Quality, Been searching my behind off for these shaders, You dont happen to have a link do you?, Allso, Dose it matter what order the shaders go in?
MGE Shaders
Shaders that I have used:
knx_SSAO_v09: Very nice effect, but it can have quite a big hit on your performance. As for what it does exactly: http://www.tesnexus.com/imageshare/images/57416-1270647898.jpeg (Those cave textures are Connary's, by the way).
sunshaft_v002a: http://www.tesnexus.com/imageshare/images/57416-1273230944.jpg
GIMP_HDRBloom_v1_3 : A nice, simple bloom/HDR shader with a relatively low performance hit.
Read the MGE documentation on how to activate these. I think they're all included in the SVN 178 download. If not, or if you use a different version that doesn't have them maybe, you can find most of them http://mgeshaderlibrary.wikispaces.com/Shaders?responseToken=ab06df6ad4184c5ed9bce1528960b634.
I didn't really put them in a particular order there, but it does matter, sort of. The MGE thread recommends:
Recommended shader order (for any combination of these shader types):
HDR, SSAO, Depth of Field, Sun Rays, Bloom
Reason:
* HDR adjusts the color balance and contrast. For the other shaders to apply properly, they need to take this into account.
* SSAO adds shadows to the scene. It needs to be affected by DoF and bloom. It is after HDR only because the HDR value would not take the new shadows into account.
* Depth of Field (DoF) comes next, because it blurs the scene. It needs to have the balanced, shadow-added scene to blur, but otherwise needs a raw scene.
* Sun Rays is here because it needs the balanced and possibly blurred scene to draw the rays over, but it needs to be affected by bloom.
* Bloom comes last because it needs to effect both the DoF blur (lights can look different when bloomed before/after DoF) and the sun rays.