hlsli) and C++ feature definition (LODBlending.h), with appropriate default values. [1] [2]
  • Updated the serialization macro and ImGui UI in LODBlending.cpp to support the new gamma parameters, including new sliders for gamma adjustment and expanded brightness slider ranges.

Shader logic updates:

  • Modified LOD blending code in Lighting.hlsl to apply gamma correction using the new parameters before brightness scaling for terrain, objects, and object snow. This ensures colors are adjusted for gamma as well as brightness during blending. [1] [2] [3] [4]

Summary by CodeRabbit

  • New Features
    • Added gamma correction controls for LOD blending: separate gamma sliders for terrain, objects, and snow-affected objects (0.1–3.0), working alongside existing brightness controls for finer visual tuning.
  • Chores
    • Settings for the new gamma controls are integrated so adjustments persist with other LOD blending options.

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Walkthrough

Adds three gamma parameters (terrain, object, object-snow) to LOD blending: new fields in shader and C++ settings, shader logic switched from simple brightness multiplication to per-channel gamma correction followed by brightness, and C++ serialization updated to include the new fields.

Changes

Cohort / File(s) Summary
Shader struct definition
package/Shaders/Common/SharedData.hlsli
Added four float fields (LODTerrainGamma, LODObjectGamma, LODObjectSnowGamma, pad0) to LODBlendingSettings (additive layout change).
Shader implementation
package/Shaders/Lighting.hlsl
Replaced brightness-only multiplications with gamma-corrected operations: color = pow(abs(color), gamma) * brightness in LOD object, LOD object snow, LOD terrain, and LOD land blend paths.
C++ settings definition
src/Features/LODBlending.h
Added LODTerrainGamma, LODObjectGamma, LODObjectSnowGamma floats and a padding pad to LODBlending::Settings (defaults = 1).
C++ settings serialization
src/Features/LODBlending.cpp
Updated serialization to include the three new gamma fields in the NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE_WITH_DEFAULT mapping.

Sequence Diagram(s)

sequenceDiagram
    participant UI as UI Controls
    participant CPP as C++ Settings
    participant CB as Constant Buffer
    participant Shader as Pixel/Surface Shader

    Note over UI,Shader: Old flow (brightness-only)
    UI->>CPP: set LODBrightness
    CPP->>CB: upload brightness
    CB->>Shader: brightness
    Shader->>Shader: color.xyz *= LODBrightness

    Note over UI,Shader: New flow (gamma + brightness)
    UI->>CPP: set LODGamma & LODBrightness
    CPP->>CB: upload gamma, brightness
    CB->>Shader: gamma, brightness
    Shader->>Shader: color.xyz = pow(abs(color.xyz), LODGamma)
    Shader->>Shader: color.xyz *= LODBrightness
Loading

Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~20–30 minutes

  • Verify each LOD blending path updated consistently (objects, object snow, terrain, land blend).
  • Check use of abs() before pow() and handling of negative/NaN values.
  • Confirm shader constant buffer alignment and padding matches C++ struct layout and packing.
  • Validate serialization includes all new fields and defaults are correct.

Suggested reviewers

  • alandtse
  • doodlum

Poem

🐰 I hopped through code at break of dawn,
Adding gammas to make colors strong.
Pow and brighten, pixels cheer—
Three small tweaks, the view is clear.
A rabbit's nudge, and shaders hum along.

Pre-merge checks and finishing touches

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✅ Passed checks (2 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check ✅ Passed The title 'feat(lod): add gamma sliders' directly and clearly summarizes the main change: adding gamma correction controls to the LOD blending system through three new gamma parameters.
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📒 Files selected for processing (4)
  • package/Shaders/Common/SharedData.hlsli (1 hunks)
  • package/Shaders/Lighting.hlsl (4 hunks)
  • src/Features/LODBlending.cpp (1 hunks)
  • src/Features/LODBlending.h (1 hunks)
🚧 Files skipped from review as they are similar to previous changes (4)
  • src/Features/LODBlending.h
  • package/Shaders/Common/SharedData.hlsli
  • package/Shaders/Lighting.hlsl
  • src/Features/LODBlending.cpp
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github-actions Bot commented Oct 29, 2025

Using provided base ref: 7a53214
Using base ref: 7a53214
Base commit date: 2025-11-16T19:03:02Z (Sunday, November 16, 2025 07:03 PM)
No actionable suggestions for changed features.

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Actionable comments posted: 0

🧹 Nitpick comments (2)
src/Features/LODBlending.h (1)

28-31: Consider explicitly initializing the padding field.

The padding field maintains struct alignment with the shader-side definition, but it's not explicitly initialized. While default initialization to zero is likely guaranteed, explicitly setting float pad = 0; improves clarity and ensures deterministic values if the struct is inspected or serialized in debug scenarios.

