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KERBAL SPACE PROGRAM

POST               PROCESSING               MOD

 

Introducing KS3P (KSP Post Processing -> KSPPP -> KS3P), a mod that aims to bring post-processing effects to Kerbal Space Program.

Ever wondered 'how come Unreal Engine games always look so smooth compared to Unity Engine? Well, that's the result of post-processing. See an example below:

12-1.jpg

 

Here's another demonstration from my own computer.

Without post-processing:

tBqE5I2.png

With post-processing:

twywX3B.png

 

Screenshots

They say an image speaks a thousand words. Thanks to KS3P, they may even speak more than that. Here are a couple of side-by-side comparisons.

 

Spoiler

Without KS3P:

HGXR6Gr.png

With KS3P:

OCdrHaF.png

 

 

Without KS3P:

iM4jIeq.png

With KS3P:

mQsaYos.png

 

 

Without KS3P:

SIEtGH8.png

With KS3P:

nvEDDhY.png

Features

- Make KSP look better than ever, with post-processing effects!

- Low CPU and GPU cost!

- Works with and alongside all your favorite mods! (Including CameraTools!)

 

But it gets better...

- KS3P is fully configurable, meaning that every post-processing effect can be fine-tuned. Modders can even set up effect configurations to be scene-specific

- KS3P has several features to play with:

- Anti-Aliasing (FXAA or TAA)
- Ambient Occlusion (Note: does not work right in Unity 5.4.0, but should work like a charm with KSP 1.4)
- Screen Space Reflection
- Depth of field
- Motion blur
- Eye adaptation
- Bloom & lens dirt
- Color grading
- Tonemapping (Make the colors pop by harnessing the ACES Filmic and the Neutral tonemappers)
- User Lut
- Chromatic abberation
- Procedural grain
- Vignette
- Dithering

 

 

DOWNLOAD

Mod:  SpaceDock [V5.0 for KSP 1.4.2]

Source code: GitHub

 

Documentation:

Documentation is currently not yet available, though it's being worked on.

That said, if you want to tweak settings on the fly, I highly recommend you download and install Unity 5.4, grab the Post-Processing Stack asset (which is free of charge) from the Unity Asset Store and tweak the settings in the Unity editor. That way you can see the results in real time.

 

How to set up Unity to configure the settings in real time

Spoiler

1. You'll need to install Unity Engine 5.4.0p4, which you can find here. (click the link below the header 'Unity Editor Download Assistant' that matches the operating system of your computer)

2. Besides Unity Engine, you'll need to create a Unity account. Worry not, Unity Technologies won't charge you for using the Unity Engine unless you are making money with games made using Unity Engine.

3. Once everything has been set up, open up Unity. You may be prompted to log in. Once you have, click the 'New' button. This will create a new project.

4. You'll be greeted by a scene that is empty save for a few basic things, among them a camera. We're not going to do anything with these items just yet.

5. Head over to the 'Asset Store' tab, it should be besides the Scene and Game view. If not, go to Window -> Asset Store (or press CTRL + 9 on Windows)

6. Once the asset store has loaded, head to the search bar and search with the search term 'postprocessing'.

7. Don't be intimidated by the amount of results. There should be a few sliders and buttons on your screen. Click the one reading 'FREE ONLY'. This should lower the amount of results significantly. Look for the asset reading 'Post Processing Stack', by 'Unity Technologies', and click on the name of the asset once you've found it.

8. Press the download/import button to add it to your account and load it into your game scene. (hint: you can always re-download and/or re-import purchased items by heading to the Download Manager, the icon of an arrow pointing at a box in the toolbar, it should be in between the house and the shopping cart icons)

9. Once it has been added to your 'game' (there should be a folder called 'PostProcessing' in the Assets folder of your Unity project), we're going to add something to the camera. If there is no camera in your scene, head to the toolbar and select GameObject -> Camera.

10. Click on the camera, and move your attention to the Inspector window, which should now be filled with all sorts of info about this camera. There should be a Transform component (camera position), a Camera component (renders to the screen), a GUI Layer, a Flare Layer and an Audio Listener. Ignore all of them, and click the shiny 'Add Component' button. A small menu should appear. Head to 'Effects' and select 'Post Processing Behaviour (Script)'.

