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Found 9 results

  1. License: Non-Commercial Open Data License (NCODL) Game Version: 1.12.5 The original Deferred+Harmony+Shabby pack opens up the mistakes of the devs regarding the shininess/gloss/material set up. There are literally no unified models in the game, each one has its own errors. This mod fixes that errors to make your experience better. https://github.com/rockmeowstar/KSP_ShineFix/releases/ Fixes: 1. Specular and shininess fixes in the original KSP mu models (stock and expansion packs). 2. Four different flag shaders -> one unified flag shader. Now the flags are the same. 3. Slightly changed the alpha channel for the textures, as few as possible, to keep the stock vibes. Affected: cabins, electricity, science, misc, utility. Download: https://github.com/rockmeowstar/KSP_ShineFix Known issues: If something is wrong please let me know, just started making this mod. Manual installation Get the latest .zip from releases. Unzip it, paste 000_ShineFix folder in your game's GameData folder. Requirements: https://ksp.sarbian.com/jenkins/job/ModuleManager/ https://github.com/LGhassen/Deferred https://github.com/KSPModdingLibs/Shabby https://github.com/KSPModdingLibs/HarmonyKSP └──────GameData ├──────ModuleManager.dll ├──────000_Harmony ├──────000_ShineFix ├──────Shabby └──────zzz_Deferred Behold, the ultimate shininess guide for your mod: For specular-based materials: Specular color is ALWAYS #e7e7e7 Shininess is ALWAYS 0.593 Everything else is made via gloss alpha channel For shininess-based materials: Specular color is ALWAYS #e7e7e7 Everything else is made via shininess channel Shininess settings Material Alpha value (0-255) Shininess value (0-1) Wood, sand, and fabric 000 - 040 0.000 - 0.157 Matte metal and stone 041 - 107 0.158 - 0.420 Scratched/painted metal 108 - 143 0.421 - 0.560 Plastic 144 - 175 0.561 - 0.686 Metal and varnished wood 176 - 192 0.687 - 0.753 Foil and chrome 193 - 200 0.754 - 0.784 Polished metal 201 - 219 0.785 - 0.859 Glass 220 - 241 0.860 - 0.945 Mirror glass 242 - 255 0.946 - 1.000
  2. Resurfaced Resurfaced is a set of shaders that can be used by modders to relatively easily apply PBR shaders to existing and new parts. This allows modders to create realistically metallic surfaces, and gives them more control over exactly how parts look in different environments. This requires the latest version of Shabby, to load and apply the new materials onto the targeted parts. The shaders have been designed to work relatively well for existing KSP art assets, which are typically quite dark. This means practically modders need only add an extra metal map to their part textures, and define a few config values, rather than completely remaking a part for PBR. Huge thanks to @Al2Me6, @Rodger, @Zorg for helping to develop this and giving feedback. This wouldn't be possible without @Al2Me6's work on Shabby. Downloads Simply download Resurfaced, and the latest version of Shabby, and place them in your GameData folder after unzipping. Any compatible mods should then be able to load the new shaders. PLEASE NOTE, we are in the process of converting Bluedog Design Bureau and Tantares to use these shaders, but the current released versions will not take advantage of this. To see the new shaders in action, you will need to grab the "bleeding edge" version of each mod from GitHub directly. https://github.com/Tantares/Resurfaced/releases https://github.com/KSPModdingLibs/Shabby/releases Though not technically required, it's strongly, strongly recommended that you use this with @blackrack's deferred rendering for best results. https://github.com/LGhassen/Deferred/releases For modders, I have a guide on converting your parts here: https://github.com/Tantares/Resurfaced/wiki/Resurfaced Image Gallery For Modders You can find a guide on converting parts to PBR on the Resurfaced GitHub Wiki: https://github.com/Tantares/Resurfaced/wiki/Resurfaced
