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chore: pbr consistency changes#1841

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davo0411 merged 55 commits into
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pbr-consistency
Mar 10, 2026
Merged

chore: pbr consistency changes#1841
davo0411 merged 55 commits into
devfrom
pbr-consistency

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@doodlum
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@doodlum doodlum commented Feb 8, 2026

  • Fixed first person cubemaps
  • Removed multibounce ao
  • Fixed energy conservation
  • Vanilla specular closer to PBR
  • Removed vertex horizon ao
image

Summary by CodeRabbit

  • Bug Fixes

    • Removed horizon occlusion and BRDF-based horizon scaling for consistent specular and ambient AO.
    • Fixed hair diffuse attenuation edge-case to avoid artifacts.
    • Deferred composite now uses screen-space AO in SSGI paths and returns simplified specular irradiance in deferred paths.
  • Chores / Refactor

    • Simplified dynamic cubemap/specular interfaces and removed vertex-normal–based horizon paths.
    • Streamlined indirect/coating specular to rely on base F0 and direct AO.
    • Updated gamma conversion exponents, adjusted reflection normalization scale, and added reflection fresnel roughness constant.
    • Kept specular color in irradiance space for grass lighting.

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coderabbitai Bot commented Feb 8, 2026

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📝 Walkthrough

Walkthrough

Removed VN/horizon-based occlusion from dynamic cubemaps and indirect/specular paths, changed DynamicCubemaps APIs to drop VN, simplified specular outputs (DEFERRED → 1.0, non-DEFERRED → F0-based), adjusted gamma/exponent and reflection constants, and threaded outputAlbedo into ambient/IBL/skylighting flows.

Changes

Cohort / File(s) Summary
Dynamic Cubemaps (specular)
features/Dynamic Cubemaps/Shaders/DynamicCubemaps/DynamicCubemaps.hlsli
Removed horizon occlusion and VN usage; updated public signatures to drop VN; DEFERRED branches return constant 1.0; non-DEFERRED return F0-based irradiance.
PBR / Lighting evaluation
package/Shaders/Common/PBR.hlsli, package/Shaders/Common/LightingEval.hlsli, package/Shaders/Common/PBRMath.hlsli
Removed EnvBRDF/horizon-driven specular scaling and horizon occlusion; indirect/specular lobe weights simplified to material.F0; removed VN param from wetness specular; added hair diffuse divide-by-zero guard.
Color / Gamma & reflection constants
package/Shaders/Common/Color.hlsli
Gamma exponents changed to 2.2/1/2.2; ReflectionNormalisationScale non-LL branch set to 0.65; added ReflectionFresnelRoughness = 0.7.
Deferred composite / reflectance & AO
package/Shaders/DeferredCompositeCS.hlsl
Included BRDF.hlsli; replaced MultiBounceAO with ssgiAo; compute V = -normalize(positionWS.xyz) earlier; apply BRDF::EnvBRDFApproxLazarov to reflectance; use V for specular lobe.
Lighting / ambient & albedo flow
package/Shaders/Lighting.hlsl
Smoothed rawRMAOS.w and used it for F0 interpolation; updated DynamicCubemaps call sites to omit vertexNormal; introduced outputAlbedo and applied it to ambient/Skylighting/IBL; consolidated gamma/irradiance conversion steps.
Grass specular handling
package/Shaders/RunGrass.hlsl
Removed IrradianceToLinear call on accumulated specularColor; specular remains in irradiance space.

Sequence Diagram(s)

sequenceDiagram
    participant Lighting as Lighting.hlsl
    participant DynCube as DynamicCubemaps.hlsli
    participant BRDF as BRDF.hlsli
    participant Deferred as DeferredCompositeCS.hlsl

    Lighting->>DynCube: GetDynamicCubemapSpecularIrradiance(N, V, roughness, skylightingSH)
    DynCube->>BRDF: compute F0-based irradiance (horizon/VN removed)
    DynCube-->>Lighting: specularIrradiance (F0 * finalIrradiance or 1.0 in DEFERRED)
    Lighting->>BRDF: GetIndirectLobeWeights(material, N, V)
    Lighting->>Lighting: outputAlbedo = indirectLobeWeights.diffuse * vertexColor
    Lighting->>Deferred: pass ambient, outputAlbedo, specular contributions
    Deferred->>BRDF: BRDF::EnvBRDFApproxLazarov applied to reflectance
    Deferred-->>Lighting: composed lighting with ssgiAo and outputAlbedo applied
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Estimated code review effort

🎯 4 (Complex) | ⏱️ ~45 minutes

Possibly related PRs

Suggested reviewers

  • jiayev
  • alandtse

Poem

🐇 I nudged the horizon quiet, let F0 softly gleam,
Cubemaps hum simpler now beneath the moonbeam.
Albedo tucked in warm, ambient finds its tune,
Constants tuned, carrots sparkle — lighting afternoon. 🥕

🚥 Pre-merge checks | ✅ 3
✅ Passed checks (3 passed)
Check name Status Explanation
Title check ✅ Passed The PR title 'chore: pbr consistency changes' is directly related to the changeset, which focuses on PBR (physically-based rendering) consistency improvements including linear space conversions, fresnel handling, and cubemap application.
Docstring Coverage ✅ Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check.
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.

✏️ Tip: You can configure your own custom pre-merge checks in the settings.

