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  1. Parallax Parallax is a custom terrain shader for Kerbal Space Program that combines tessellation and displacement mapping to create realistic planetary surfaces. Watch the trailer here: Features Overview Parallax completely replaces the terrain shader used in the normal game in favour of more and better features, including: Tessellation Self-shadowing Accurate lighting Accurate normal mapping Support for multiple lights Reflections Specular highlights Metallic materials Influence mapping Improvements The shader that Squad uses for Kerbal Space Program is extremely limited. You can only assign 2 textures that work unless you opt to use an extremely complicated 'Atlas' shader that was introduced in 1.9. We will pretend that the Atlas shader doesn't exist because it's only used on Kerbin and it is extremely unoptimized. Parallax improves upon the stock shader in a number of ways, for example: Normal mapped lighting is accurate and faces the right way on a surface at any angle Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces Texture blending is a much smoother transition and varies based on the distance from the camera You can have a much greater amount of control over the planet - You have a low, mid, high and steep texture to use Complete control over how much colour of a texture to apply to the surface VS how much colour of the surface to retain (using an influence map). This prevents your grass from changing colour on brown terrain, but lets you change the sand colour as it varies with the planet's surface colour. Reflections are more accurate No lines between texture levels, unlike the Stock shader Availabity System Requirements: Minimum: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GT 960M (or AMD equivalent) RAM: 4GB Shader model 3.0 Recommended: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GT 970M (or AMD equivalent) RAM: 6GB Shader model 5.0 You can follow Parallax's development here: https://github.com/Gameslinx/Tessellation/ FAQ Right now, there are a few frequently asked questions. I hope I can answer some of them here: What is the performance impact? You can expect to run Parallax fairly well on a GT 960M or better. Is this for stock? Yes! This also works on planet mods that support it. Why are lots of lights laggy? For some reason, KSP uses Unity's "Forward Rendering" path instead of the "Deferred Rendering" path. This means that for every pixel light in the scene, the tessellation is re-calculated. With lots of lights, this can add up very quickly. Until KSP moves to the Deferred rendering path, there is nothing I can do about this. Do I need a NASA Supercomputer? No Does this work with EVE and Scatterer? Yes. Parallax was developed alongside Scatterer, so I recommend for the best results you use them both together. Can I change the settings? There is a config within the Parallax folder. This controls the quality and amount of tessellation. You can turn it off, too. Will you release documentation for modders? Yes, documentation is in the works and will be updated frequently on the github wiki. Does this work with Rescale / Sigma Dimensions? Low scale values are mostly safe, but as you increase the size of the planet you will notice the tessellation quality start to degrade Can I use textures from Parallax_StockTextures in my own configs? While the license does allow you to use them, I would much prefer if you don't. The stock textures are to improve the stock game. I don't want to see loads of config packs using those textures because it takes away the uniqueness of the ones I created for the stock planets. Please - Don't be lazy, make your own. Optimization - On Demand Parallax uses a form of Load-On-Demand to massively reduce the amount of memory the mod uses at once. Here are some of the key features: Textures are only loaded for the planet you are currently in the SOI of Textures are unloaded when you leave that planet's SOI Texture loading takes mere milliseconds (You can find this information in the log) Supports DDS loading - DXT1, DXT5 and DXT5_NM RAM usage reduced from ~8GB to ~3.5GB on the stock config Optimization - Adaptive Parallax Texture sampling in a shader is expensive. When the mod was initially released, there were 61 texture samples every pixel, every frame. This used a lot of GPU power and it was inefficient. Included in update 1.1.0 is my method of massively reducing this amount of samples. There is no need sampling textures that won't be seen in that region on the planet. Luckily, KSP splits the terrain into quads, and each of these can be assigned its own material. By splitting up the shader into 5 separate shaders, the mod can use simplified versions where necessary. On flat land, only 25 texture samples are needed. On average, the performance has doubled since 1.0! Download You can download Parallax for KSP 1.12.x here: Parallax: https://github.com/Gameslinx/Tessellation/releases Please read the install instructions. Make sure you install Kopernicus from R-T-B. You will not get help if you do not upload your KSP.log in your error reports Donations Parallax took me months to develop. Not only that, but I had to learn an entirely new programming language (Unity CG) and familiarize myself with Unity - neither of which are simple! It's been an incredibly fun (and sometimes frustrating!) journey developing this mod, so I would like to thank those of you who have been supporting the mod since its beginning and those of you who choose to support me going forward. Should you donate, you will be helping me through my university studies! Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Licensing Parallax is licensed under Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0). This means that you are free to share, copy and redistribute the material in any medium or format under the following conditions: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material. From: https://creativecommons.org/licenses/by-nc-nd/4.0
  2. Next time, if you're gonna give a really low rating, please comment why so you see higher quality posts in the future....
