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[WiP] Community shader PBR support
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Question
Exist
Hi, writing about support for the new Community Shaders PBR assets. Hopefully not much would be needed from your side. I will mention some facts I believe are causing issues with LODs. Because the PBR textures are incompatible with vanilla, we use unique paths (textures/pbr/ prefix) to avoid unintended meshes from using one of them and looking wrong. Meshes that use PBR can be distinguished by the Unused01 property in Shader Flags 2. PBR albedo is brighter than vanilla diffuse and is saved in dds with the sRGB flag, which converts it to linear on the gpu. Now the problems:
Hopefully I got the reasons for why it doesn't work right, I will include some comparison screenshots and links to PBR assets so you can try it yourself. Thank you for taking the time to read this and I hope this can be supported. Oh and feel free to ping me or others on CS or Cathedral discord, I might forget to check back here for some time.
https://imgsli.com/Mjg5ODQ5
https://imgsli.com/Mjg5ODUy
https://imgsli.com/Mjg5ODU0
https://imgsli.com/Mjg5ODU1
More info about our PBR implementation: https://github.com/doodlum/skyrim-community-shaders/wiki/True-PBR
Some assets to try:
Trees - https://mega.nz/file/dqdzGLwY#jBJFwPIWv7iX314UEKZnHCRvlITLbXI7saLY-4oV6Nw
Farmhouses - https://mega.nz/file/duUxDKiA#mnzDzjBFXEIDq-MFoucOHRJT55wOmbUNHOLZ5JxG3lY
Lots of other stuff - https://onedrive.live.com/?authkey=!AB5oYH6iqIMDkHM&id=C23FB01B59FA671C!2427&cid=C23FB01B59FA671C
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sheson
The shader for the terrain LOD that used in the LOD area does not make use of mipmaps even if they are generated. I suppose further "shrinking" of the textures blends the different repeating pixe
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