About this mod
Order-independent transparency (OIT) is a class of techniques in rasterisational computer graphics for rendering transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing.(copy from wikipedia)
- Requirements
- Permissions and credits
- Changelogs
- Donations
Objects under water now can be seen but may cause halo(some pixels of water are covered) - 4.3
Objects now can receive shadow(not correctly but good enough)- 4.3
Objects now can receive pointlight with shadow - 2.0
It's not been fully test so there may be some bug not found.
use as a proxy library for enb.(later is better.I only tested on ENB 240/251/262)
don't close the enb effect(shift+f12 etc.) because we need the position info from enb while peeling.
known bug : something bad when the background is sky
and about hdtSkyrimOIT.ini
[Proxy]
ProxyLibrary =;Same as the one in enb
[OIT]
MaxLayerCount = 4 ;Layers more than this will be ignored. larger=better but slower. at least 2.
IgnoreNonZObject = true ;Object without SLSF2_ZBuffer_Write will be drawn first. Faster but may cause them wrongly occluded.
[SMAA] ;A smaa before UI rendered so it will not blur the texts. Same as what in sweetfx
Enable = true
Threshold = 0.05
MaxSearchSteps = 96
MaxSearchStepsDiag = 18
CornerRounding = 0
For Modders:
Only object with these properties will effect by the plugin
1、SLSF1_ZBuffer_Test, SLSF2_ZBuffer_Write
2、NiAlphaProperty:Enable Blending = true, Source Blend Mode = SrcAlpha, Destination Blend Mode = InvSrcAlpha(4845 etc)
Others transparent objects just simply drawn after OIT object(some will before that if IgnoreNonZObject=true)
source codes
Credits:
"Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria, Tiago Sousa, Belen Masia, Fernando Navarro and Diego Gutierrez." http://www.iryoku.com/smaa/