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fix(hair): use indirect normal for deferred marschner hair#1626

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jiayev:hair-indirect-fix-2
Dec 7, 2025
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fix(hair): use indirect normal for deferred marschner hair#1626
alandtse merged 1 commit into
community-shaders:devfrom
jiayev:hair-indirect-fix-2

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@jiayev jiayev commented Dec 6, 2025

now uses normalize(V- T * dot(V, T)) as screenSpaceNormal for marschner to make indirect diffuse look better

Summary by CodeRabbit

Release Notes

  • Performance

    • Optimized hair specular lighting calculations to skip unnecessary computations in certain rendering modes.
  • Bug Fixes

    • Improved hair tangent shift and screen-space normal calculations for more consistent hair appearance across different rendering conditions.

✏️ Tip: You can customize this high-level summary in your review settings.

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coderabbitai Bot commented Dec 6, 2025

Walkthrough

Two shader files receive conditional guards for HairMode == 1 specular path handling. The first adds an early return in GetHairDynamicCubemapSpecularIrradiance to skip specular irradiance calculations. The second hardens tangent shift logic to avoid applying shifts when HairMode equals 1 and updates screen-space normal handling via ambientNormal recalculation in this mode.

Changes

Cohort / File(s) Summary
Hair Specular Cubemap Guard
features/Hair Specular/Shaders/Hair/Hair.hlsli
Added early return when hairSpecularSettings.HairMode == 1 to bypass specular irradiance computations; existing roughnessPrimary logic unaffected.
Hair Tangent Shift & Normal Handling
package/Shaders/Lighting.hlsl
Tightened tangent shift application to exclude HairMode 1; added ambientNormal-based screen-space normal recalculation path for hair mode to ensure normal consistency.

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~12 minutes

  • Verify the early return condition in GetHairDynamicCubemapSpecularIrradiance doesn't unintentionally skip necessary initialization
  • Confirm tangent shift conditional logic correctly gates the shift application when HairMode == 1
  • Review ambientNormal recalculation path and ensure screen-space normal transformation is mathematically correct
  • Validate no edge cases exist where the normal-handling fallback causes visual artifacts

Possibly related PRs

Suggested reviewers

  • doodlum
  • alandtse
  • Pentalimbed

Poem

🐰 A guard for the hair, when mode's set to one—
Skip the specular dance, let the tangents run true,
AmbientNormal whispers its screen-space song,
Hopping through shaders, the logic holds strong! ✨

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✅ 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 changed files to evaluate docstring coverage. Skipping docstring coverage check.
Title check ✅ Passed The title 'fix(hair): use indirect normal for deferred marschner hair' accurately describes the main change: replacing the screen-space normal with an indirect normal calculation for the Marschner hair model, which aligns with the PR's stated objective.
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github-actions Bot commented Dec 6, 2025

Using provided base ref: d7675dd
Using base ref: d7675dd
Base commit date: 2025-12-06T02:18:02Z (Saturday, December 06, 2025 02:18 AM)
No actionable suggestions for changed features.

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Actionable comments posted: 0

🧹 Nitpick comments (4)
features/Hair Specular/Shaders/Hair/Hair.hlsli (2)

329-343: Early‑out for HairMode 1 is correct but leaves some now‑dead branches

Short‑circuiting GetHairDynamicCubemapSpecularIrradiance when HairMode == 1 is a safe guard and matches how Marschner is used (no indirect specular from the dynamic cubemap). Given the current call site already skips this function for HairMode == 1, this branch is mainly defensive.

You now have a few HairMode == 1 conditionals in this function that will never be reached if the early‑return triggers, e.g.:

  • const float roughnessPrimary = SharedData::hairSpecularSettings.HairMode == 1 ? 1.0 : ...;
  • The HairMode == 1 ? 0.0 : SharedData::hairSpecularSettings.PrimaryTangentShift inside ShiftNormal.

If you want to tighten things up, you could simplify those to the non‑Marschner paths (or drop them entirely if the call‑site guard is considered authoritative), but it’s not functionally required.


