feat(water): add flowmap parallax#1636
Conversation
WalkthroughAdds flowmap-driven parallax and height sampling utilities to water shaders and updates a vertex output field to carry 2D flowmap UVs for parallax-aware sampling. Changes
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~25 minutes
Suggested reviewers
Poem
Pre-merge checks and finishing touches✅ Passed checks (3 passed)
✨ Finishing touches🧪 Generate unit tests (beta)
Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out. Comment |
Automated formatting by clang-format, prettier, and other hooks. See https://pre-commit.ci for details.
There was a problem hiding this comment.
Actionable comments posted: 1
🧹 Nitpick comments (2)
features/Water Effects/Shaders/WaterEffects/WaterParallax.hlsli (1)
206-209: Unused parameterflowmapDimensions.The
flowmapDimensionsparameter is not used in this function or passed toGetFlowmapParallaxUVOffset. If not needed, consider removing it to avoid confusion. If planned for future use, add a comment indicating so.package/Shaders/Water.hlsl (1)
535-540: Dead code with misleading comment.The comment states "This is now unused" but the function still exists. Either remove it entirely or update the implementation if it serves a compatibility purpose. Currently it just performs a simple texture sample which doesn't match what
GetFlowmapHeightBlendeddoes.If this function is truly unused, remove it:
-// Keep this for compatibility - just forwards to the proper function -float GetFlowmapHeightBarycentric(PS_INPUT input, float2 flowmapDimensions, float2 baseUV, float mipLevel) -{ - // This is now unused - we use GetFlowmapHeightBlended directly - return FlowMapNormalsTex.SampleLevel(FlowMapNormalsSampler, baseUV, mipLevel).w; -}If kept for compatibility, update the comment to explain when/why it's still needed.
📜 Review details
Configuration used: Path: .coderabbit.yaml
Review profile: CHILL
Plan: Pro
📒 Files selected for processing (2)
features/Water Effects/Shaders/WaterEffects/WaterParallax.hlsli(1 hunks)package/Shaders/Water.hlsl(4 hunks)
🧰 Additional context used
📓 Path-based instructions (3)
**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}
📄 CodeRabbit inference engine (.github/copilot-instructions.md)
Do not include TODO/FIXME placeholders; provide complete, working solutions
Files:
features/Water Effects/Shaders/WaterEffects/WaterParallax.hlslipackage/Shaders/Water.hlsl
features/*/Shaders/**/*.{hlsl,hlsli,fx,fxh}
📄 CodeRabbit inference engine (.github/copilot-instructions.md)
features/*/Shaders/**/*.{hlsl,hlsli,fx,fxh}: Place all feature shaders under features/YourFeature/Shaders/
Avoid GPU register/buffer conflicts in HLSL; verify register usage (e.g., with hlslkit buffer scanning)
Files:
features/Water Effects/Shaders/WaterEffects/WaterParallax.hlsli
**/*
⚙️ CodeRabbit configuration file
**/*: When reviewing PRs, please provide suggestions for:
Conventional Commit Titles (if not following https://www.conventionalcommits.org/ or
if the existing title does not describe the code changes):
Format: type(scope): description
Length: 50 characters limit for title, 72 for body
Style: lowercase description, no ending period
Examples:
- feat(vr): add cross-eye sampling
- fix(water): resolve flowmap bug
- docs: update shader documentation
Issue References (if PR fixes bugs or implements features):
Suggest adding appropriate GitHub keywords:Otherwise, use your standard review approach focusing on code quality.
Files:
features/Water Effects/Shaders/WaterEffects/WaterParallax.hlslipackage/Shaders/Water.hlsl
🧠 Learnings (2)
📓 Common learnings
Learnt from: alandtse
Repo: doodlum/skyrim-community-shaders PR: 0
File: :0-0
Timestamp: 2025-06-24T07:17:36.604Z
Learning: When reviewing PRs, always clarify the scope if there are multiple related features or dependencies. WeatherPicker was a separate PR that was already merged, while this PR focuses specifically on WetnessEffects climate preset system enhancements.
