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SSE视差着色器修复(BETA)

作者:aers
发布:dabei
发布日期:2020-01-22 02:02:41
更新时间:2020-01-22 02:02:41
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SSE视差着色器修复


这是一个SKSE插件,可将修补的视差着色器注入SSE。它的行为与LE ENB“ FixParallaxBugs”选项相似。视差地形并不是一个重要功能,这与ENB的实现无关,这是完全不同的。


这是我几天来发布的Beta版,功能还不算完整,但是可以用,所以我想把它发布。基本游戏中所有可用的视差着色器均已打补丁。据我所知,视差效果与LE中的效果相匹配。


安装


像常规mod一样安装SKSE插件+着色器文件存档。

如果您的Skyrim特别版文件夹中没有“ d3dcompiler_47.dll”副本,则将包含该文件的第二个存档安装到您的游戏文件夹中。必须为“ _47”-ENB随附“ _46e”,您仍然需要47。

对于未启用镜面反射才能正常工作的视差网格,需要使用Engine Fixs的“ BSLightingShaderParallaxBug”修补程序。

检查您的SKSE日志文件夹(“我的文档” /“我的游戏” /“ Skyrim特别版” / skse)中的ShaderTools.log,以确认插件是否正常运行。最后一行应该类似于“找到的着色器:成功替换了72个:替换失败了72个:0”



给MOD作者的注释


要激活网格上的视差,应用于网格的着色器类型必须为“视差”,并且必须将“视差”标志添加到“着色器标志1”。当前,网格也必须具有顶点颜色,尽管它们都可以设置为默认值白色/ FFFFFF)。确保没有其他技术标记也处于活动状态(辉光贴图,环境贴图等,您无法组合技术!)不过,镜面反射和阴影标记也可以。视差贴图纹理位于纹理集中的第4个插槽中,并且从纹理的第一个(红色)通道读取高度。


学分


如果没有Nukem的无数工作时间对Skyrim Special Edition的渲染器和着色器代码进行逆向工程,则该项目将是不可能的。


资源


目前不可用,但最终将在我的GitHub上。

——————————————————————————


SSE Parallax Shader Fix


This is an SKSE plugin that injects patched parallax shaders into SSE. It is similar in behavior to the LE ENB "FixParallaxBugs" option. Parallax terrain is not a vanilla feature and this has nothing to do with ENB's implementation of that, which is something completely different.

This is a beta that I threw together in a couple days and isn't really feature-complete, but it works, so I wanted to get it out there. All available parallax shaders in the base game are patched. The parallax effect matches what is in LE as far as I can tell.

Installation


Install the SKSE plugin + shader files archive like a regular mod.

If you don't have a copy of 'd3dcompiler_47.dll' in your Skyrim Special Edition folder already, install the second archive containing it to your game folder. It MUST be "_47" - ENB comes with "_46e", you still need 47.

The "BSLightingShaderParallaxBug" patch from Engine Fixes is required for parallax meshes that don't have specular enabled to work properly.

Check ShaderTools.log in your SKSE logs folder (My Documents/My Games/Skyrim Special Edition/skse) to verify the plugin is working. The last line should be something like "found shaders: 72 successfully replaced: 72 failed to replace: 0"



Notes for Mod Authors


To activate parallax on a mesh, the shader type applied to the mesh must be "Parallax" and you must add the Parallax flag to Shader Flags 1. Currently, the mesh must also have vertex colors, although they can all be set to default (white/FFFFFF). Make sure none of the other technique flags are active as well (glow map, env map, etc, you cannot combine techniques!) Specular and shadow flags are okay, though. The parallax map texture goes in the 4th slot in the texture set, and the height is read from the first (red) channel of the texture. 

Credits


This project would have been impossible without Nukem's countless hours of work reverse engineering Skyrim Special Edition's renderer and shader code.

Source


Unavailable for now but it will be on my GitHub eventually.




原贴地址
1.版本号: 1.0   更新时间: 2020-01-22 02:06:13

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