8-14: PR meta: conventional‑commit title and issue reference suggestion

The current title already follows conventional‑commit style but is on the long side. You might consider shortening it to stay within ~50 characters, e.g.:

  • fix(hair): improve marschner indirect normal

If this change fully resolves a tracked bug, also consider adding an explicit issue reference in the PR description, for example:

  • Fixes #<issue-id> for a complete fix
  • Related to #<issue-id> if it’s only part of a larger effort
package/Shaders/Lighting.hlsl (2)

2101-2105: Tangent‑shifted screenSpaceNormal now only applies when hair spec is enabled and HairMode != 1

The extra guards here make sense:

  • hairSpecularSettings.Enabled ensures we don’t pay the cost of sampling and shifting normals when the hair specular feature is off.
  • HairMode != 1 avoids re‑orienting the normal when running in Marschner mode, which now has its own ambientNormal handling below.

One subtle point: because screenSpaceNormal is later reassigned from ambientNormal in the HAIR/CS_HAIR block (Line 2726), this shifted normal no longer reaches the final GBuffer normal for hair; it only matters for any logic that reads screenSpaceNormal between this block and that later override.

If you still want Kajiya–Kay hair (HairMode 0) to expose a tangent‑shifted normal to deferred consumers, you may want to revisit that later assignment; otherwise this block may be effectively dead outside of any intermediate use.


2722-2727: ambientNormal → screenSpaceNormal override changes GBuffer normals for all hair modes

Here you always set:

float3 ambientNormal = worldNormal;
#if defined(HAIR) && defined(CS_HAIR)
if (SharedData::hairSpecularSettings.Enabled && SharedData::hairSpecularSettings.HairMode == 1)
    ambientNormal = normalize(viewDirection - hairT * dot(viewDirection, hairT));
screenSpaceNormal = normalize(FrameBuffer::WorldToView(ambientNormal, false, eyeIndex));
#endif

Implications:

  • For Marschner (HairMode == 1), screenSpaceNormal now uses the new normalize(V - T * dot(V, T))-based direction, which matches the PR goal.
  • For non‑Marschner hair (e.g. Kajiya–Kay) and for cases where hair spec is disabled, ambientNormal stays equal to worldNormal, and this line overwrites any tangent‑shifted screenSpaceNormal computed earlier. So the final GBuffer normal for hair is always worldNormal (or the Marschner vector), regardless of EnableTangentShift.

If your intent was to change the screen‑space normal only for Marschner, consider gating the assignment to that mode, e.g.:

-#if defined(HAIR) && defined(CS_HAIR)
-if (SharedData::hairSpecularSettings.Enabled && SharedData::hairSpecularSettings.HairMode == 1)
-    ambientNormal = normalize(viewDirection - hairT * dot(viewDirection, hairT));
-    screenSpaceNormal = normalize(FrameBuffer::WorldToView(ambientNormal, false, eyeIndex));
-#endif
+#if defined(HAIR) && defined(CS_HAIR)
+if (SharedData::hairSpecularSettings.Enabled && SharedData::hairSpecularSettings.HairMode == 1) {
+    ambientNormal = normalize(viewDirection - hairT * dot(viewDirection, hairT));
+    screenSpaceNormal = normalize(FrameBuffer::WorldToView(ambientNormal, false, eyeIndex));
+}
+#endif

That would preserve the existing tangent‑shifted screenSpaceNormal behavior for Kajiya–Kay while still giving Marschner the new approximation. If the broader change (always tying screenSpaceNormal to ambientNormal for hair) is intentional, it’d be good to confirm and maybe leave a brief comment in the code to document it.

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📒 Files selected for processing (2)
  • features/Hair Specular/Shaders/Hair/Hair.hlsli (1 hunks)
  • package/Shaders/Lighting.hlsl (2 hunks)
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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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Repo: doodlum/skyrim-community-shaders PR: 0
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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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github-actions Bot commented Dec 6, 2025

✅ A pre-release build is available for this PR:
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@jiayev jiayev changed the title fix(hair): better indirect reflection vector approx for deferred marschner hair fix(hair): correct indirect normal for deferred marschner hair Dec 6, 2025
@alandtse alandtse changed the title fix(hair): correct indirect normal for deferred marschner hair fix(hair): use indirect normal for deferred marschner hair Dec 7, 2025
@alandtse alandtse merged commit f9ca01f into community-shaders:dev Dec 7, 2025
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davo0411 added a commit to davo0411/skyrim-community-shaders that referenced this pull request Dec 8, 2025
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* chore(upscaling): increase fsr sharpness

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

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

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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)

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

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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)

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

* 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>
Co-authored-by: alandtse <7086117+alandtse@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)

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>
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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

---------

Co-authored-by: zxcvbn <66063766+zndxcvbn@users.noreply.github.com>
Co-authored-by: davo0411 <davidkehoe0411@outlook.com>
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