Learnt from: jiayev
Repo: doodlum/skyrim-community-shaders PR: 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.
📚 Learning: 2025-08-03T18:37:19.690Z
Learnt from: jiayev
Repo: doodlum/skyrim-community-shaders PR: 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:
features/Water Effects/Shaders/WaterEffects/WaterParallax.hlslipackage/Shaders/Water.hlsl
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (3)
- GitHub Check: Build plugin and addons
- GitHub Check: Validate shader compilation (Flatrim, .github/configs/shader-validation.yaml)
- GitHub Check: Validate shader compilation (VR, .github/configs/shader-validation-vr.yaml)
🔇 Additional comments (7)
features/Water Effects/Shaders/WaterEffects/WaterParallax.hlsli (2)
91-110: LGTM - Flowmap height sampling functions.The height sampling logic correctly mirrors the normal sampling pattern used in
GetFlowmapNormal, ensuring height transitions match normal transitions. The blending formula is consistent.
112-152: Well-structured parallax computation with proper safeguards.Good implementation choices:
- Early exit at line 116-117 for grazing angles prevents artifacts
- Bounded for-loop at line 134 prevents infinite iteration
- Zero-denominator check at line 151 prevents division by zero
package/Shaders/Water.hlsl (5)
91-91: TexCoord4 type widened fromfloattofloat2.This enables future support for non-square flowmap dimensions (UNIFIED_WATER). Currently, line 257 in the VS assigns
ObjectUV.xwhich broadcasts to both components, so existing behavior is preserved.
502-533: Height blending correctly mirrors normal blending logic.The UV computation and blending formula match
GetFlowmapNormalexactly, ensuring height and normal transitions stay synchronized. The inline comments clearly document each sample's parameters.
545-562: LGTM - Standard mip level computation.Correctly mirrors the pattern used in
WaterEffects::GetMipLevelwith appropriate VR scaling adjustment.
657-676: Clean parallax integration approach.Creating a copy of
inputasflowmapInputand modifying only the necessary texture coordinates for parallax sampling is a good pattern - it keeps the original input intact for other calculations while applying parallax-aware offsets where needed.
698-712: The preprocessor nesting for FLOWMAP/WATER_PARALLAX combinations is correctly structured and all four combinations are properly handled.The code properly guards all four cases:
- FLOWMAP + WATER_PARALLAX: samples normals with flowmap-derived parallax offset (lines 699–703)
- FLOWMAP without WATER_PARALLAX: samples normals without parallax offset
- No FLOWMAP + WATER_PARALLAX: samples normals with regular parallax offset (line 709)
- No FLOWMAP without WATER_PARALLAX: samples normals with no offset (line 711)
All preprocessor directives are balanced and nested correctly.
There was a problem hiding this comment.
Actionable comments posted: 0
Caution
Some comments are outside the diff and can’t be posted inline due to platform limitations.
⚠️ Outside diff range comments (1)
package/Shaders/Water.hlsl (1)
653-705: Guard against division by zero in flowmap parallax direction and align comments with actual behaviorThe FLOWMAP+WATER_PARALLAX path contains three correctness and clarity issues:
- Unguarded division by
viewDirection.z(line 673):float2 parallaxDir = viewDirection.xy / -viewDirection.z;At near-horizon viewing angles,
viewDirection.zapproaches zero, producing unbounded magnitudes orINF/NaNbefore the later saturation. This contaminates flowmap UVs and normals. Apply a denominator guard:float viewDotUp = -viewDirection.z; float denom = max(abs(viewDotUp), 1e-3); float2 parallaxDir = viewDirection.xy / denom; parallaxDir.y = -parallaxDir.y; parallaxDir *= 0.008 * saturate(viewDotUp * 2.0);
Misleading comment on line 678: The comment claims "Calculate cell blend weights using parallaxed input," but
normalMulreads fromflowmapInput.TexCoord2.zw, which is never modified by the parallax offset. OnlyTexCoord3.xyreceives the parallax shift. Either adjustTexCoord2.zwfor cell indices or clarify that only the flow vector is parallaxed.Inconsistent parallax across normal layers (lines 723–724): When
BLEND_NORMALSis active,normals2andnormals3useparallaxOffset(from non-flowmap path), whilenormals1in the FLOWMAP path usesflowmapParallaxOffset. This divergence may be intentional, but consider reusingflowmapParallaxOffsetfor all three layers to keep them visually coherent, or document why they differ.
