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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:
This is more a general question than a specific technical request, hopefully that's allowed: since 1.1, I've noticed that any reflection mod that actually works seems to beat my framerate to death, at least when combined with KSPRC. In 1.0.5, reflections on parts--even widespread parts, like the reflections that came with Texture Replacers--barely caused a hiccup in framerates. Now, I'll go from having a consistent 60 FPS to jumbling around 15 or so, with lots of hangups. Has something changed with how Unity handles part reflections? It's not a dealbreaker of course, but it does seem sad that even just a simple Stayputnik reflection could slow the game down more than a hundred-part-design. And it doesn't seem like a hardware issue--I've got a GTX 970 and a i5-4670K (3.4 ghz). Anyone have a similar experience?