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fix(VR): screen space shadows desync#1946

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alandtse merged 5 commits into
community-shaders:devfrom
alandtse:sss_desync
Feb 28, 2026
Merged

fix(VR): screen space shadows desync#1946
alandtse merged 5 commits into
community-shaders:devfrom
alandtse:sss_desync

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@alandtse alandtse commented Feb 27, 2026

Summary by CodeRabbit

  • New Features

    • VR stereo shadow synchronization pass with a user-facing toggle to enable/disable it.
  • Improvements

    • Streamlined shadow sampling for more predictable performance.
    • VR-specific default shadow settings adjusted for better VR visual quality.
    • Automatic setup/teardown of VR stereo shadow resources to avoid manual management.

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coderabbitai Bot commented Feb 27, 2026

📝 Walkthrough

Walkthrough

Removes dynamic sampling controls and related CB fields from screen-space shadow shaders, unrolls sampling loops, adds a new VR StereoSync compute shader, integrates stereo sync and resource management into C++ rendering flow, and updates sample-count handling and VR gating.

Changes

Cohort / File(s) Summary
Shader parameter & loops
features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl, features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/bend_sss_gpu.hlsli
Removed DynamicSampleCount, DynamicReadCount, and padding from PerFrame/DispatchParameters; removed parameter assignments; converted dynamic break-based loops to fully unrolled fixed-iteration loops.
New VR stereo sync shader
features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl
Added compute shader implementing depth-weighted blur, hash-based rotation, reprojection to the other eye, depth/edge validation, and occlusion-aware stereo blending for per-eye shadow synchronization.
C++ integration & API changes
src/Features/ScreenSpaceShadows.cpp, src/Features/ScreenSpaceShadows.h
Added DrawStereoSync(), InvalidateRaymarchShaders(), VR resources (stereoSyncCB, stereoSyncCS, stereoSyncCopyTex), changed GetScaledSampleCount() signature/logic and sample-count lifecycle, wired stereo dispatch into Prepass/DrawShadows, and enabled VR support/gating.

Sequence Diagram(s)

sequenceDiagram
    participant CPU as CPU
    participant RayCS as RaymarchCS
    participant StereoCS as StereoSyncCS
    participant RT as RenderTargets

    CPU->>RayCS: Dispatch per-eye raymarch
    RayCS->>RT: Write SrcShadowTexture & SrcDepthTexture

    CPU->>StereoCS: Dispatch stereo sync (per-eye)
    StereoCS->>RT: Read SrcDepthTexture, SrcShadowTexture
    StereoCS->>StereoCS: Depth-weighted blur & dtid hash rotate
    StereoCS->>StereoCS: Reproject sample positions to other eye
    StereoCS->>StereoCS: Validate reprojection (depth/edge/occluder checks)
    StereoCS->>StereoCS: Finalize stereo blend (occlusion-aware)
    StereoCS->>RT: Write OutShadowTexture

    CPU->>CPU: Continue rendering pipeline
Loading

Estimated code review effort

🎯 4 (Complex) | ⏱️ ~65 minutes

Possibly related PRs

Suggested reviewers

  • davo0411
  • jiayev

Poem

🐰
I hop between two eyes so bright,
Unrolling shadows into light,
Blur, reproject, then softly blend,
Two views become one at the end,
Hooray — VR shadows take flight!

🚥 Pre-merge checks | ✅ 2 | ❌ 1

❌ Failed checks (1 warning)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 0.00% which is insufficient. The required threshold is 80.00%. Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (2 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check ✅ Passed The title 'fix(VR): screen space shadows desync' clearly and specifically describes the main objective of this pull request, which adds VR stereo synchronization features to address desynchronization issues in screen-space shadows.

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Actionable comments posted: 1

🧹 Nitpick comments (1)
src/Features/ScreenSpaceShadows.cpp (1)

48-51: Incomplete resource cleanup in ClearShaderCache.

Only stereoSyncCS is released here, but stereoSyncCB and stereoSyncCopyTex are also VR-specific resources. If the shader cache clear is meant to release all shader-related resources, consider adding cleanup for these as well, or document why they should persist.

