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blackrack

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  1. Here you go, I trimmed off the fat so this version should have better performance than the first. http://s000.tinyupload.com/index.php?file_id=55191279612670720347 I guess this is feasible, though I'm not personally interested in it I guess I could make it an optional feature or a separate mod once I'm done polishing up this one. I just rendered a completely new mesh with it's own shader and material that occldue the old sky but didn't set any alpha transparency. I did this now but sill have to remove/tweak the old atmosphere and my messed up dx9 shader.
  2. Has no one tried to make this run on 0.90 yet? I might give this a try for giggles later.
  3. Thanks a lot, I'll try this code and experiment with it later today. Right now my atmosphere renders as pitch black during the night, I can make it transparent below a certain threshold in order to be able to see the stars and the moon at night but the stock atmosphere effects end up messing with it during sunrise/sunset. I didn't know the stock atmosphere had components but I'll probably disable them all. Anyway, if you're familiar with meshes, if I use a meshrenderer for my atmosphere I have a huge performance drop, everything starts running at 5 fps. What's the deal with this? I'm currently rendering my atmosphere with graphics.drawmesh to get around this. Also, there are the line artifacts described in the OP which go away when i drop the visual settings of the game to fast.
  4. I found a temporary fix for the line artifacts, simply bump the visual settings down to "fast", this doesn't seem to affect KSP's visuals much but it disables shadows. I don't see a reason why this wouldn't happen, I've already seen someone combining this with clouds.
  5. Does anybody know of a way to disable rendering (and not just hide with something else) of the stock atmosphere? This could be useful.
  6. Scatterer Scatterer is a graphical mod created primarily to add realistic atmospheric scattering to Kerbal Space Program. The mod was subsequently extended with other graphical effects that add to the game's atmosphere and now covers the following: Atmospheric scattering Ocean shaders (with transparency, sky reflections, foam, refractions and underwater effects) Better sunflare rendering Godrays and terrain shadows Visible eclipse shadows Integration with EVE (clouds mod) to display effects and color changes on clouds Images: Videos: Dev posts: UI: UI can be toggled with Alt-F11 or Alt-F10 If that doesn't work try shift-alt-F10 or shift-alt-F11  Documentation (work in progress): https://github.com/LGhassen/Scatterer/wiki/GeneralConfig https://github.com/LGhassen/Scatterer/wiki/PlanetsConfig https://github.com/LGhassen/Scatterer/wiki/SunflaresConfig Config tool: How to report Issues (important, please read if you want your issue taken into consideration): Known issues (important, please read before reporting/investigating issues): Changelogs: I do this in my spare time, if you like what I do you can support me here: Patreon: Paypal: Download link: http://spacedock.info/mod/141/scatterer Alternate: https://github.com/LGhassen/Scatterer/releases Config Tool links (for pre-0.0824 versions): Windows: https://raw.githubusercontent.com/LGhassen/Scatterer/c17fe61a316d8e0e03b769ebc64741e1755ab2c4/configTool.zip Linux: https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/ConfigToolLinux.zip Mac: https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/MacConfTool.app.zip Source: https://github.com/blackrack/Scatterer License: GPLv3 plugin. CC BY-NC-ND 4.0 shaders and configs. Fanart corner:
  7. My shaders now work in dx9, sort of Are there any mathematic operators in CG that work differently from dx9 to dx11? Maybe some flipped matrixes? I'm trying to narrow it down but can't really find anything . Edit: I finally fixed this, turns out sqrt in dx9 is less precise than in dx11.
  8. I have modified my shaders, they now compile correctly for directx 9 and unity reports shader model 3.0, however, ingame it still says they are unsupported andf won't load. What could it be that I am missing? Does anybody have any guidelines or something? I have removed a few tex2Dlod calls and changed my code to work with tex2d instead. Edit: After adding #pragma only_renderers d3d9, unity now reports:No subshaders can run on this graphics card. No idea why.