11. A new component will be added to the camera. This component will have one entry named Profile, which will have nothing assigned to it. Head to the Project tab (which should show all of the data inside the Assets folder of your Unity project), and right click in the large menu box (with the word Assets) written above it in bold). Another small menu should appear. Head to Create and select 'Post-Processing Profile'. You can give it a name, but it doesn't matter.

12. Next, we re-select the camera. You know, the one with the 'Post-Processing Behaviour' component. Simply click on the camera and the Inspector window should show all of that GameObject's components again. Drag (NOTE: DO NOT CLICK AND THEN DRAG, DRAG IMMEDIATELY) the newly created 'Post-Processing Profile' into the slot that reads 'None (Post Processing Profile)'.

13. Lastly, we click on the Post-Processing profile that has been assigned to the camera object. Here, we can freely mess with the settings. To see the effects just right, select the Game view. You can spawn in some gameobjects and move them into view to see how they look with the camera effects.

 

Edited by The White Guardian
Update the OP when updating the mod, TWG...

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Wow! Better KSP graphics and low CPU usage, you've done it!

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22 minutes ago, TheProtagonists said:

Can someone help me find my jaw?

I think I had it just a second ago...

It's right there on the floor, in the middle of the big dent.

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2 minutes ago, The White Guardian said:

 

@DeltaDizzy can you see them now?

Delta cant see ANYTHING... He's Dizzy... :P

but yes, they show for me now (didnt before)

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On 12/21/2017 at 2:48 PM, Stone Blue said:

Delta cant see ANYTHING... He's Dizzy... :P

Why are you like this...

On 12/21/2017 at 2:45 PM, The White Guardian said:

That's odd... I'll work some magic.

@DeltaDizzy can you see them now?

yep, but some ksp ones would be nice.

Edited by DeltaDizzy

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Oh my lord.

I can't wait to see screenshots from KSP with this! KS3P will definitely be up there with EVE and scatterer.

Edited by AndrewDrawsPrettyPictures

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Glorious. Glorious. Glorious.

If only I could give a thousand rep.

 

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I can’t test now, but is this configurable via MM, or will I be forced to use a UI like I am with Distant Objects Enhancements and set everything up every time I reinstall it?? (I absolutely hate that about DOE. I could go on a tangent but I’ll stop here) 

Edited by Galileo

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21 minutes ago, Galileo said:

I can’t test now, but is this configurable via MM, or will I be forced to use a UI like I am with Distant Objects Enhancements and set everything up every time I reinstall it?? (I absolutely hate that about DOE. I could go on a tangent but I’ll stop here) 

You edited that message, in which you stopped yourself from going on a tangent. I agree that MM editing should be a thing.

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WITH POST PROCESSING! MY GALAXY SHAN'T LOOK LIKE ABSOLUTE GARBAGE!
HAHAHAHAHAHAHAHHAHAHAHAHAHAHHhahahahahahahhahahahahahah- OK this isnt funny anymore.

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2 hours ago, The White Guardian said:

- Low CPU and GPU cost!

My laptop just breathed a sigh of relief. Time to find out...

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How do I configure this? I don't like the dirty lens, vignette and chromatic aberration effects. Thanks.

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You are a genius.

2KBx6NO.png

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Few screenies. Full size. Unedited. Mind you, this is with 8x AA already. As soon as I know how though I'd disable the dirty lens, vignette and chromatic aberration. Otherwise looks pretty:) Thanks.

screenshot01.jpg

screenshot12.jpg

screenshot13.jpg

screenshot03.jpg

 

Edited by Kerbital

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Hey all, brief moment online before I call it a day.

 

First order of business: disabling effects. ( @Kerbital )

The configuration for the post-processing is found in KSPDirectory/GameData/KS3P/Config.cfg

 

In there, you'll find a list of 'Config nodes', each of them named 'Post_Processing'. Inside them is a value labeled 'Scene'. This shows that scene that setup is for.

