Q: Do I need this if I already use another SH2 version? A: No. This is intended for presets that AREN'T part of the Silent Horizons 2 lineup, because these already include the shaders found in here.
Changelog for 1.4:
Added more controls to cinematic borders. They can now also be rendered behind objects
AGIS shader now behaves as expected when disabled
Added second, missing dithering stage
Click here to view older patchnotes Little Discord server for news, support, early access or simply to chat
I installed this mod in Vortex, I categorised it as an ENB (so it gets to the root of the Skyrim game) and, when I start Skyring, I get the following error in red during the game launching phase: " warning X4717: Effects deprecated for D3DCompiler_47. UI/ENBSharedUI.fxh: error X3000: unrecognised identifier 'ofUbgSOz' ".
I have tried to dump in the root a copy of "D3DCompiler_47.dll", which I did not have before. No luck.
Hello, and thank you for this amazing mod. It already changed a lot of things and made it look SO much better. You are an artist, Kitsune.
Mind if I ask you a question? Either you or anyone else who has knowledge about adjusting bits and pieces of an ENB menu: While I have installed it and its requirements, I did notice right off the bat that the SUN has lost its brightness. During a clear day, when you look up it even darkens up a little (around 15%) and you can pretty much stare at the round grey~ish sun up there. Its not burning bright as it was before.
Is there anything I can tweak within my in-game ENB menu, to reajust it to the way it was before? Thank you for your time. May you have a great and productive new week.
Yes, I was aware of the fact this was a complementary shader. An "add-on", lets put it like that. My ENB of choice is "Rembrandt", and its already been on my computer for ages now.
Hence, my question. After installing this Silent Horizons 2, I noticed the sun losing brightness. That is why I wanted to know if there was anything that could be fiddled with just so I could get it back.
So, in your experiece, this is a new type of bug? Usually common ENBs would include this mod here (Silent Horizons 2 - Shader Core) and work flawlessly together? Or, was this MEANT to be used with "SH2 Universal"? Because if it was, I wouldn't mind about switching at all. Whichever is easiest and offers the best integration.
I might try your path, then. Now, if you don't mind me asking for your personal opinion as a player, which of these (SH2 Universal, Picta Realis, Kauz and ENB of the Elders) offers a suitable atmosphere for a colder, frozen, dark phantasy gameplay? Rembrandt had that eerie feeling with less saturated colours and I'd prefer to stick with a similar one.
Thank you for all the support you've been giving me this far, Zanderat. Appreciated.
Picta has those elements but it can be fairly vibrant depending on the weather type. Kauz gives those vibes. Dawnfire probably has what you are looking for, as well. But doesn't use Shader Core.
But the previous versions (pre-v1.4) have enbseries.ini and LUTs. Considering those are no longer present in v1.4, I guess those weren't supposed to be included in Shader Core?
I usually started editing with Shader Core so I'm just asking out of genuine curiousity. No problem if this is what Shader Core is supposed to be.
Hmm, that was by mistake then. Maybe some files from the Universal Core made their way into the 1.2 archive. If you want the LUTs and ini's again, that's where you can get them. Apologies for the confusion
From the Universal Core page (which is Kit's preset using those shaders):
"Before leaving the world of HDR, my tonemapper ties everything together. Using a custom curve that is not only extremely fast and easy to tweak but also provides optimal highlight compression, to ensure as much data as possible is preserved. Alternatively there are a bucket load of other tonemapper options included."
hi.. im really sorry but i already read the desc but im still confuse about what this mod does... so if i have cabbage enb, this mod make it nicer or something?
Is there a version that is neutral ie. like this enb https://www.nexusmods.com/skyrimspecialedition/mods/77525 meaning no change of color/intensity/brightness of weather but with all the improvements your shader bring?
I guess you can just remove any of your previous ENB files, install the shader core and let the configs be generated with their default values on first launch. I won't recommend actually playing with that but this would basically give you a "neutral" config
Ive tried the shader core as opposed to universal core and i see it still come with the same values, direct lighting, ambient, sky and fog, all these values aren't at enb default.
I am currently working on an ENB preset, mainly for the artistic fun. Very much done with a base enbseries.ini and the bloom settings the upcoming documentation you mentioned, how technical will it be? Like will i see the exact math behind the tonemaper or more like a general description of what toe and shoulder even means? E.g. i currently try to bring more details into the darker areas without brightening the middle tones, and i am having a hard time to figure out which stats i could tweak. It is always good to understand the tools one is working with.
Afar from this, thank you for these shaders. A few months ago i was searching for exactly this: a solid ground i can build on without worrying about coding. Making an ENB is like painting, and this shader core gives us the best part of it while removing the annoying necessaties.
Hey. The documentation won't be too technical. I want to make it easier for inexperienced preset authors to get the hang of the shader setup. That's one of the main reasons I created the ENB Extender and this version of SH2 after all. You can look at the articles I wrote for ENB and my old shaders on the Silent Horizons 1 modpage to get an idea of what it's gonna look like. Tonemapper math can be looked up online if you need that, except for my custom one.
Regarding brightening up shadows: Try adjusting the tonemapping toe or go into Color Grading > KiSuite and adjust the shadow parameters
Thank you very much. I found to tweak gamma and gammacorrection while dropping down shoulder gave me the desired look. I have one more question if you dont mind :) Do you know in which order the effects and shaders do get applied? Id bet everything in enbeffect.fx goes before anything and is the base, and postpass ofc is the last. But in between? It would be great to know which effect influence each other. E.g. does a darker gamma value gets corrected by adaptation? Or does the brightening of imagebasedlighting affect the SSIL? I want to build everything correctly on top of each other, cause i have seen it too often that unbalanced things get corrected in postpass while the real culprit sits deeper.