✨ Finishing Touches
🧪 Generate unit tests (beta)
  • Create PR with unit tests
  • Post copyable unit tests in a comment
  • Commit unit tests in branch pbr-consistency

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github-actions Bot commented Feb 8, 2026

No actionable suggestions for changed features.

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Actionable comments posted: 1

🤖 Fix all issues with AI agents
In `@package/Shaders/Common/PBR.hlsli`:
- Around line 246-249: The division 1 / (specularBRDF.x) can produce Inf/NaN
when specularBRDF.x≈0; update the computation around lobeWeights.specular (using
lobeWeights, specularBRDF, material.F0) to guard the reciprocal by using a small
epsilon (e.g., reciprocal = 1.0 / max(specularBRDF.x, kSpecularEpsilon) or
reciprocal = rsqrt(max(specularBRDF.x, kSpecularEpsilon)) depending on desired
precision) and apply the same guard to the coat path (the coat-related weight
calculation around the same area, e.g., coatWeights or coat lobe computation) so
no division uses a near-zero denominator; define a named constant like
kSpecularEpsilon and reuse it for consistency.
🧹 Nitpick comments (2)
package/Shaders/Common/Color.hlsli (2)

79-97: Consider using GammaCorrectionValue instead of hardcoded 2.2.

Line 19 defines static float GammaCorrectionValue = 2.2; but these functions hardcode 2.2 directly. Using the variable would keep the gamma exponent in one place and avoid drift if it's ever tuned again.

Note: GammaToTrueLinear / TrueLinearToGamma (lines 99–107) also hardcode 2.2, so they'd remain the canonical "true 2.2" path if you wanted GammaCorrectionValue to be adjustable.


111-111: Dead ternary — both branches return 1.0.

ENABLE_LL ? 1.0 : 1.0 is always 1.0. If the non-linear-lighting downscale is intentionally removed, simplify to a plain constant (same applies to ReflectionNormalisationScale on line 114). Keeping the ternary gives the false impression the value is mode-dependent.

Suggested simplification
-	const static float PBRLightingScale = ENABLE_LL ? 1.0 : 1.0;
+	const static float PBRLightingScale = 1.0;
 
 	// Attempt to normalise reflection brightness against DALC
-	const static float ReflectionNormalisationScale = ENABLE_LL ? 1.0 : 1.0;
+	const static float ReflectionNormalisationScale = 1.0;

Comment thread package/Shaders/Common/PBR.hlsli Outdated
Comment thread package/Shaders/Common/Color.hlsli
doodlum and others added 3 commits February 8, 2026 02:44
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Actionable comments posted: 2

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (1)
features/Dynamic Cubemaps/Shaders/DynamicCubemaps/DynamicCubemaps.hlsli (1)

28-29: ⚠️ Potential issue | 🟡 Minor

Horizon occlusion is still cubed here vs. squared in PBR.hlsli.

As noted in the PBR.hlsli review, GetIndirectLobeWeights now uses horizon² while both functions in this file still use horizon³. If this is intentional (e.g., cubemaps need stronger horizon occlusion), a brief comment would help; otherwise, aligning the exponent would improve consistency per the PR's stated goal.

Also applies to: 157-158

🤖 Fix all issues with AI agents
In `@package/Shaders/Common/PBR.hlsli`:
- Around line 266-269: DynamicCubemaps.hlsli currently applies horizon cubed
where other shaders use horizon squared; update the occlusion multiplier in the
DynamicCubemaps code that multiplies lobeWeights.specular (the section using the
local horizon variable) to use horizon * horizon instead of horizon * horizon *
horizon so it matches PBR.hlsli, PBRMath.hlsli, and LightingEval.hlsli; if the
cubemap logic intentionally requires a different exponent, add a clear comment
explaining why and link to the relevant rationale.
- Around line 271-274: The code incorrectly swizzles Color::MultiBounceAO to .y,
losing per-channel AO; change the types from float to float3 for diffuseAO and
specularAO and remove the .y swizzle so you keep the full RGB result from
Color::MultiBounceAO when called with material.BaseColor/material.F0 and AO
inputs (keep using Color::SpecularAOLagarde(NdotV, material.AO,
material.Roughness) as the specular AO input); ensure subsequent uses of
diffuseAO/specularAO handle float3 values (or convert to a luminance scalar
explicitly if a single-channel value is truly needed).
🧹 Nitpick comments (1)
features/Dynamic Cubemaps/Shaders/DynamicCubemaps/DynamicCubemaps.hlsli (1)

151-151: NoV is now unused after removing EnvBRDF.

NoV on line 151 was only consumed by the removed BRDF::EnvBRDF(roughness, NoV) call. It's now dead code in GetDynamicCubemap.

Suggested removal
 		float3 R = reflect(-V, N);
-		float NoV = saturate(dot(N, V));
 
 		float level = roughness * 7.0;

Comment thread package/Shaders/Common/PBR.hlsli Outdated
Comment thread package/Shaders/Common/PBR.hlsli Outdated
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Actionable comments posted: 1

🤖 Fix all issues with AI agents
In `@package/Shaders/Lighting.hlsl`:
- Around line 2102-2108: The calculation for rawRMAOS.w is using material.F0
which is still 0, so rawRMAOS.w always becomes 0 and removes dielectric Fresnel;
update the code so rawRMAOS.w is derived from the original specular/sample value
(e.g., the texture sample variable that was assigned to rawRMAOS before F0 was
initialized, or a new sampledSpecular variable) or use a proper dielectric F0
(e.g., Color::GammaToTrueLinear(baseColor.xyz) or a 0.04 constant) instead of
material.F0; ensure the lerp/smoothstep call that writes rawRMAOS.w references
that original sampled specular/dielectricF0 and then keep the later material.F0
assignment logic (the lerp into material.F0) unchanged, touching rawRMAOS.w,
material.F0, smoothstep, and the branch on
SharedData::linearLightingSettings.enableLinearLighting.