♻️ Suggested addition for consistent cleanup
 	if (stereoSyncCS) {
 		stereoSyncCS->Release();
 		stereoSyncCS = nullptr;
 	}
+	// Note: stereoSyncCB and stereoSyncCopyTex are intentionally retained
+	// as they are GPU resources that persist across shader recompilations

Or if full cleanup is intended:

 	if (stereoSyncCS) {
 		stereoSyncCS->Release();
 		stereoSyncCS = nullptr;
 	}
+	if (stereoSyncCB) {
+		delete stereoSyncCB;
+		stereoSyncCB = nullptr;
+	}
+	if (stereoSyncCopyTex) {
+		delete stereoSyncCopyTex;
+		stereoSyncCopyTex = nullptr;
+	}
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/ScreenSpaceShadows.cpp` around lines 48 - 51, The
ClearShaderCache block currently only releases stereoSyncCS; update it to also
release and null out the other VR-related shader resources (stereoSyncCB and
stereoSyncCopyTex) to avoid leaks or dangling pointers—i.e., check each of
stereoSyncCB and stereoSyncCopyTex like stereoSyncCS, call Release() if
non-nullptr, and set them to nullptr; ensure this change is applied inside the
same ClearShaderCache/cleanup routine where stereoSyncCS is handled so all VR
shader resources are consistently cleaned up.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/Features/ScreenSpaceShadows.h`:
- Around line 82-85: Add a destructor for the ScreenSpaceShadows class that
deletes the heap-allocated VR wrapper objects allocated in SetupResources():
delete stereoSyncCB and delete stereoSyncCopyTex (and set them to nullptr). Keep
stereoSyncCS release logic in ClearShaderCache() unchanged; the destructor
should only free the ConstantBuffer* stereoSyncCB and Texture2D*
stereoSyncCopyTex to avoid leaks and ensure pointers are nulled.

---

Nitpick comments:
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 48-51: The ClearShaderCache block currently only releases
stereoSyncCS; update it to also release and null out the other VR-related shader
resources (stereoSyncCB and stereoSyncCopyTex) to avoid leaks or dangling
pointers—i.e., check each of stereoSyncCB and stereoSyncCopyTex like
stereoSyncCS, call Release() if non-nullptr, and set them to nullptr; ensure
this change is applied inside the same ClearShaderCache/cleanup routine where
stereoSyncCS is handled so all VR shader resources are consistently cleaned up.

ℹ️ Review info

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between a653c74 and d6e7ccb.

📒 Files selected for processing (6)
  • features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl
  • features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/ScreenSpaceShadows.hlsli
  • features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl
  • features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/bend_sss_gpu.hlsli
  • src/Features/ScreenSpaceShadows.cpp
  • src/Features/ScreenSpaceShadows.h
💤 Files with no reviewable changes (1)
  • features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl

Comment thread src/Features/ScreenSpaceShadows.h
@alandtse alandtse linked an issue Feb 27, 2026 that may be closed by this pull request
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github-actions Bot commented Feb 27, 2026

✅ A pre-release build is available for this PR:
Download

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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)
src/Features/ScreenSpaceShadows.cpp (1)

79-99: ⚠️ Potential issue | 🟠 Major

Avoid dynamic-resolution-driven shader recompilation churn.

GetScaledSampleCount() now depends on dynamic render size, and Lines 97-99 invalidate shaders whenever that integer changes. With dynamic resolution, this can cause frequent runtime recompiles/stutter on the render thread.

Suggested mitigation
 uint ScreenSpaceShadows::GetScaledSampleCount()
 {
 	float2 renderSize = Util::ConvertToDynamic(globals::state->screenSize);
@@
-	uint scaledSampleCount = static_cast<uint>(std::round(bendSettings.SampleCount * 60 * areaScale));
+	uint scaledSampleCount = static_cast<uint>(std::round(bendSettings.SampleCount * 60 * areaScale));
+	// Quantize/clamp to reduce recompilation churn from small DRS oscillations.
+	scaledSampleCount = std::clamp(((scaledSampleCount + 7u) / 8u) * 8u, 8u, 256u);
 
