Shader Order (applies to both SDR and HDR)

  1. Any shaders that explicitly say to place them on top of the shader order, such as Immerse Launchpad or Zenteon Framework. Do not put these inside of Soop’s HDR converters.
  2. Ambient Occlusion, Ray Tracing, and Global Illumination shaders.
  3. Fog shaders such as PTVL, Atmosphere, and Nebulus go here. These go after lighting and AO shaders to prevent those from bleeding through the fog.
  4. Bloom shaders such as Solaris, Xenon, and HDR Bloom.
  5. Color grading shaders such as PreCorrect, ReGrade, Lightroom, and LUTs typically go here. However, color grading shaders generally have more flexibility compared to other shader types, so these could also be placed elsewhere. Feel free to experiment.
  6. Sharpening / Local Contrast shaders, AA shaders, and DoF shaders would all go here. Most are obviously named as such but would include shaders like Clarity and IGCS.
  7. Image correcting shaders such as Deband or Denoise, as well as any lens / dirt shaders like Film Grain or Lens Flare, should be placed toward the bottom. This would also apply to shaders that apply borders or cropping guides.