Comment thread package/Shaders/Lighting.hlsl
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Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (1)
package/Shaders/Lighting.hlsl (1)

3016-3019: ⚠️ Potential issue | 🟠 Major

Non-dynamic-cubemap specular fallback uses albedo-modulated directionalAmbientColor.

After the changes above, directionalAmbientColor has been multiplied by outputAlbedo (line 2984). So the fallback indirectLobeWeights.specular * directionalAmbientColor now includes an albedo modulation that wasn't there before. For specular reflections, the incident light (ambient) shouldn't be pre-multiplied by diffuse albedo — specular response is governed by F0/Fresnel, not diffuse color. This could darken specular highlights on dark materials or tint them incorrectly in the non-dynamic-cubemap path.

🧹 Nitpick comments (1)
package/Shaders/Lighting.hlsl (1)

2103-2104: lerp(0.0, 1.0, x) simplifies to just x.

lerp(0.0, 1.0, smoothstep(0.04, 1.0, rawRMAOS.w)) is mathematically identical to smoothstep(0.04, 1.0, rawRMAOS.w). The lerp is a no-op here.

Simplification
-	rawRMAOS.w = lerp(0.0, 1.0, smoothstep(0.04, 1.0, rawRMAOS.w));
+	rawRMAOS.w = smoothstep(0.04, 1.0, rawRMAOS.w);

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github-actions Bot commented Feb 8, 2026

✅ A pre-release build is available for this PR:
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Actionable comments posted: 2

🤖 Fix all issues with AI agents
In `@package/Shaders/Common/Color.hlsli`:
- Around line 116-117: Fix the typo in the comment above the
ReflectionFresnelRoughness constant: change "Roughnss" to "Roughness" in the
comment that documents const static float ReflectionFresnelRoughness = 0.7; so
the comment correctly reads "Roughness value for fresnel reflections".

In `@package/Shaders/DeferredCompositeCS.hlsl`:
- Around line 162-164: The N·V sign is inverted because V =
normalize(positionWS.xyz) points camera→surface; update the Fresnel call so
NdotV uses the view direction from surface→camera (i.e. negate V) before
saturating: compute viewDirection = -normalize(positionWS.xyz) (or use -V) and
pass saturate(dot(normalWS, viewDirection)) into BRDF::EnvBRDFApproxLazarov when
computing reflectance.xyz with Color::ReflectionFresnelRoughness to restore
correct angular variation.
🧹 Nitpick comments (2)
package/Shaders/Common/Color.hlsli (1)

79-97: Gamma functions now duplicate GammaToTrueLinear/TrueLinearToGamma.

With the exponent changed to hardcoded 2.2, GammaToLinear and LinearToGamma are now functionally identical to GammaToTrueLinear and TrueLinearToGamma (lines 99–107). Also, GammaCorrectionValue on line 19 is now unused. Consider removing the duplicates or the dead constant in a follow-up.

package/Shaders/Lighting.hlsl (1)

2102-2112: rawRMAOS.w Fresnel reduction for non-metals looks correct now (past issue resolved).

The smoothstep mapping on rawRMAOS.w zeroes out Fresnel for specular levels below 0.04 (typical dielectric F0) and ramps to full for metallic values. The subsequent lerp with material.Metallic properly blends between dielectric and metallic F0.

Minor simplification: lerp(0.0, 1.0, smoothstep(...)) is identity — it equals smoothstep(0.04, 1.0, rawRMAOS.w).

Optional simplification
-	rawRMAOS.w = lerp(0.0, 1.0, smoothstep(0.04, 1.0, rawRMAOS.w));
+	rawRMAOS.w = smoothstep(0.04, 1.0, rawRMAOS.w);

Comment thread package/Shaders/Common/Color.hlsli Outdated
Comment thread package/Shaders/DeferredCompositeCS.hlsl Outdated
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
@doodlum doodlum requested a review from davo0411 February 15, 2026 21:38
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addididi commented Feb 25, 2026

Testing it out with my textures it does help resolve the issue with metal inconsistency, but the tradeoff is visually leaving PBR in a much worse state overall. The textures look much flatter and a huge amount of quality from the previous PBR rendering is lost, it basically removes any advantage PBR has quality wise and leaves only workflow advantages. Which from a user side of things means PBR basically has no purpose over CM.