Each scene contains a bunch of sub-nodes, the name of each sub node identifies what effect it is for. For example:

Post_Processing
{
	Scene = MainMenu
	Vignette
	{
		//Stuff here
	}
}

The above code would add a vignette to the main menu. Mind you, you can only have one profile per scene. If multiple profiles per scene are detected, only the first one will be applied.

 

To disable an effect entirely, remove its sub-node. When loading the configuration, KS3P checks whether or not the node of a specific effect exists. If not, that effect is disabled. The effect is also disabled if a parsing error occurs when loading that particular effect. So, to remove chromatic abberation and the vignette, delete their sub-nodes from each scene you don't want them in.

 

As for the lens dirt, that's actually a part of the 'Bloom' effect. To remove it, simply comment out the entry 'Dirt_Tex' for each scene where you don't want it. (Ergo, change it from 'Dirt_Tex' to '//Dirt_Tex'). This will internally yield a value of 'null', which KS3P will take as 'we don't want lens dirt effects. While on the subject of the dirt texture, the value directly below Dirt_Tex, Dirt_Intensity, controls how 'visible' the dirty lens effect is. You can also set this to zero to disable the effect.

 

Next, compatibility. @kjack1111, KS3P has absolutely nothing to do with the planetary system. It works by inserting a few things into the rendering pipeline.

Ergo, when the computer produces a 'frame' (on average, computers do this 60 times per second, hence the term 60 FPS (Frames Per Second), KS3P adds a bunch of effects on top. This means that it is 100% compatible with any planet mod, although fine-tuning it may be necessary in some extreme cases. So, feel free to use it with any mod. :wink:

 

Then module manager. @Galileo currently KS3P does not support Module-Manager patching, but worry not. I've added that feature to my local, half-finished copy of the upgraded INSTANTIATOR, and I can add it to KS3P too. I'll just have to look up how I did it again. Currently, when loading the configuration, KS3P grabs a config file of which the location is set in stone, and processes that particular config file for the settings. What I did with INSTANTIATOR (huge thanks to @Thomas P. there) was search through the entire GameData folder for INSTANTIATOR config nodes. I should be able to add this feature to KS3P in a matter of days. (By that I mean that I aim to release a hotfix with this feature tomorrow)

 

As for why I don't have any KSP screenshots up there ( @JadeOfMaar @Horman @DeltaDizzy @AndrewDrawsPrettyPictures ), let me share how the idea behind KS3P came to be, then it'll make sense.

 

You see, I've wanted to add post-processing to KSP for a while now, but I was under the assumption that Unity 5.4.0 (the version KSP uses) was too old for the post-processing shaders. Therefore I had been waiting for the 1.4 update, with the transition to Unity 2017, to make KS3P a reality. Imagine my surprise when I imported the shaders into a 5.4.0 project and found out that most of the shades worked like a charm. That was three days ago.

After that I put pedal to the metal and worked on KS3P non-stop. The problem is, I had been using my KSP install to work on my mod Evolution. I couldn't really make in-game screenshots because the planetary system is currently uprooted on my end...

 

I'll make a couple of screenshots with @Galileo's legendary SVE pack installed tomorrow.

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2 minutes ago, The White Guardian said:

 

 

Next, compatibility. @kjack1111, KS3P has absolutely nothing to do with the planetary system. It works by inserting a few things into the rendering pipeline.

Ergo, when the computer produces a 'frame' (on average, computers do this 60 times per second, hence the term 60 FPS (Frames Per Second), KS3P adds a bunch of effects on top. This means that it is 100% compatible with any planet mod, although fine-tuning it may be necessary in some extreme cases. So, feel free to use it with any mod. :wink:

Awesome!

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@The White Guardian - I commented out the subsections. Thanks!

Edit: That seems to break the bloom effect:

    Bloom
    {
        //Bloom settings
        Anti_Flicker = true
        Intensity = 0.89
        Radius = 6.5
        Soft_Knee = 0.78
        Threshold = 1.13
        
        //Lens dirt settings
        //Dirt_Tex = KS3P/Textures/LensDirt02
        //Dirt_Intensity = 5
    }
 

Edited by Kerbital

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