This mod does not have any requirements other than Community Shaders. You'll have better luck posting on the mod with the requirements you find confusing.
It took me a while to realize what struck me as off about this shader, but I finally worked it out: This is visible even in the two animated comparison pictures in the mod's gallery, so I'm certain it affects all users.
With this shader installed and community shaders enabled, the visible water level moves down, such that any waves appear to extrude up from that new, lower height, up to what I presume is the original level at peak. In other words, the peaks of the parallax texture are currently drawn at the game's water height, and all lower heights are drawn as if recessed down from this height, with the lowest point drawn as the new, lowered "edge" of the water.
This approach means wherever animated waterfall splashes, animated beach waves (like from Dragonborn), small boat statics, or even floating physics items (including dead bodies) are placed, those effects all appear to float above the visibly lowered water surface. This also causes underwater shaders to start while above the visible waterline; the water's height has not changed, it's just being drawn as lower than where the game says it sits, causing these inconsistencies.
I don't know enough for certain to say that this is feasible with parallax mapping, I just hope the logic comes across well enough: to appear consistent with the game's true water level, the visible water line cannot appear to move down with this shader active. Its edges must remain rendered at its original height with wave peaks and troughs extruded or recessed as appropriate.
This is still an incredible effect, and I hope it's possible to work out any visual inconsistency.
Does anybody have a good recommendation to enhance water in interiors, maybe it can be tweaked some way that I dont know of. Im using Lux and Ive tried most water mods but without ENB, interior water has sort of a haze effect to it.
Unfortunately not. I was very confused and struggled for a while, but there's a list of shader mods and their supported versions in the Community Shaders description. Only Water Caustics has support for VR, and only partially.
So as a clarification, it says it doesn't work with water with flow maps - does that include the vanilla SSE flow data, or only speciality flowmaps like found in water for ENB and RW2? Because if I understand correctly, if it's all flow data, would the only water mod this works for be simplicity of sea with the no-flowmaps edit, and not, for example, the simplicity of sea + cathedral waters combo, which if I understand correctly involves Simplicity's textures, cathedral's water colors, and the vanilla flowmaps?
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With this shader installed and community shaders enabled, the visible water level moves down, such that any waves appear to extrude up from that new, lower height, up to what I presume is the original level at peak. In other words, the peaks of the parallax texture are currently drawn at the game's water height, and all lower heights are drawn as if recessed down from this height, with the lowest point drawn as the new, lowered "edge" of the water.
This approach means wherever animated waterfall splashes, animated beach waves (like from Dragonborn), small boat statics, or even floating physics items (including dead bodies) are placed, those effects all appear to float above the visibly lowered water surface. This also causes underwater shaders to start while above the visible waterline; the water's height has not changed, it's just being drawn as lower than where the game says it sits, causing these inconsistencies.
I don't know enough for certain to say that this is feasible with parallax mapping, I just hope the logic comes across well enough: to appear consistent with the game's true water level, the visible water line cannot appear to move down with this shader active. Its edges must remain rendered at its original height with wave peaks and troughs extruded or recessed as appropriate.
This is still an incredible effect, and I hope it's possible to work out any visual inconsistency.
I was very confused and struggled for a while, but there's a list of shader mods and their supported versions in the Community Shaders description.
Only Water Caustics has support for VR, and only partially.