Comment thread package/Shaders/DeferredCompositeCS.hlsl Outdated
Comment thread package/Shaders/Common/LightingEval.hlsli Outdated
return (F0 * specularBRDF.x + specularBRDF.y) * finalIrradiance;
}

sh2 specularLobe = SphericalHarmonics::FauxSpecularLobe(N, -V, roughness);
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this also

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this

@davo0411 davo0411 merged commit 888cb3e into dev Mar 10, 2026
16 checks passed
davo0411 added a commit to davo0411/skyrim-community-shaders that referenced this pull request Mar 28, 2026
* fix(weather overrides): ensure json format for features (community-shaders#1748)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* perf(terrain blending): tweak defaults (community-shaders#1771)

* fix(lighting): vanilla envcolor mult the correct value (community-shaders#1775)

* fix(water): remove final colour saturate (community-shaders#1778)

* fix(unified-water): LOD water cache mismatch (community-shaders#1779)

* fix(weather editor): override desync with weather transitions (community-shaders#1782)

* fix(weather editor): no-override weather file deletion (community-shaders#1777)

* fix(weather editor): apply weather settings post-load (community-shaders#1776)

* fix(weather editor): handling of weathers without overrides (community-shaders#1773)

* feat(UI): feature headings (community-shaders#1786)

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

* feat(VR): add wand pointing (community-shaders#1790)

* chore(UI): theme consistency (community-shaders#1787)

* fix(upscaling): warn about max nvidia resolution (community-shaders#1795)

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* chore(linear lighting): UI settings changes (community-shaders#1785)

Co-authored-by: Jiaye <l936249247@hotmail.com>

* fix(grass-lighting) better basic grass brightness default (community-shaders#1780)

* chore(UI): remove settings and about tabs (community-shaders#1794)

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

* fix(terrain shadows): fix compiler warnings (community-shaders#1798)

* fix: fix flickering particles (community-shaders#1791)

* fix(terrain blending): disable vr support (community-shaders#1799)

* refactor(upscaling): standardize behavior and tune settings (community-shaders#1783)

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

* feat(UI): add auto-hide featurelist option (community-shaders#1793)

* fix: match grass brightness of vanilla (community-shaders#1801)

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

* refactor(perfoverlay): remove color from "Other" and "Total" (community-shaders#1806)

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

* fix(unified water): fix for mesh water jitter (community-shaders#1809)

* fix: clear shader cache on plugin version change (community-shaders#1739)

* feat(filewatcher): add hlsli tracking (community-shaders#1796)

* feat(linear lighting): add ambient multiplier (community-shaders#1805)

* fix(unified-water): underwater fog flicker (community-shaders#1807)

* fix(UI): conflicting esc key on welcome hotkey dialogue (community-shaders#1811)

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

* chore(UI): add subtext font to tooltips (community-shaders#1810)

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

* build: bump streamline to 2.10.3 (community-shaders#1813)

* build: resolve shader warnings (community-shaders#1818)

* feat(ui): add combo hotkey support (community-shaders#1808)

* feat: add feature constraints (community-shaders#1804)

* build: update version to 1.4.8 (community-shaders#1802)

* fix(VR): apply per eye upscaling (community-shaders#1819)

- Split upscaling across each eye for correctness and to avoid DLSS failing over 8k x 8k limit
- Changes HMD mask color to black to hide artifacts with fast movement

* build: bump common lib to 4.2.0 (community-shaders#1821)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* fix(grass collision): catch trashed actor pointers (community-shaders#1765)

* fix(weather editor): desynced override transitions (community-shaders#1820)

* fix(upscaling): fix preset and allocation handling (community-shaders#1824)

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

* build: remove linear lighting from core whilst in development (community-shaders#1826)

* chore: bump version to 1.4.9 (community-shaders#1827)

* fix: add back LLF core file and remove LL core file (community-shaders#1828)

* fix: dont save shader debug toggles (community-shaders#1831)

* fix: remove IBL from core, unfinished (community-shaders#1830)

* chore: update version to 1.4.10 (community-shaders#1832)

* chore(dynamic cubemaps): lessen normalisation darkening (community-shaders#1833)

* chore(llf): remove LightsVisualisationMode settings loading (community-shaders#1834)

* revert: "fix: dont save shader debug toggles (community-shaders#1831)"

This reverts commit f55f195.

* revert: "chore(llf): remove LightsVisualisationMode settings loading (community-shaders#1834)"

This reverts commit b3db5a7.

* fix: default enabledClasses true

* build: bump version

* feat(upscaling): custom DLSS preset (community-shaders#1837)

* fix(weather editor): sync UI for full transition (community-shaders#1822)

* fix(linearlighting): return correct buffer when ll feature off (community-shaders#1838)

* fix(PBR): skip IrradianceToLinear on specular in vanilla (community-shaders#1839)

* feat(weather editor): adjust slider ranges (community-shaders#1847)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather editor): replace volumetric Lighting RGB sliders with color picker (community-shaders#1846)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* fix(grass collision): collision radius math  (community-shaders#1849)

* chore: move new feature information into docs (community-shaders#1848)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* fix(ui): background blur with upscaling (community-shaders#1815)

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

* refactor: move some features to core (community-shaders#1852)

* fix: fix blown out water specular (community-shaders#1853)

* feat(weather editor): toggle hotkey (community-shaders#1856)

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

* feat(color picker): add an original color reference to all color pickers (community-shaders#1857)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* perf(emat): alternate tweaks (community-shaders#1850)

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

* feat(weather-editor): merge weather picker and editor (community-shaders#1845)

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

* chore(llf): remove LLF settings loading (community-shaders#1859)

* feat: exponential height fog (community-shaders#1708)

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

* feat(weather editor): block editor access in loading screens (community-shaders#1871)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather editor): improve weather picker UI and functionality (community-shaders#1863)

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

* feat(weather editor): repurpose unsaved changes tracking (community-shaders#1860)