Apply this diff to explicitly initialize the padding:

 	float LODTerrainGamma = 1;
 	float LODObjectGamma = 1;
 	float LODObjectSnowGamma = 1;
-	float pad;
+	float pad = 0;
src/Features/LODBlending.cpp (1)

18-20: Consider adding tooltips for gamma sliders to improve usability.

The gamma sliders would benefit from brief tooltips explaining their effect, similar to how the terrain vertex colors checkbox has a tooltip. This would help users understand that gamma values < 1.0 brighten (expand) midtones while values > 1.0 darken (compress) them.

Example implementation:

 	ImGui::SliderFloat("LOD Terrain Gamma", &settings.LODTerrainGamma, 0.1f, 3.f, "%.2f");
+	if (auto _tt = Util::HoverTooltipWrapper()) {
+		ImGui::Text("Adjusts midtone brightness. <1.0 brightens, >1.0 darkens.");
+	}
 	ImGui::SliderFloat("LOD Object Gamma", &settings.LODObjectGamma, 0.1f, 3.f, "%.2f");
+	if (auto _tt = Util::HoverTooltipWrapper()) {
+		ImGui::Text("Adjusts midtone brightness. <1.0 brightens, >1.0 darkens.");
+	}
 	ImGui::SliderFloat("LOD Object Snow Gamma", &settings.LODObjectSnowGamma, 0.1f, 3.f, "%.2f");
+	if (auto _tt = Util::HoverTooltipWrapper()) {
+		ImGui::Text("Adjusts midtone brightness. <1.0 brightens, >1.0 darkens.");
+	}
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📒 Files selected for processing (4)
  • package/Shaders/Common/SharedData.hlsli (1 hunks)
  • package/Shaders/Lighting.hlsl (4 hunks)
  • src/Features/LODBlending.cpp (1 hunks)
  • src/Features/LODBlending.h (1 hunks)
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Files:

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Files:

  • src/Features/LODBlending.cpp
  • src/Features/LODBlending.h
🧠 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 (3)
src/Features/LODBlending.cpp (1)

8-11: LGTM!

The serialization correctly includes all three gamma fields in the proper order matching the struct definition. The padding field is appropriately excluded from serialization.

package/Shaders/Common/SharedData.hlsli (1)

146-149: LGTM!

The gamma fields and padding are correctly added to the LODBlendingSettings struct. The memory layout aligns properly with the C++ side definition, ensuring correct data transfer to the GPU. The bool type in HLSL cbuffers is 4 bytes, matching the C++ uint, so the struct packing is consistent.

package/Shaders/Lighting.hlsl (1)

1832-1832: Verify gamma correction is applied in the correct color space.

The gamma correction uses pow(abs(baseColor.xyz), gamma) at four locations (lines 1832, 1846, 1948, 2045). While the pattern is consistent and the order (gamma before brightness) is correct for artistic control, consider verifying the color space assumptions:

  1. Based on the retrieved learnings, this codebase requires careful linear color space handling for the linear lighting system.
  2. At line 1811, Color::Diffuse() is called, which likely converts colors to linear space.
  3. Applying a power function after linear conversion is mathematically valid for artistic brightness/contrast adjustment, but ensure this matches the intended visual outcome.
  4. The use of abs() is necessary to prevent NaN with fractional exponents, but it could mask bugs where colors incorrectly go negative.

The implementation appears intentional for artistic gamma adjustment (power curve) rather than color space conversion, which is acceptable if that's the design intent.

Based on learnings

Also applies to: 1846-1846, 1948-1948, 2045-2045

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looks good

@jiayev jiayev force-pushed the lod-blending-gamma branch from d18772e to b79fc5b Compare November 16, 2025 19:10
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✅ A pre-release build is available for this PR:
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@doodlum doodlum merged commit 967b8ad into community-shaders:dev Nov 16, 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)

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

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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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* 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

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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)

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

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

Co-authored-by: Giovanni Correia <Gistix@users.noreply.github.com>

* 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)

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

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

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

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

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

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* 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

---------

Co-authored-by: zxcvbn <66063766+zndxcvbn@users.noreply.github.com>
Co-authored-by: davo0411 <davidkehoe0411@outlook.com>
Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: Alan Tse <alandtse@users.noreply.github.com>
Co-authored-by: soda <130315225+soda3000@users.noreply.github.com>
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: ThePagi <32794457+ThePagi@users.noreply.github.com>
Co-authored-by: Copilot <198982749+Copilot@users.noreply.github.com>
Co-authored-by: alandtse <7086117+alandtse@users.noreply.github.com>
Co-authored-by: Alan Tse <alandtse@gmail.com>
Co-authored-by: Yupeng Zhang <ArcEarth@outlook.com>
Co-authored-by: kuplion <kuplion@hotmail.com>
Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com>
Co-authored-by: Giovanni Correia <Gistix@users.noreply.github.com>
Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com>
Co-authored-by: Midona <106106405+midona-rhel@users.noreply.github.com>
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3 participants