Thx again very much for this base, these slider can make up for any typical effect like technicolor if you know your math ;D
Most external shaders are executed after ENBs internal ones afaik. The main pipeline looks roughly like this: enbeffectprepass > enbdepthoffield > enblens/enbbloom/enbadaptation > enbeffect (combines/uses outputs from previous step) > enbpostpass > enbunderwater. Effects like SSAO/IL, IBL, etc. are executed before the prepass and are affected by anything that comes afterwards by extension. enbeffect and enbpostpass run back to back basically. One operates in HDR, the other one only in LDR/SDR but with 10 bit precision.
If you want to know the order of execution for internal effects, I can't help you. You will have to ask the ENB author himself about that
42 comments
A: No. This is intended for presets that AREN'T part of the Silent Horizons 2 lineup, because these already include the shaders found in here.
Changelog for 1.4:
Click here to view older patchnotes
Little Discord server for news, support, early access or simply to chat
I installed this mod in Vortex, I categorised it as an ENB (so it gets to the root of the Skyrim game) and, when I start Skyring, I get the following error in red during the game launching phase: " warning X4717: Effects deprecated for D3DCompiler_47. UI/ENBSharedUI.fxh: error X3000: unrecognised identifier 'ofUbgSOz' ".
I have tried to dump in the root a copy of "D3DCompiler_47.dll", which I did not have before. No luck.
Would you help me to solve it?
Mind if I ask you a question? Either you or anyone else who has knowledge about adjusting bits and pieces of an ENB menu:
While I have installed it and its requirements, I did notice right off the bat that the SUN has lost its brightness. During a clear day, when you look up it even darkens up a little (around 15%) and you can pretty much stare at the round grey~ish sun up there. Its not burning bright as it was before.
Is there anything I can tweak within my in-game ENB menu, to reajust it to the way it was before?
Thank you for your time. May you have a great and productive new week.
My ENB of choice is "Rembrandt", and its already been on my computer for ages now.
Hence, my question. After installing this Silent Horizons 2, I noticed the sun losing brightness. That is why I wanted to know if there was anything that could be fiddled with just so I could get it back.
I might try your path, then. Now, if you don't mind me asking for your personal opinion as a player, which of these (SH2 Universal, Picta Realis, Kauz and ENB of the Elders) offers a suitable atmosphere for a colder, frozen, dark phantasy gameplay? Rembrandt had that eerie feeling with less saturated colours and I'd prefer to stick with a similar one.
Thank you for all the support you've been giving me this far, Zanderat. Appreciated.
The mod author there is also giving me some help regarding installation. Hopefully things will be alright in the end.
Thank you for your assistance, friend.
Have a nice week!
The new version doesn't have the .ini and LUTs present in v1.2. Is that intentional or accidental?
I usually started editing with Shader Core so I'm just asking out of genuine curiousity. No problem if this is what Shader Core is supposed to be.
"Before leaving the world of HDR, my tonemapper ties everything together.
Using a custom curve that is not only extremely fast and easy to tweak but also provides optimal highlight compression, to ensure as much data as possible is preserved.
Alternatively there are a bucket load of other tonemapper options included."
so if i have cabbage enb, this mod make it nicer or something?
I am currently working on an ENB preset, mainly for the artistic fun. Very much done with a base enbseries.ini and the bloom settings
the upcoming documentation you mentioned, how technical will it be? Like will i see the exact math behind the tonemaper or more like a general description of what toe and shoulder even means?
E.g. i currently try to bring more details into the darker areas without brightening the middle tones, and i am having a hard time to figure out which stats i could tweak. It is always good to understand the tools one is working with.
Afar from this, thank you for these shaders. A few months ago i was searching for exactly this: a solid ground i can build on without worrying about coding. Making an ENB is like painting, and this shader core gives us the best part of it while removing the annoying necessaties.
The documentation won't be too technical. I want to make it easier for inexperienced preset authors to get the hang of the shader setup. That's one of the main reasons I created the ENB Extender and this version of SH2 after all.
You can look at the articles I wrote for ENB and my old shaders on the Silent Horizons 1 modpage to get an idea of what it's gonna look like.
Tonemapper math can be looked up online if you need that, except for my custom one.
Regarding brightening up shadows: Try adjusting the tonemapping toe or go into Color Grading > KiSuite and adjust the shadow parameters
I have one more question if you dont mind :)
Do you know in which order the effects and shaders do get applied? Id bet everything in enbeffect.fx goes before anything and is the base, and postpass ofc is the last. But in between?
It would be great to know which effect influence each other. E.g. does a darker gamma value gets corrected by adaptation? Or does the brightening of imagebasedlighting affect the SSIL?
I want to build everything correctly on top of each other, cause i have seen it too often that unbalanced things get corrected in postpass while the real culprit sits deeper.
Thx again very much for this base, these slider can make up for any typical effect like technicolor if you know your math ;D
enbeffectprepass > enbdepthoffield > enblens/enbbloom/enbadaptation > enbeffect (combines/uses outputs from previous step) > enbpostpass > enbunderwater.
Effects like SSAO/IL, IBL, etc. are executed before the prepass and are affected by anything that comes afterwards by extension.
enbeffect and enbpostpass run back to back basically. One operates in HDR, the other one only in LDR/SDR but with 10 bit precision.
If you want to know the order of execution for internal effects, I can't help you. You will have to ask the ENB author himself about that