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

* fix: sync grass lighting defaults to match ENB (community-shaders#1844)

* fix: stop shader compilation on game exit (community-shaders#1867)

closes community-shaders#1130

* fix(weather editor): prevent inputs when editor is open (community-shaders#1872)

* fix(weather editor): add ctd guards (community-shaders#1864)

* feat(weather editor): remove WorldSpace widget and associated code (community-shaders#1878)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(vr): add OpenComposite menu support (community-shaders#1880)

* revert: "feat(vr): add OpenComposite VR menu" (community-shaders#1881)

* revert: "fix: stop shader compilation on game exit" (community-shaders#1882)

* feat(vr): add OpenComposite menu support (community-shaders#1883)

* feat(weather editor): add time controls (community-shaders#1877)

* feat: add shadowmap rasterizer override (community-shaders#1690)

* fix(weather editor): clear feature overrides with revert (community-shaders#1884)

* feat(UI): Interior Only (community-shaders#1854)

* fix(VR): fix Shadowmap Cascade Rasterizer (community-shaders#1888)

* fix(unified water): distance calculation for raindrops & LOD fade (community-shaders#1890)

* refactor: clarify core feature version mismatch text (community-shaders#1886)

* fix: stop shader compilation on game exit (community-shaders#1885)

* build: exclude hlsl tests from packaging (community-shaders#1894)

* chore: disable feature constraints in dev mode (community-shaders#1893)

* fix(vr): improve stereo UV handling (community-shaders#1899)

* fix(weather editor): move esc key to native input system (community-shaders#1897)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* fix: move ResolveMonoUVForEye outside VR guard (community-shaders#1906)

* fix(grass collision): validate actor  (community-shaders#1905)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* fix(terrain shadows): height map regression (community-shaders#1911)

* fix: util vertical fov math (community-shaders#1904)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* test: add float4 overload test (community-shaders#1902)

* refactor: move all features to globals::game::calendar (community-shaders#1909)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
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* fix(UI): resolution based font (community-shaders#1907)

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

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

* feat(UI): consolidate searchbar to util and add to weather editor (community-shaders#1898)

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

* feat(weather editor): add filled star for favourites. (community-shaders#1913)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather editor): add delete json button to objects window (community-shaders#1914)

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

* fix(VR): resolution-based font (community-shaders#1923)

* refactor: use depthbuffer helper (community-shaders#1925)

* refactor: move TurboColormap into Color.hlsli (community-shaders#1924)

* fix(weather editor): expand clickable area of feature override (community-shaders#1921)

* feat(weather editor): enable snapping to viewport (community-shaders#1917)

* feat(weather editor): highlight enabled cloud layers (community-shaders#1916)

* fix(VR): SSGI discrepancies (community-shaders#1926)

* feat: volumetric shadows (community-shaders#1874)

* ci: enhance feature version audit (community-shaders#1927)

* feat(weather editor): add filter options for objects window (community-shaders#1922)

* feat(weather editor): sticky headers and scrollable content (community-shaders#1930)

* fix(UI): ImGui scaling for borderless mode (community-shaders#1929)

* ci: don't fail on feature audits (community-shaders#1934)

* fix(pbr): use scrap heap allocation (community-shaders#1928)

* chore(UI): add subsurface scattering to Interior Only (community-shaders#1932)

* fix(weather editor): align highlights, fix tooltip (community-shaders#1918)

* fix(ssgi): guard VR only compilation (community-shaders#1938)

* build: update template to avoid extra directory (community-shaders#1812)

* style: fix hlsl formatting (community-shaders#1939)

* fix(UI): improve theme management UI flow (community-shaders#1933)

closes community-shaders#1919

* build(deps): update pre-commit hooks (community-shaders#1768)

* feat(UI): delete theme button (community-shaders#1940)

* feat(UI): open log file button (community-shaders#1942)

* fix(hair): marschner volumetric shadow tint (community-shaders#1944)

* fix(VR): screen space shadows desync (community-shaders#1946)

closes community-shaders#1840

* fix(VR): depth culling during upscaling/Terrain Blending (community-shaders#1858)

* feat(VR): add edge detection for stereo blending (community-shaders#1948)

* refactor: allocate trampoline once (community-shaders#1951)

* fix(UI): PBR MATO color scale RGB settings corrected (community-shaders#1957)

* fix(weather editor): guard against loadorder changes (community-shaders#1953)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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* fix(UI): feature description text wrapping (community-shaders#1960)

* fix(VR): exponential height fog stereo mismatch (community-shaders#1961)

* chore: pbr consistency changes (community-shaders#1841)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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* fix(skylighting): remove PBR lighting scale (community-shaders#1963)

* fix(skysync): effect mesh blackout during shadow caster transitions (community-shaders#1965)

* ci: fix wiki deletion with buffer update (community-shaders#1967)

* feat(weather-editor): option to hide viewport (community-shaders#1970)

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

* test(shader): fallback to warp on invalidarg (community-shaders#1956)

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

* feat: triplanar projected materials (community-shaders#1950)

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

* fix(ao): better ao calculations (community-shaders#1968)

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

* fix(pbr): fix improper kD terms (community-shaders#1971)

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

* perf(emat): tweak fade and shadow intensity (community-shaders#1892)

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

* feat(ibl): revamp ibl and dalc sh (community-shaders#1947)

