SKSE core plugin for community-driven advanced graphics modifications.
- Any terminal of your choice (e.g., PowerShell)
- Visual Studio Community 2022
- Desktop development with C++
- CMake Tools for Windows
- HLSL Tools
- Git
- Edit the
PATHenvironment variable and add the Git.exe install path as a new value
- Edit the
CMake & Vcpkg comes with Visual Studio in Developer Command Prompts already.
Install them manually only if you want them in everywhere.
- CMake
- No need to install manually if you have Visual Studio CMake Tools installed
- CMake 4.0+ is not supported right now
- Edit the
PATHenvironment variable and add the cmake.exe install path as a new value - Instructions for finding and editing the
PATHenvironment variable can be found here
- Vcpkg
- Install vcpkg using the directions in vcpkg's Quick Start Guide
- After install, add a new environment variable named
VCPKG_ROOTwith the value as the path to the folder containing vcpkg - Make sure your local vcpkg repo matches the commit id specified in
builtin-baselineinvcpkg.jsonotherwise you might get another version of a non pinned vcpkg dependency causing undefined behaviour
- Address Library for SKSE
- Needed for SSE/AE
- VR Address Library for SKSEVR
- Needed for VR
To clone the repository with all submodules, run the following command in your terminal:
git clone https://github.com/doodlum/skyrim-community-shaders.git --recursive
cd skyrim-community-shadersTo build the project, just open ./skyrim-community-shaders with Visual Studio's "Open Folder" feature. (Ensure you have CMake Tools for Windows selected when installing VS)
Follow the prompts to Configure and Build the project.
It should generate the AIO package in the ./build/ALL/aio folder by default.
If you change the Solution Explorer into CMake Targets View, you can find optional targets to create zip packages for each feature.
Right click on the target and select Build to create the zip package in ./dist/.
Open the "Developer PowerShell for VS 2022" or the "x64 Native Tools Command Prompt" (these set up the Visual Studio toolchain for you).
Then from the repository root run:
# Generate the build files (uses the ALL preset)
cmake --preset ALL
# Build using the preset
cmake --build --preset ALL
# Install an AIO package somewhere, e.g. $MOD_FOLDER
cmake --install --preset ALL -- --prefix $MOD_FOLDER- If you prefer to run the VC environment manually, launch Developer PowerShell or the x64 Native Tools prompt instead of calling vcvarsall.bat directly from PowerShell.
- The convenience wrapper
BuildRelease.batalso captures these steps.
You can build zip packages for optional cmake targets.
Currently support AIO_ZIP_PACKAGE, Package-AIO-Manual, Package-Core, and Package-<Feature>:
# Create a AIO package in ./dist/
# Automated AIO zip (requires AIO_ZIP_TO_DIST=ON)
cmake --build ./build/ALL --config Release --target AIO_ZIP_PACKAGE
# Manual AIO package (install + tar)
cmake --build ./build/ALL --config Release --target Package-AIO-Manual
# Create a CommunityShaders core package in ./dist/
cmake --build ./build/ALL --config Release --target Package-Core
# Create a feature package in ./dist/ (example: GrassLighting)
cmake --build ./build/ALL --config Release --target Package-GrassLightingFor more details about packaging targets, options, and the difference between automated and manual packaging, see the "Manual packaging targets (detailed)" section in .claude/CLAUDE.md.
If you want an example CMakeUserPreset to start off with you can copy the CMakeUserPresets.json.template -> CMakeUserPresets.json
- This option is default
"OFF" - Make sure
"AUTO_PLUGIN_DEPLOYMENT"is set to"ON"inCMakeUserPresets.json - Change the
"CommunityShadersOutputDir"value to match your desired outputs, if you want multiple folders you can separate them by;is shown in the template example
- This option is default
"OFF" - This will enable tracy support, might need to delete build folder when this option is changed
When using custom preset you can call BuildRelease.bat with an parameter to specify which preset to configure eg:
.\BuildRelease.bat ALL-WITH-AUTO-DEPLOYMENT
When switching between different presets you might need to remove the build folder
For those who prefer to not install Visual Studio or other build dependencies on their machine, this encapsulates it. This uses Windows Containers, so no WSL for now.
- Install Docker first if not already there.
- In a shell of your choice run to switch to Windows containers and create the build container:
& 'C:\Program Files\Docker\Docker\DockerCli.exe' -SwitchWindowsEngine; `
docker build -t skyrim-community-shaders .- Then run the build:
docker run -it --rm -v .:C:/skyrim-community-shaders skyrim-community-shaders:latest- Retrieve the generated build files from the
build/aiofolder. - In subsequent builds only run the build step (3.)
If you run into Access violation build errors during step 3, you can try adding --isolation=process:
docker run -it --rm --isolation=process -v .:C:/skyrim-community-shaders skyrim-community-shaders:latest- Open Steam
- Close ModOrganizer GUI
- Add
ModOrganizer.exe(MO2 Folder) to your PATH, or use the path of it - Run the commands:
# Change Working Directory
cd "C:/Program Files (x86)/Steam/steamapps/common/Skyrim Special Edition"
# Launch SKSE with MO2
ModOrganizer.exe --log run "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\skse64_loader.exe"In Launch Application Menu, use the following settings:
- Executable Path:
PATH/TO/ModOrganizer.exe - Working Directory:
C:/Program Files (x86)/Steam/steamapps/common/Skyrim Special Edition - Command-line Arguments:
--log run "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\skse64_loader.exe" - Capture Child Process
GPL-3.0-or-later WITH Modding Exception AND GPL-3.0 Linking Exception (with Corresponding Source).
Specifically, the Modded Code includes:
- Skyrim (and its variants)
- Hardware drivers to enable additional functionality provided via proprietary SDKs, such as Nvidia DLSS, AMD FidelityFX FSR3, and Intel XeSS
The Modding Libraries include:
- SKSE
- Commonlib (and variants).
See LICENSE within each directory; if none, it's Default
- Community Shaders Logo is not covered by the GPL-3.0 license. It is provided solely for personal use (e.g., building from source) and may only be used in unmodified form. There is no license for any other purpose or to distribute the logo. No trademark license is granted for the logo. Any use not expressly permitted is prohibited without the express written consent of the Community Shaders team.