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fix(snow): use world space vectors #1618
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WalkthroughA shader optimization modifies how texture projection coordinates are transformed in the non-skinned PROJECTED_UV rendering path. Instead of directly using projection coordinates, the code now constructs a world-space 3x3 matrix from world axes and multiplies it with the projection vector, altering the orientation transformation. Changes
Estimated code review effort🎯 2 (Simple) | ⏱️ ~10 minutes
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Pre-merge checks and finishing touches✅ Passed checks (3 passed)
✨ Finishing touches
🧪 Generate unit tests (beta)
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Please confirm testing results. |
I have now confirmed both brendan and mirirs issue is fixed. See the testing thread to replicate the issue, it is fairly simple, the castle you just download and add the modified esp, then go south and check that there is no snow on the walls. For anyone reviewing this see the discord testing release thread. |
Fix snow appearing on vertical surfaces facing certain directions
Snow projection was comparing model-space and world-space vectors directly, causing inconsistent results based on
object rotation. Some wall-mounted objects (like rugs) would incorrectly show snow depending on which compass
direction they faced.
Fixed by transforming the projection direction to world space before the comparison.
Easiest way I found to replicate this was to download https://www.nexusmods.com/skyrimspecialedition/mods/18223 and create a new character, speedrun into the house and look at the rug facing the east.
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