* build: bump commonlib to 4.7.1 (community-shaders#1977)

* fix: upscaling monitor detection fixes (community-shaders#1978)

* fix(weather editor): prevent overrides resetting settings (community-shaders#1980)

* fix(VR): bad llf offset (community-shaders#1984)

* perf: cache frequent ui checks (community-shaders#1985)

* fix: preserve vanilla water TAA when no upscaler is active (community-shaders#1986)

Co-authored-by: jturnley <jturnley@users.noreply.github.com>

* fix(UI): first-time dialog fade affects all overlays (community-shaders#1976)

* fix(skysync): remove sunlight fade and volumetric lighting overrides (community-shaders#1966)

* refactor(HLSL): standardize epsilon constants (community-shaders#1992)

closes community-shaders#1227

* feat(UI): require Shift to dock windows (community-shaders#1989)

* fix(UI): input spam after alt-tab (community-shaders#1993)

* fix(sky sync): early return for invalid cells (community-shaders#1991)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
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* fix(sky sync): remove undeclared variable (community-shaders#1994)

* refactor(pbr): clear up semantics (community-shaders#1995)

* fix(UI): scale layout values for high-DPI (community-shaders#1987)

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

* fix(water): hdr water taa blend (community-shaders#1988)

* refactor(color): clarify gamma conversion functions (community-shaders#1996)

* feat(ISL-editor): add light counters and fix filtering (community-shaders#1997)

* fix(UI): DPI-aware window layouts (community-shaders#2000)

* fix(weather-editor): save color palette window (community-shaders#2001)

* refactor: centralize feature category names (community-shaders#2007)

closes community-shaders#1265

Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com>
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* chore: bump versions (community-shaders#2010)

* fix(water): sample history mask from current mask (community-shaders#2011)

* chore(wetness-effects): set default MaxPuddleWetness to 1.5 (community-shaders#1981)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather-editor): add free camera and play mode (community-shaders#2008)

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

* build: bump versions and reduce false positives (community-shaders#2013)

* fix(VR): LLF cluster building and culling (community-shaders#2012)

* build: update to VS 2026 (community-shaders#1990)

* ci: fix preset in vs2022 mode (community-shaders#2015)

* ci: remove v2022 from shader jobs (community-shaders#2016)

* feat(upscaling): integrate Streamline Reflex controls (community-shaders#1958)

* fix(unified-water): BSWaterShaderProperty.plane (community-shaders#1998)

---------

Co-authored-by: Skrubby Skrub In A Shrub <87662196+SkrubbySkrubInAShrub@users.noreply.github.com>
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davo0411 added a commit to davo0411/skyrim-community-shaders that referenced this pull request Mar 29, 2026
* fix(weather overrides): ensure json format for features (community-shaders#1748)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* perf(terrain blending): tweak defaults (community-shaders#1771)

* fix(lighting): vanilla envcolor mult the correct value (community-shaders#1775)

* fix(water): remove final colour saturate (community-shaders#1778)

* fix(unified-water): LOD water cache mismatch (community-shaders#1779)

* fix(weather editor): override desync with weather transitions (community-shaders#1782)

* fix(weather editor): no-override weather file deletion (community-shaders#1777)

* fix(weather editor): apply weather settings post-load (community-shaders#1776)

* fix(weather editor): handling of weathers without overrides (community-shaders#1773)

* feat(UI): feature headings (community-shaders#1786)

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

* feat(VR): add wand pointing (community-shaders#1790)

* chore(UI): theme consistency (community-shaders#1787)

* fix(upscaling): warn about max nvidia resolution (community-shaders#1795)

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* chore(linear lighting): UI settings changes (community-shaders#1785)

Co-authored-by: Jiaye <l936249247@hotmail.com>

* fix(grass-lighting) better basic grass brightness default (community-shaders#1780)

* chore(UI): remove settings and about tabs (community-shaders#1794)

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

* fix(terrain shadows): fix compiler warnings (community-shaders#1798)

* fix: fix flickering particles (community-shaders#1791)

* fix(terrain blending): disable vr support (community-shaders#1799)

* refactor(upscaling): standardize behavior and tune settings (community-shaders#1783)

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

* feat(UI): add auto-hide featurelist option (community-shaders#1793)

* fix: match grass brightness of vanilla (community-shaders#1801)

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

* refactor(perfoverlay): remove color from "Other" and "Total" (community-shaders#1806)

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

* fix(unified water): fix for mesh water jitter (community-shaders#1809)

* fix: clear shader cache on plugin version change (community-shaders#1739)

* feat(filewatcher): add hlsli tracking (community-shaders#1796)

* feat(linear lighting): add ambient multiplier (community-shaders#1805)

* fix(unified-water): underwater fog flicker (community-shaders#1807)

* fix(UI): conflicting esc key on welcome hotkey dialogue (community-shaders#1811)

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

* chore(UI): add subtext font to tooltips (community-shaders#1810)

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

* build: bump streamline to 2.10.3 (community-shaders#1813)

* build: resolve shader warnings (community-shaders#1818)

* feat(ui): add combo hotkey support (community-shaders#1808)

* feat: add feature constraints (community-shaders#1804)

* build: update version to 1.4.8 (community-shaders#1802)

* fix(VR): apply per eye upscaling (community-shaders#1819)