  9. So I made 3 shaders for KSP, all of them seem to work fine in unity and all of them use shader model 4.0. However, after I loaded them in KSP, one works and the two others don't. After checking each shader with isSupported I get the following Atmo/Sky (UnityEngine.Shader) False Atmo/SkyMap (UnityEngine.Shader) False EncodeFloat/DecodeToFloat (UnityEngine.Shader) True What could be the reason for this? All three shaders were made for dx9, all three of them use rendertextures but don't use compute shaders. And I used the snippet of code to load all three, i'm at a loss here... Edit: As it turns out, my shaders will run by forcing d3d11 or opengl but not d3d9 or d3d10 for some reason.
  10. The reason I'm asking is, I want to know if rendertextures will work.
  11. Really? I just assumed they would work if you have a card with SM5.0 because I saw a guy injecting a dx11 phong shader in this thread http://forum.kerbalspaceprogram.com/threads/109269-Custom-Shader-Loader-2-0-release If this is the case I guess my mod is doomed. KSP in dx11 is horrible. Anyway, I get this at compile time when I try to use assetbundles
  12. I know, but I was looking for a way to load compute shaders, those can't be loaded with the "shader text to constructor" thing.
  13. Can someone explain how to do this? And does this work with only fonts or with everything like shaders and other fancy stuff? If this is the case I could get someone to compile my assets for me.
  14. So, does anybody know of a way possible to load compute shaders in KSP? I tried asking in the help section but no luck.
  15. I'm currently figuring out shaders for a mod idea I have, and I would like to know if it's possible to load compute shaders in KSP. I know they are a unity feature but I read somewhere that they require dx11 and KSP runs on dx9, also I'd assume they require some kind of loader like regular shaders but I don't see any constructors for putting them together out of text. Does anyone here have any experience with compute shaders in KSP?
  16. Alright so I looked around, and apparently it can't be done directly and I need to go through a shader loader first. I put the following code together from rbray's work and nlight's work but it still doesn't work public static Shader GetShader() { Assembly assembly = Assembly.GetExecutingAssembly(); StreamReader shaderStreamReader = new StreamReader(assembly.GetManifestResourceStream(KSPUtil.ApplicationRootPath+"/Sky.shader")); String shaderTxt = shaderStreamReader.ReadToEnd(); return new Material(shaderTxt).shader; } I tried every filename and path combination and nothing seems to work. Any help would be appreciated at this point. - - - Updated - - - If anyone is interested in this, I got the shader to load with this code public static Material GetMatFromShader2() { string codeBase = Assembly.GetExecutingAssembly().CodeBase; UriBuilder uri = new UriBuilder(codeBase); string path = Uri.UnescapeDataString(uri.Path); StreamReader shaderStream = new StreamReader(new FileStream(Path.GetDirectoryName(path) + "\\" + "Sky.shader", FileMode.Open, FileAccess.Read)); string shaderContent = shaderStream.ReadToEnd(); return new Material (shaderContent); }
  17. Hello, I'm trying to load a material with a script file using Resources.load. My code is as follows: Material m_skyMaterial = Resources.Load ("Materials/Atmo/Sky.mat") as Material; However, my material is always null. What am I doing wrong?
  18. I've seen this earlier today, apaprently there are atmospheric scattering shaders floating around.
  19. So, have you made any progress on this at all or have you simply dropped the idea? I started looking into atmospheric scattering myself and I'm currently investigating the feasibility of such a mod.
  20. Got it, should be fun. Anyway, how do people make SSTO spaceplanes in 64k with FAR? It seems impossible to me. Are there any balanced scramjet mods? I found one but I am not sure how balanced it is.
  21. I am looking for a mod like this, but instead of scaling the planets up it scales them down. I know everyone is always raving about that bigger planets mod but I want the opposite. Since the planets are fairly low-detail and there's plenty of empty space everywhere I figured making them smaller would make them much more interesting and more fun to visit. Where do I find this?
  22. So I have followed all the instructions carefully, but at the end of the compilation I have the principia.dll file but not the ksp_plugin_adapter.dll file. Am I missing something?
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