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SKSE core plugin for community-driven advanced graphics modifications for AE, SE and VR. Also fixes bugs and improves performance.

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Wetness Effects raindrops do not fade in-out properly, where there are no raindrop particles but still raindrops

bug

This has become more apparent with upscaling, but even with 1.3.6 and dynamic resolution, it appears the default depth based culling can result in objects flickering in and out while...

bug
help wanted
VR

[crash-2025-09-03-15-22-16.log](https://github.com/user-attachments/files/22122858/crash-2025-09-03-15-22-16.log) [crash-2025-09-03-15-31-22.log](https://github.com/user-attachments/files/22122857/crash-2025-09-03-15-31-22.log) [crash-2025-09-03-15-42-01.log](https://github.com/user-attachments/files/22122856/crash-2025-09-03-15-42-01.log) Yep, it's vmware fusion 13.6.4 virtual machine on arm macbook m1pro. But every other mod works fine... Any ideas how I can overcome the issue?

The performance overlay was displaying detailed per-shader frame time measurements to all users, but these were intended for developer use only. Regular users may misinterpret these results, and the per-shader...

## Problem A potential crash vulnerability was identified in `DynamicCubemaps.cpp` where a COM pointer (`ID3D11Texture2D* tempTexture`) is declared uninitialized and released unconditionally after a try/catch block. If an exception occurs...

The per shader frame times in performance overlay were intended for developer use and exposed to users who now may be misinterpreting the results. The per shader type frame times...

help wanted

## Problem GPU constant buffers (cbuffer structures) in HLSL must be aligned to 16-byte boundaries for optimal performance and correctness. Currently, the project relies on manual padding (e.g., `uint b0pad0[2]`...

help wanted

Adding a new material model to the feature: ScatteringVolume This material is modeled after a ball of smoke, which scattering light exponentially through it. It is unique because its the...

Simply replaces skyColor + skyScale with SkyColor*(1 + skyScale). Makes sky scale brighten the sky instead of turning it white. Very experimental, idk, looks good in my game.

https://github.com/doodlum/skyrim-community-shaders/blob/24dffe7e502b67ba93abcfd17dace229673fcfc5/src/Features/ExtendedTranslucency.h#L31 ```c_cpp #pragma once #include "../Buffer.h" #include "../Feature.h" struct ExtendedTranslucency final : Feature { static ExtendedTranslucency* GetSingleton(); virtual inline std::string GetName() override { return "Extended Translucency"; } virtual inline std::string...

enhancement
ai suggestion