- Split upscaling across each eye for correctness and to avoid DLSS failing over 8k x 8k limit
- Changes HMD mask color to black to hide artifacts with fast movement

* build: bump common lib to 4.2.0 (community-shaders#1821)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* fix(grass collision): catch trashed actor pointers (community-shaders#1765)

* fix(weather editor): desynced override transitions (community-shaders#1820)

* fix(upscaling): fix preset and allocation handling (community-shaders#1824)

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

* build: remove linear lighting from core whilst in development (community-shaders#1826)

* chore: bump version to 1.4.9 (community-shaders#1827)

* fix: add back LLF core file and remove LL core file (community-shaders#1828)

* fix: dont save shader debug toggles (community-shaders#1831)

* fix: remove IBL from core, unfinished (community-shaders#1830)

* chore: update version to 1.4.10 (community-shaders#1832)

* chore(dynamic cubemaps): lessen normalisation darkening (community-shaders#1833)

* chore(llf): remove LightsVisualisationMode settings loading (community-shaders#1834)

* revert: "fix: dont save shader debug toggles (community-shaders#1831)"

This reverts commit f55f195.

* revert: "chore(llf): remove LightsVisualisationMode settings loading (community-shaders#1834)"

This reverts commit b3db5a7.

* fix: default enabledClasses true

* build: bump version

* feat(upscaling): custom DLSS preset (community-shaders#1837)

* fix(weather editor): sync UI for full transition (community-shaders#1822)

* fix(linearlighting): return correct buffer when ll feature off (community-shaders#1838)

* fix(PBR): skip IrradianceToLinear on specular in vanilla (community-shaders#1839)

* feat(weather editor): adjust slider ranges (community-shaders#1847)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather editor): replace volumetric Lighting RGB sliders with color picker (community-shaders#1846)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* fix(grass collision): collision radius math  (community-shaders#1849)

* chore: move new feature information into docs (community-shaders#1848)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* fix(ui): background blur with upscaling (community-shaders#1815)

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

* refactor: move some features to core (community-shaders#1852)

* fix: fix blown out water specular (community-shaders#1853)

* feat(weather editor): toggle hotkey (community-shaders#1856)

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

* feat(color picker): add an original color reference to all color pickers (community-shaders#1857)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* perf(emat): alternate tweaks (community-shaders#1850)

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

* feat(weather-editor): merge weather picker and editor (community-shaders#1845)

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

* chore(llf): remove LLF settings loading (community-shaders#1859)

* feat: exponential height fog (community-shaders#1708)

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

* feat(weather editor): block editor access in loading screens (community-shaders#1871)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather editor): improve weather picker UI and functionality (community-shaders#1863)

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

* feat(weather editor): repurpose unsaved changes tracking (community-shaders#1860)

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

* fix: sync grass lighting defaults to match ENB (community-shaders#1844)

* fix: stop shader compilation on game exit (community-shaders#1867)

closes community-shaders#1130

* fix(weather editor): prevent inputs when editor is open (community-shaders#1872)

* fix(weather editor): add ctd guards (community-shaders#1864)

* feat(weather editor): remove WorldSpace widget and associated code (community-shaders#1878)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(vr): add OpenComposite menu support (community-shaders#1880)

* revert: "feat(vr): add OpenComposite VR menu" (community-shaders#1881)

* revert: "fix: stop shader compilation on game exit" (community-shaders#1882)

* feat(vr): add OpenComposite menu support (community-shaders#1883)

* feat(weather editor): add time controls (community-shaders#1877)

* feat: add shadowmap rasterizer override (community-shaders#1690)

* fix(weather editor): clear feature overrides with revert (community-shaders#1884)

* feat(UI): Interior Only (community-shaders#1854)

* fix(VR): fix Shadowmap Cascade Rasterizer (community-shaders#1888)

* fix(unified water): distance calculation for raindrops & LOD fade (community-shaders#1890)

* refactor: clarify core feature version mismatch text (community-shaders#1886)

* fix: stop shader compilation on game exit (community-shaders#1885)

* build: exclude hlsl tests from packaging (community-shaders#1894)

* chore: disable feature constraints in dev mode (community-shaders#1893)

* fix(vr): improve stereo UV handling (community-shaders#1899)

* fix(weather editor): move esc key to native input system (community-shaders#1897)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* fix: move ResolveMonoUVForEye outside VR guard (community-shaders#1906)

* fix(grass collision): validate actor  (community-shaders#1905)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* fix(terrain shadows): height map regression (community-shaders#1911)

* fix: util vertical fov math (community-shaders#1904)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>

* test: add float4 overload test (community-shaders#1902)

* refactor: move all features to globals::game::calendar (community-shaders#1909)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* fix(UI): resolution based font (community-shaders#1907)

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

* feat(weather editor): make objects window be independently scrollable (community-shaders#1908)

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

* feat(UI): consolidate searchbar to util and add to weather editor (community-shaders#1898)

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

* feat(weather editor): add filled star for favourites. (community-shaders#1913)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather editor): add delete json button to objects window (community-shaders#1914)

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

* fix(VR): resolution-based font (community-shaders#1923)

* refactor: use depthbuffer helper (community-shaders#1925)

* refactor: move TurboColormap into Color.hlsli (community-shaders#1924)

* fix(weather editor): expand clickable area of feature override (community-shaders#1921)

* feat(weather editor): enable snapping to viewport (community-shaders#1917)