🧹 Nitpick comments (2)
package/Shaders/Water.hlsl (2)
79-96: TexCoord4 widened to float2: confirm data source for UNIFIED_WATERChanging
TexCoord4tonointerpolation float2and reading it as:#if defined(UNIFIED_WATER) float2 flowmapDimensions = input.TexCoord4.xy; #else float2 flowmapDimensions = input.TexCoord4.xx; #endifmatches the intent of carrying 2D flowmap dimensions. However, in this VS path you still write:
vsout.TexCoord4 = ObjectUV.x;which will replicate
ObjectUV.xinto both.xand.y.
- For the non‑UNIFIED_WATER case (
.xx) this preserves the old behavior.- For
UNIFIED_WATER,flowmapDimensions.ywill currently just mirror.xunless some other VS variant writes a properfloat2.If UNIFIED_WATER water surfaces compiled with this shader are expected to use non‑square flowmap dimensions, you probably want to explicitly populate both components in the VS (e.g.
vsout.TexCoord4 = float2(flowmapWidth, flowmapHeight);). Otherwise, consider using.xxin both branches to make the intent clearer and avoid subtle dependence on scalar replication.Also applies to: 231-258, 657-663
1-10: Conventional commit title and issue reference suggestionsFor this PR, a conventional commit‑style title that matches the changes could be:
feat(water): add flowmap parallaxIf this work corresponds to a tracked issue or feature request, consider adding one of the following to the PR description:
Implements #<id>orAddresses #<id>if this fully/partially implements a feature.Related to #<id>if it’s part of a broader effort.This will help with changelog generation and traceability.
📜 Review details
Configuration used: Path: .coderabbit.yaml
Review profile: CHILL
Plan: Pro
📒 Files selected for processing (1)
package/Shaders/Water.hlsl(5 hunks)
🧰 Additional context used
📓 Path-based instructions (2)
**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}
📄 CodeRabbit inference engine (.github/copilot-instructions.md)
Do not include TODO/FIXME placeholders; provide complete, working solutions
Files:
package/Shaders/Water.hlsl
**/*
⚙️ CodeRabbit configuration file
**/*: When reviewing PRs, please provide suggestions for:
Conventional Commit Titles (if not following https://www.conventionalcommits.org/ or
if the existing title does not describe the code changes):
Format: type(scope): description
Length: 50 characters limit for title, 72 for body
Style: lowercase description, no ending period
Examples:
- feat(vr): add cross-eye sampling
- fix(water): resolve flowmap bug
- docs: update shader documentation
Issue References (if PR fixes bugs or implements features):
Suggest adding appropriate GitHub keywords:Otherwise, use your standard review approach focusing on code quality.
Files:
package/Shaders/Water.hlsl
🧠 Learnings (2)
📓 Common learnings
Learnt from: alandtse
Repo: doodlum/skyrim-community-shaders PR: 0
File: :0-0
Timestamp: 2025-06-24T07:17:36.604Z
Learning: When reviewing PRs, always clarify the scope if there are multiple related features or dependencies. WeatherPicker was a separate PR that was already merged, while this PR focuses specifically on WetnessEffects climate preset system enhancements.
