fix(hair): use indirect normal for deferred marschner hair#1626
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WalkthroughTwo 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
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🧹 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 branchesShort‑circuiting
GetHairDynamicCubemapSpecularIrradiancewhenHairMode == 1is 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 forHairMode == 1, this branch is mainly defensive.You now have a few
HairMode == 1conditionals 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.PrimaryTangentShiftinsideShiftNormal.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 suggestionThe 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 normalIf 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 fixRelated to #<issue-id>if it’s only part of a larger effortpackage/Shaders/Lighting.hlsl (2)
2101-2105: Tangent‑shifted screenSpaceNormal now only applies when hair spec is enabled and HairMode != 1The extra guards here make sense:
hairSpecularSettings.Enabledensures we don’t pay the cost of sampling and shifting normals when the hair specular feature is off.HairMode != 1avoids re‑orienting the normal when running in Marschner mode, which now has its ownambientNormalhandling below.One subtle point: because
screenSpaceNormalis later reassigned fromambientNormalin 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 readsscreenSpaceNormalbetween 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 modesHere 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)); #endifImplications:
- For Marschner (
HairMode == 1),screenSpaceNormalnow uses the newnormalize(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,
ambientNormalstays equal toworldNormal, and this line overwrites any tangent‑shiftedscreenSpaceNormalcomputed earlier. So the final GBuffer normal for hair is alwaysworldNormal(or the Marschner vector), regardless ofEnableTangentShift.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)); +} +#endifThat would preserve the existing tangent‑shifted
screenSpaceNormalbehavior for Kajiya–Kay while still giving Marschner the new approximation. If the broader change (always tyingscreenSpaceNormaltoambientNormalfor 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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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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Learning: Applies to features/*/Shaders/**/*.{hlsl,hlsli,fx,fxh} : Avoid GPU register/buffer conflicts in HLSL; verify register usage (e.g., with hlslkit buffer scanning)
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📚 Learning: 2025-08-03T18:37:19.690Z
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Repo: doodlum/skyrim-community-shaders PR: 0
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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
📚 Learning: 2025-08-17T18:37:35.839Z
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Repo: doodlum/skyrim-community-shaders PR: 0
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Repo: doodlum/skyrim-community-shaders PR: 577
File: features/Wetness Effects/Shaders/WetnessEffects/WetnessEffects.hlsli:57-61
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<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> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@gmail.com> * 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 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GPU buffers (community-shaders#1427) Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: alandtse <7086117+alandtse@users.noreply.github.com> * ci: run shader validation on CMake and CI config changes (community-shaders#1606) Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: alandtse <7086117+alandtse@users.noreply.github.com> * 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> 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>
now uses normalize(V- T * dot(V, T)) as screenSpaceNormal for marschner to make indirect diffuse look better
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