* feat(weather editor): highlight enabled cloud layers (community-shaders#1916)

* fix(VR): SSGI discrepancies (community-shaders#1926)

* feat: volumetric shadows (community-shaders#1874)

* ci: enhance feature version audit (community-shaders#1927)

* feat(weather editor): add filter options for objects window (community-shaders#1922)

* feat(weather editor): sticky headers and scrollable content (community-shaders#1930)

* fix(UI): ImGui scaling for borderless mode (community-shaders#1929)

* ci: don't fail on feature audits (community-shaders#1934)

* fix(pbr): use scrap heap allocation (community-shaders#1928)

* chore(UI): add subsurface scattering to Interior Only (community-shaders#1932)

* fix(weather editor): align highlights, fix tooltip (community-shaders#1918)

* fix(ssgi): guard VR only compilation (community-shaders#1938)

* build: update template to avoid extra directory (community-shaders#1812)

* style: fix hlsl formatting (community-shaders#1939)

* fix(UI): improve theme management UI flow (community-shaders#1933)

closes community-shaders#1919

* build(deps): update pre-commit hooks (community-shaders#1768)

* feat(UI): delete theme button (community-shaders#1940)

* feat(UI): open log file button (community-shaders#1942)

* fix(hair): marschner volumetric shadow tint (community-shaders#1944)

* fix(VR): screen space shadows desync (community-shaders#1946)

closes community-shaders#1840

* fix(VR): depth culling during upscaling/Terrain Blending (community-shaders#1858)

* feat(VR): add edge detection for stereo blending (community-shaders#1948)

* refactor: allocate trampoline once (community-shaders#1951)

* fix(UI): PBR MATO color scale RGB settings corrected (community-shaders#1957)

* fix(weather editor): guard against loadorder changes (community-shaders#1953)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
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* fix(UI): feature description text wrapping (community-shaders#1960)

* fix(VR): exponential height fog stereo mismatch (community-shaders#1961)

* chore: pbr consistency changes (community-shaders#1841)

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* fix(skylighting): remove PBR lighting scale (community-shaders#1963)

* fix(skysync): effect mesh blackout during shadow caster transitions (community-shaders#1965)

* ci: fix wiki deletion with buffer update (community-shaders#1967)

* feat(weather-editor): option to hide viewport (community-shaders#1970)

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

* test(shader): fallback to warp on invalidarg (community-shaders#1956)

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

* feat: triplanar projected materials (community-shaders#1950)

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

* fix(ao): better ao calculations (community-shaders#1968)

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* fix(pbr): fix improper kD terms (community-shaders#1971)

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* perf(emat): tweak fade and shadow intensity (community-shaders#1892)

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

* feat(ibl): revamp ibl and dalc sh (community-shaders#1947)

* build: bump commonlib to 4.7.1 (community-shaders#1977)

* fix: upscaling monitor detection fixes (community-shaders#1978)

* fix(weather editor): prevent overrides resetting settings (community-shaders#1980)

* fix(VR): bad llf offset (community-shaders#1984)

* perf: cache frequent ui checks (community-shaders#1985)

* fix: preserve vanilla water TAA when no upscaler is active (community-shaders#1986)

Co-authored-by: jturnley <jturnley@users.noreply.github.com>

* fix(UI): first-time dialog fade affects all overlays (community-shaders#1976)

* fix(skysync): remove sunlight fade and volumetric lighting overrides (community-shaders#1966)

* refactor(HLSL): standardize epsilon constants (community-shaders#1992)

closes community-shaders#1227

* feat(UI): require Shift to dock windows (community-shaders#1989)

* fix(UI): input spam after alt-tab (community-shaders#1993)

* fix(sky sync): early return for invalid cells (community-shaders#1991)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
Co-authored-by: jiayev <l936249247@hotmail.com>

* fix(sky sync): remove undeclared variable (community-shaders#1994)

* refactor(pbr): clear up semantics (community-shaders#1995)

* fix(UI): scale layout values for high-DPI (community-shaders#1987)

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

* fix(water): hdr water taa blend (community-shaders#1988)

* refactor(color): clarify gamma conversion functions (community-shaders#1996)

* feat(ISL-editor): add light counters and fix filtering (community-shaders#1997)

* fix(UI): DPI-aware window layouts (community-shaders#2000)

* fix(weather-editor): save color palette window (community-shaders#2001)

* refactor: centralize feature category names (community-shaders#2007)

closes community-shaders#1265

Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com>
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>

* chore: bump versions (community-shaders#2010)

* fix(water): sample history mask from current mask (community-shaders#2011)

* chore(wetness-effects): set default MaxPuddleWetness to 1.5 (community-shaders#1981)

Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>

* feat(weather-editor): add free camera and play mode (community-shaders#2008)

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

* build: bump versions and reduce false positives (community-shaders#2013)

* fix(VR): LLF cluster building and culling (community-shaders#2012)

* build: update to VS 2026 (community-shaders#1990)

* ci: fix preset in vs2022 mode (community-shaders#2015)

* ci: remove v2022 from shader jobs (community-shaders#2016)

* feat(upscaling): integrate Streamline Reflex controls (community-shaders#1958)

* fix(unified-water): BSWaterShaderProperty.plane (community-shaders#1998)

---------

Co-authored-by: Skrubby Skrub In A Shrub <87662196+SkrubbySkrubInAShrub@users.noreply.github.com>
Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
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