📚 Learning: 2025-08-03T18:37:19.690Z
Learnt from: jiayev
Repo: doodlum/skyrim-community-shaders PR: 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/Water.hlsl
🔇 Additional comments (2)
package/Shaders/Water.hlsl (2)
453-460: Switch toSampleLevel(..., 0)for flowmap texture looks fine
GetFlowmapDataTextureSpacenow forces LOD 0:data.color = FlowMapTex.SampleLevel(FlowMapSampler, input.TexCoord2.zw + uvShift, 0);Given this function’s role as a low‑level flow data provider (used before UV‑space transformations), pinning it to the highest‑detail mip for stable flow vectors is reasonable and should avoid derivative‑driven LOD variation when you later manipulate coordinates for parallax. No issues from a correctness standpoint.
489-563: Flowmap height helpers: Remove or clarify purpose of unused functionsThe new height utilities and mip computation function are defined but not called anywhere in the codebase. Before merging:
GetFlowmapHeightBlended, GetFlowmapHeightBarycentric, and GetFlowmapMipLevel are unused: If these are intended for future use or external shaders, add comments explaining their purpose and expected caller. If not needed, remove them.
Constant duplication concern (secondary): GetFlowmapHeightBlended hardcodes the same four constant sets (9.92, 10.64, 8, 8.48 with offsets) that are used in GetFlowmapNormal calls. While GetFlowmapHeightBlended is itself unused, if it is enabled in the future, consider refactoring to avoid maintaining duplicate constant values.
log2(0) edge case in GetFlowmapMipLevel:
log2(0)returns+INFin HLSL; the subsequentmax(..., 0)does not clamp it as intended. Add epsilon clamping before the log call for safety:float minTexCoordDelta = max(max(dTexCoords.x, dTexCoords.y), 1e-8); return max(0.5 * log2(minTexCoordDelta), 0);
- GetDimensions type note: The current code using
float2 textureDimswithGetDimensions(textureDims.x, textureDims.y)is valid—HLSL supports bothuintandfloatoutput parameter overloads.
|
✅ A pre-release build is available for this PR: |
* 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) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(llf): move llf to core (community-shaders#1496) * fix: remove water clamp (community-shaders#1497) * fix(upscaling): more upscaling fixes (community-shaders#1498) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix: fix some internal errors when debugging (community-shaders#1500) * fix(ui): fix save settings conflicts & welcome screen (community-shaders#1501) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(ui): add constraints for discord banner size (community-shaders#1463) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * 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) 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(ui): font size and perf overlay improvements (community-shaders#1511) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * chore: remove unused hooks (community-shaders#1510) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags (community-shaders#1512) * fix(hair): correct hair indirect normal, marschner by default (community-shaders#1515) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * chore: mostly revert ISHDR to 1.3.6 (community-shaders#1516) * chore(upscaling): simplify interop and upscale methods (community-shaders#1514) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * 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) 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: jiayev <l936249247@hotmail.com> * feat(upscaling): sharpening slider (community-shaders#1527) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * chore: bump versions * fix(ibl): add ibl to reflection normalization (community-shaders#1528) 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) 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(grass collision): implement with texture and history (community-shaders#1539) 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> * chore(grass collision): less aggressive (community-shaders#1546) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(skylighting): fix cell id casting (community-shaders#1544) * chore(emat): auto detect terrain parallax (community-shaders#1545) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * 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) Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * 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) Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * 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) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * docs(UI): remove duplicate GPL license statement (community-shaders#1561) * feat: add renderdoc for debugging (community-shaders#1560) 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: Alan Tse <alandtse@gmail.com> * fix(ui): welcome popup size issues (community-shaders#1573) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * chore(grass collision): minor tweaks (community-shaders#1568) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(terrain helper): fix conflicting bit (community-shaders#1566) Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * feat(UI): separate theme settings, UI refactor, font support (community-shaders#1571) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * 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> 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 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> Co-authored-by: alandtse <7086117+alandtse@users.noreply.github.com> * build: add compile-time validation of 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>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Uses alpha channel of riverflow.dds for a parallax effect. Works similar to regular water parallax except significant differences in world scaling.
Summary by CodeRabbit
✏️ Tip: You can customize this high-level summary in your review settings.