 	return scaledSampleCount;
 }

As per coding guidelines, “Consider GPU workload and performance impact when implementing graphics features, with special attention to shader compilation and runtime performance”.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/ScreenSpaceShadows.cpp` around lines 79 - 99,
GetScaledSampleCount currently returns a value tied directly to dynamic
renderSize and GetComputeRaymarch invalidates/recompiles shaders whenever that
integer changes (via lastCompiledSampleCount and InvalidateRaymarchShaders),
which causes churn; modify the logic so scaled sample count is coarse-grained or
debounced before triggering recompilation — e.g., quantize the output of
GetScaledSampleCount into steps (or apply a percent/hysteresis threshold or
require the value to be stable for N frames) based on bendSettings.SampleCount
so that only meaningful changes update lastCompiledSampleCount and call
InvalidateRaymarchShaders in GetComputeRaymarch.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 274-291: The compute pass binds globals::state->sharedDataCB->CB()
to CS constant buffer slot 5 but only clears slot 1 on cleanup, risking state
leakage; after the Dispatch that uses stereoSyncCS, unbind slot 5 by setting a
nullptr constant buffer at slot 5 (similar to the existing
CSSetConstantBuffers(1,1,&cbPtr) clear) so both slot 1 and slot 5 are cleared
before resetting shader/resources (use the same cbPtr nullptr and call
context->CSSetConstantBuffers(5,1,&cbPtr) before
context->CSSetShader(nullptr,...)).
- Around line 70-77: ClearShaderCache() currently releases stereoSyncCS but
doesn't recompile it, causing DrawStereoSync() to silently return when shaders
are cleared in VR; after releasing stereoSyncCS in
ScreenSpaceShadows::ClearShaderCache(), call CompileComputeShaders() (same
pattern used by ScreenSpaceGI::ClearShaderCache() and
Skylighting::ClearShaderCache()) to recreate the compute shader, or
alternatively implement a lazy getter (e.g., GetComputeStereoSync()) that
recompiles on demand; update ClearShaderCache() to call CompileComputeShaders()
immediately after setting stereoSyncCS to nullptr so DrawStereoSync() will have
a valid shader.

---

Outside diff comments:
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 79-99: GetScaledSampleCount currently returns a value tied
directly to dynamic renderSize and GetComputeRaymarch invalidates/recompiles
shaders whenever that integer changes (via lastCompiledSampleCount and
InvalidateRaymarchShaders), which causes churn; modify the logic so scaled
sample count is coarse-grained or debounced before triggering recompilation —
e.g., quantize the output of GetScaledSampleCount into steps (or apply a
percent/hysteresis threshold or require the value to be stable for N frames)
based on bendSettings.SampleCount so that only meaningful changes update
lastCompiledSampleCount and call InvalidateRaymarchShaders in
GetComputeRaymarch.

ℹ️ Review info

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between d6e7ccb and 6e7f06a.

📒 Files selected for processing (3)
  • features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl
  • src/Features/ScreenSpaceShadows.cpp
  • src/Features/ScreenSpaceShadows.h
🚧 Files skipped from review as they are similar to previous changes (1)
  • features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl

Comment thread src/Features/ScreenSpaceShadows.cpp
Comment thread src/Features/ScreenSpaceShadows.cpp
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🧹 Nitpick comments (2)
features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl (1)

26-28: Consider documenting the tuning rationale for bilateral blur constants.

These constants control the blur behavior but lack documentation on how they were tuned or their expected visual impact. A brief comment would help future maintainers adjust them if needed.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@features/Screen-Space` Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl
around lines 26 - 28, Add brief explanatory comments above the constants
kDepthSigma, kMaxBlend, and kEdgeDepthThreshold in StereoSyncCS.hlsl describing
what each controls (e.g., depth weight falloff for bilateral blur, maximum blend
strength between original and blurred pixels, and the depth difference threshold
that prevents blending across edges), the units/range expected (suggested
working ranges like sigma ~0.005–0.05, max blend 0–1, threshold ~0.01–0.1), and
the visual impact of increasing/decreasing each value to help future tuning and
debugging; keep each explanation one short sentence referencing the constant
name so maintainers can quickly adjust those values.
src/Features/ScreenSpaceShadows.cpp (1)

347-402: Consider removing duplicate shader compilation in SetupResources().

stereoSyncCS is compiled in both SetupResources() (line 353) and lazily in DrawStereoSync() (line 258). Since DrawStereoSync() handles null gracefully, the compilation in SetupResources() is redundant and increases startup time. Consider removing it or documenting the intentional pre-compilation.