  3. How to use Textures unlimited mod? I've downloaded it and placed it in game data folder and I also have module manager, but the mod is not loading in ksp.
  4. Hello, I'm developing a shader that requires the use of double precision values. To do this, I must use at least Shader Model (SM) 4.6. SM 4.6 is supported by DX11, which is what KSP uses by default now. Moving from SM 3.0 to SM 4.x was causing the shader to appear pink in-game, so I tested this on a completely default, fresh surface shader. I also tested it on a vert-frag shader to be sure. The results were the same - It wasn't working, even when I forced DX11. The shader works fine on SM 3.0. The line I'm referring to is #pragma target 4.6. It's worth keeping in mind that SM 4.6 works fine in the Unity editor. The code for the very basic shader is here: Shader "Custom/Shader" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 4.6 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; } ENDCG } } The code for the shader that I'll actually be moving over to SM 4.6 is here: https://github.com/Gameslinx/Parallax-Occlusion/blob/master/Shaders/ParallaxOcclusion.shader How come using SM 4.0 and above just doesn't work, even though it should be supported by KSP? Am I doing something wrong?
  5. Wouldn't it be great if the lights had an actual shader that changes its color based on whatever color you set for the light? For the next part revamp, maybe. In the stock game you can change the color of the light, but the texture always remains white. I added a bunch of colored textures to the lights via the MM patch, but it's a little bit clunky to use and I only have a certain amount of colors to work with. But it still looks great, or at least better than just a plain white light with the actual color being different.
  6. I stopped working on my mods for some time, however I want to update them for 1.8. Thankfully the parts work just fine in terms of functionality, the problem is that the textures now look very strange. It looks as if half of one part has one shader while the other half has a different one. This doesn't happen with all parts, so I'm at a loss about what might be going on here. Any input would be greatly appreciated. Below are some images of the weird looking textures Strange dividing line: Another strange dividing line: Normal looking one, for comparison:
  7. Well, i know that service to show "what we have inside" already are in KSP vanila, but to my mind it are complicticated for design. But i remembered a way how to do this with any item or in one click. Dunno, are such thingie needed for community? However, trick is simple enuff. We just need to find a model's transform (any or all) that we need to do translucent, get its renderer, material than - and change its shader on the fly. Of course we need proper shader. If the need disappears, we need to do reverse operation. I have not saw someting like that (missed?), so meet X-ray. It can be added like a partModule to any part (or any mesh in part) without any 3D and Unity work.
