This file provides guidance for AI assistants working with the Skyrim Community Shaders codebase.
For comprehensive development guidance, see .claude/CLAUDE.md which provides detailed information on:
- Build commands and development setup
- Architecture overview and critical dependencies (CommonLibSSE-NG)
- Runtime targeting system for SE/AE/VR compatibility
- Core architecture including Globals system and feature registry
- Shader architecture (base shaders in
package/Shaders/, feature shaders, compute shader patterns) - Development workflows and best practices
- Common pitfalls and testing requirements
SKSE plugin providing advanced DirectX 11 graphics modifications for Skyrim SE/AE/VR.
- Build:
./BuildRelease.bat [PRESET](WSL: usepowershell.exe -Command) - Shader Test:
hlslkit-compile --shader-dir [target](install via pip first) - Feature Access:
globals::features::*namespace
Runtime Presets: ALL (universal), SE, AE, VR, PRE-AE, FLATRIM, ALL-TRACY
CMake Options (set in user preset):
AUTO_PLUGIN_DEPLOYMENT=ON- Auto-copy toCommunityShadersOutputDirZIP_TO_DIST=ON(default) - Create individual feature 7z packagesAIO_ZIP_TO_DIST=ON(default) - Create all-in-one 7z packageTRACY_SUPPORT=ON- Enable Tracy profiler integration
Quick targets (common):
PREPARE_AIO,prepare_shaders,COPY_SHADERS,AIO_ZIP_PACKAGEFORMAT_CODE,generate_shader_configs
For full details about manual packaging targets (Package-Core, Package-AIO-Manual, Package-, AIO) and example workflows, see the "Manual packaging targets (detailed)" section in .claude/CLAUDE.md to avoid duplication.
Act as an experienced graphics programming and Skyrim modding expert.
Key Focus: Performance impact awareness, runtime compatibility (SE/AE/VR), complete working solutions, DirectX/HLSL best practices.
For detailed explanations, examples, and comprehensive guidance, refer to .claude/CLAUDE.md.