Proposed change - remove redundant compilation
 	if (globals::game::isVR) {
 		stereoSyncCB = new ConstantBuffer(ConstantBufferDesc<StereoSyncCB>());
-		stereoSyncCS = reinterpret_cast<ID3D11ComputeShader*>(Util::CompileShader(L"Data\\Shaders\\ScreenSpaceShadows\\StereoSyncCS.hlsl", { { "VR", "" }, { "FRAMEBUFFER", "" } }, "cs_5_0"));
 	}
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/ScreenSpaceShadows.cpp` around lines 347 - 402, Remove the
redundant eager shader compile in SetupResources: in the VR branch of
ScreenSpaceShadows::SetupResources delete the stereoSyncCS =
reinterpret_cast<ID3D11ComputeShader*>(Util::CompileShader(...)) call and leave
only the stereoSyncCB allocation (stereoSyncCB = new
ConstantBuffer(ConstantBufferDesc<StereoSyncCB>())); DrawStereoSync already
lazy-compiles stereoSyncCS when needed and handles null, so rely on that to
avoid duplicated work (or if you prefer eager compile, instead remove the lazy
compile from DrawStereoSync and document the choice).
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Nitpick comments:
In `@features/Screen-Space` Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl:
- Around line 26-28: Add brief explanatory comments above the constants
kDepthSigma, kMaxBlend, and kEdgeDepthThreshold in StereoSyncCS.hlsl describing
what each controls (e.g., depth weight falloff for bilateral blur, maximum blend
strength between original and blurred pixels, and the depth difference threshold
that prevents blending across edges), the units/range expected (suggested
working ranges like sigma ~0.005–0.05, max blend 0–1, threshold ~0.01–0.1), and
the visual impact of increasing/decreasing each value to help future tuning and
debugging; keep each explanation one short sentence referencing the constant
name so maintainers can quickly adjust those values.

In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 347-402: Remove the redundant eager shader compile in
SetupResources: in the VR branch of ScreenSpaceShadows::SetupResources delete
the stereoSyncCS =
reinterpret_cast<ID3D11ComputeShader*>(Util::CompileShader(...)) call and leave
only the stereoSyncCB allocation (stereoSyncCB = new
ConstantBuffer(ConstantBufferDesc<StereoSyncCB>())); DrawStereoSync already
lazy-compiles stereoSyncCS when needed and handles null, so rely on that to
avoid duplicated work (or if you prefer eager compile, instead remove the lazy
compile from DrawStereoSync and document the choice).

ℹ️ Review info

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 6e7f06a and 82416e6.

📒 Files selected for processing (2)
  • features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl
  • src/Features/ScreenSpaceShadows.cpp

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♻️ Duplicate comments (1)
src/Features/ScreenSpaceShadows.cpp (1)

287-304: ⚠️ Potential issue | 🟡 Minor

Unbind CS constant buffer slot 5 during stereo-sync cleanup.

Line 289 binds CS slot 5, but cleanup (Lines 301-304) only clears slot 1. Please clear slot 5 too to avoid compute-state leakage into later passes.

Proposed fix
 	cbPtr = nullptr;
 	context->CSSetShaderResources(0, 2, srvs);
 	context->CSSetUnorderedAccessViews(0, 1, uavs, nullptr);
 	context->CSSetConstantBuffers(1, 1, &cbPtr);
+	context->CSSetConstantBuffers(5, 1, &cbPtr);
 	context->CSSetShader(nullptr, nullptr, 0);

As per coding guidelines, “Include proper resource management and graceful degradation for DirectX 11 resources and user input validation to prevent crashes from malformed configurations.”

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/ScreenSpaceShadows.cpp` around lines 287 - 304, The cleanup
misses unbinding the compute shader constant buffer bound to slot 5
(sharedDataBuf); update the cleanup sequence after Dispatch in
ScreenSpaceShadows.cpp to also clear CS slot 5 by calling
context->CSSetConstantBuffers(5, 1, &cbPtr) (using the same cbPtr = nullptr
pattern used for slot 1) so both slot 1 and slot 5 are unbound before resetting
shader resources/UAVs and clearing the CS with context->CSSetShader(nullptr,
nullptr, 0).
🧹 Nitpick comments (1)
src/Features/ScreenSpaceShadows.cpp (1)

116-123: Decouple right-eye shader recompilation from call order.