  8. This is an updated version of the Reflection Plugin created by Razchek with some additional features and fixes that provide more control over reflective materials and non-realtime updating for performance increases. The original thread is to be found here: [0.21.x] ReflectiveShader Plugin (Version 1.2) This plugin is released as Public Domain as was the original plugin by Razchek. Plugin and source downloads: Latest Download! (for KSP 1.0.5) Reflection Plugin github repository Confirmed working with 1.0.5 Version 2.0.1 for KSP 1.1.2 in progress Not available yet. Version 2.0 Fixed long standing detached transform bug Fixed rendering artifacts Switched to multi-pass rendering (as done in Texture Replacer... MULTI-PAAAASSSS) Compiled for KSP 1.0.5 Included version file BETA Version 1.2 See Changelog in next post Changes from the original: Can use ReflectionColor in place of ReflectionStrength. If ReflectionStrength is less than 0 then ReflectionColor is used instead. Default behavior retained. NearClipPlane added. Set this to if unwanted portions of your Part are being reflected. UpdateRate added. This is the number of seconds in GAME TIME (not real time) between environment map updates. Eliminates realtime reflection and increases performance. Texture scaling bug fixed. (if textures were scaled in original material, it wasn't carried over to reflective material) Known issues. The reflection camera may reflect parts of the model to which it is attached. Use NearClipPlane to eliminate unwanted reflections. (value should be set to distance in meters. If the part of your mesh that is showing up in reflections is 1 meter away from the center of geometry then set NearClipPlane to 1 or greater) updateRate is not working properly in SW1.0. The cubemap is updated continuously. As soon as I get the update rates properly sorted I'll be releasing a new version that also restores all missing shaders. Alpha channel controls strength:
  9. I wanted to share a easy way to use your homegrown shaders within KSP. 0. install unity 5.4.0p4 and the KSP parttools (and the parttools bugfix ) 1. put your own shaders into a folder (Shaders) 2. tag your shaders as a seperate AssetBundle (or create a new one) 3. start the KSP asset compiler 4, check if the files are in the bundle 5. press show all, if OK . 6.press the build button 6. you will find the shader.ksp file in the AssetBundles folder of the folder you put your unity project. 7. rename the file as you wish and place it in the KSP GameData folder. Now we have the shader compiled and ready to be used within KSP. Next we need find a way to access the shader, because the Shader.find(shadername) function will not find it. using System.Collections.Generic; using UnityEngine; // only start once at the MainMenu [KSPAddon(KSPAddon.Startup.MainMenu, true)] public class KSPShader : MonoBehaviour { private Dictionary<string, Shader> allShaders = new Dictionary<string, Shader>(); /// <summary> /// Initial Unity Awake call /// </summary> public void Awake() { LoadShaders(); var myshader = GetShader("ShaderNG/TypeC"); if (myshader == null) { Debug.Log("Shader ShaderNG/TypeC was not loaded"); } else { Debug.Log("Shader found"); } } internal void LoadShaders() { // here we force unity to load all shaders, even those that are not used by any material, so we can find ours. Shader.WarmupAllShaders(); foreach (var shader in Resources.FindObjectsOfTypeAll<Shader>()) { if (!allShaders.ContainsKey(shader.name)) { allShaders.Add(shader.name, shader); } } } // replacement function for Shader.find(). will return any valid shader in the System. internal Shader GetShader(string name) { if (allShaders.ContainsKey(name)) { return allShaders[name]; } else { return null; } } } } The earliest time to access the shaders is the Awake() function at the MainMenue.
  10. Do we can expect PBR shader support soon for Substances Painter 2 ?
  11. A recent Devnote revealed that the upcoming, ever looming 1.1 update will bring with it an overhaul to the part shaders, and will be using the Unity 5 standard shader: Given that the default parts won't have reworked textures, I decided this was an opportunity to create a set of parts tailored specifically to the new shader and render model. Of course, since they will be created for the new shader, these parts won't be available for use in-game until soon after the update is released. I figured this will provide me with a window of time to get ahead of the game, so to speak. Without further ado, here are the parts in progress so far: This project is in very early development, and as such it's very flexible to feedback as I go along. Please speak up if you have ideas, I'd love to include as much input from the community as possible! DOWNLOAD: Github An extra big thanks to @Shadowmage for the use of thier SSTU plugin for parachutes and heat shields!
  12. Forgive me if this has been requested before or currently exists in some manner and has eluded my Google-Fu, but I would be grateful if someone could implement an addon that would allow color balance and saturation adjustment from within KSP. I'm currently using a third party injector (ReShade) to accomplish this, and it's relatively effective, but I'd much prefer something a little more native with less overhead. It might just appeal to my personal taste, but here are some examples of what I'm trying to accomplish: Before After Before After
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