At Line 118, raymarchRightCS only recompiles when null. This works with current call order, but it couples correctness to GetComputeRaymarch() being called first after sample-count changes.

Proposed refactor
 ID3D11ComputeShader* ScreenSpaceShadows::GetComputeRaymarchRight()
 {
+	uint scaledSampleCount = GetScaledSampleCount();
+	if (scaledSampleCount != lastCompiledSampleCount) {
+		lastCompiledSampleCount = scaledSampleCount;
+		InvalidateRaymarchShaders();
+	}
+
 	if (!raymarchRightCS) {
-		uint scaledSampleCount = GetScaledSampleCount();
 		raymarchRightCS = (ID3D11ComputeShader*)Util::CompileShader(L"Data\\Shaders\\ScreenSpaceShadows\\RaymarchCS.hlsl", { { "SAMPLE_COUNT", std::format("{}", scaledSampleCount).c_str() }, { "RIGHT", "" } }, "cs_5_0");
 	}
 	return raymarchRightCS;
 }
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/Features/ScreenSpaceShadows.cpp` around lines 116 - 123,
GetComputeRaymarchRight currently only compiles a shader when raymarchRightCS is
null, which couples correctness to call order with GetComputeRaymarch; update
GetComputeRaymarchRight to track the last-used scaled sample count (e.g. a
member like raymarchSampleCount or raymarchRightSampleCount) and compare it to
the current GetScaledSampleCount() on each call, and if different (or
raymarchRightCS is null) release/replace raymarchRightCS by recompiling with the
current scaledSampleCount and the "RIGHT" define; this mirrors the logic used by
GetComputeRaymarch so right-eye shader recompilation is independent of call
order.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Duplicate comments:
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 287-304: The cleanup misses unbinding the compute shader constant
buffer bound to slot 5 (sharedDataBuf); update the cleanup sequence after
Dispatch in ScreenSpaceShadows.cpp to also clear CS slot 5 by calling
context->CSSetConstantBuffers(5, 1, &cbPtr) (using the same cbPtr = nullptr
pattern used for slot 1) so both slot 1 and slot 5 are unbound before resetting
shader resources/UAVs and clearing the CS with context->CSSetShader(nullptr,
nullptr, 0).

---

Nitpick comments:
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 116-123: GetComputeRaymarchRight currently only compiles a shader
when raymarchRightCS is null, which couples correctness to call order with
GetComputeRaymarch; update GetComputeRaymarchRight to track the last-used scaled
sample count (e.g. a member like raymarchSampleCount or
raymarchRightSampleCount) and compare it to the current GetScaledSampleCount()
on each call, and if different (or raymarchRightCS is null) release/replace
raymarchRightCS by recompiling with the current scaledSampleCount and the
"RIGHT" define; this mirrors the logic used by GetComputeRaymarch so right-eye
shader recompilation is independent of call order.

ℹ️ Review info

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 82416e6 and 459f354.

📒 Files selected for processing (2)
  • features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl
  • src/Features/ScreenSpaceShadows.cpp

@alandtse alandtse merged commit 249b0e6 into community-shaders:dev Feb 28, 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)

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

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

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

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

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This reverts commit f55f195.

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

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* fix: default enabledClasses true

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

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

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

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

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

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

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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)

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

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

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

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

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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>

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

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* 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

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

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

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* 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)

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

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

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

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* 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)

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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)

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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)

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Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com>
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* test(shader): fallback to warp on invalidarg (community-shaders#1956)

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* 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)

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* 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)

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* 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)

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* 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)

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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)

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

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* 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)

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* 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>
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* 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)

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

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

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

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

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

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

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* 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)

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* 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)

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

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

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

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

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

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

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

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

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

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* 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)

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* 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)

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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)

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

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

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* 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)

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* 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

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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)

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

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* 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)

---------

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ParticleTroned pushed a commit to ParticleTroned/skyrim-community-shaders that referenced this pull request Apr 5, 2026
ParticleTroned pushed a commit to ParticleTroned/skyrim-community-shaders that referenced this pull request May 2, 2026
closes community-shaders#1840

(cherry picked from commit 249b0e6)
(cherry picked from commit 8d3b9bf)
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VR Screenspace shadows v2.0.0

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