  3. Textures Unlimited The Textures Unlimited addon brings the Unity 5 Standard shader functions to KSP along with a suite of utilities for loading shader and model asset bundles, and a host of shader and texture-related functions to support them. It does not add any new part or textures by itself, but is intended to be used and distributed by other mods who do not wish to develop their own plugin code or shaders. Features: Asset-Bundle Shader pack loading system Texture Replacement system - replace the textures on any .mu model, in a mesh-by-mesh fashion; complex material arrangements fully supported TextureSwitch module - includes a simple texture-switch module that can be added to parts through MM patches to facilitate in-game user-driven texture switching User-driven 'recoloring' system for parts. Define the pattern on the part through a mask texture, and let the user specify the color scheme. Legacy and PBR versions available. Requires special texture and shader setup. Asset-Bundle Model loading system -- supports loading of BlendShape/ShapKey models compiled as AssetBundles (and/or any other model). Supports loading of models using non-KSP shaders. List of included shaders; all are compatible with KSPs part-highlighting, thermal glow, and underwater fog functions: TU/Metallic - Unity Standard Metallic shader implementation, with full mapping compatibility with Unity Standard shader inputs. TU/Specular - Unity Standard Specular shader implementation, with full mapping compatibility with Unity Standard shader inputs. TU/Transparent - Unity Standard Metallic shader implementation with transparency support, with full mapping compatibility with Unity Standard shader inputs. TU/Legacy - Legacy Specular shader implementation that supports input of KSP mapped textures (e.g. specular in the diffuse-alpha channel). All TU/XXX shaders support recoloring, subsurface scattering, and have functional versions of icon-shaders. Any/all of these functions are optional. Use only the features that you want or need. Potential uses Mods wanting to use PBR textures and rendering for their parts Mods needing custom shaders for their parts (either the included shaders, or their own custom shaders) Mods needing BlendShape/ShapeKey animated models PBR stock-conversion mods Downloads: The latest releases will always be available from: https://github.com/shadowmage45/TexturesUnlimited/releases Dependencies: Requires Module Manager (not yet included) User-created Configs and Texture Packs: (PM me to be added to the list, not required for use): Used in the following mods: (PM me to be added to the list, not required for use): Legal/Licensing Licensed under GPL 3.0 or later (https://github.com/shadowmage45/TexturesUnlimited/blob/master/LICENSE). Source for the plugin and shaders are provided online at: (https://github.com/shadowmage45/TexturesUnlimited) You are free to use and distribute this mod as long as the terms of the license are followed. Generally speaking this should place no restrictions if an unmodified copy is bundled in full and included in third party mod's releases. Modified copies are subject to further restrictions as are detailed in the license. Examples Examples of some of the capabilities of the shaders (all examples using parts from SSTU) PBR - Reflective and semi-reflective (reflections can range from mirror-sharp to dull based on texture setup) Masked/Recoloring (PBR and legacy versions, require special texture setups) Back-lit Solar Panel Shader + PBR shaders (+EVE + Scatterer) (solar panels still using legacy backlit shader) Reflection of surroundings; colored ambient light handling Technical Support All requests for support must be done through the GitHub issues page: https://github.com/shadowmage45/TexturesUnlimited/issues All issue tickets must be accompanied by a KSP.log file Known Issues Uses the stock reflection system for reflection probes; so any issues present there will also manifest with TU reflective shaders. No EVE or Scatterer in reflections Issues with improperly authored SQUAD DXT5 normal maps (investigating solutions) Any other issues listed on the issues tracker: https://github.com/shadowmage45/TexturesUnlimited/issues Future Plans Documentation on shaders properties and texture setup Documentation on configs for shader and texture replacement and texture switch module More comprehensive texture-replacement methods for technical textures and materials; skyboxes, ksc buildings? Credits / Contributors @Lilleman for his original work on using PBR shaders in KSP. While I didn't use any of his code directly, I did learn a few things from it. @HaArLiNsH for his updated/maintained TextureReplaceReplaced, which provided valuable insight into the rendering setup used by KSP @shaw for his work on TextureReplacer (legacy), and @rbray89 for his original work on the reflection code. @blackrack for including workarounds in Scatterer that allow for integration with TexturesUnlimited (by using the TR reflection camera naming scheme). @Electrocutor for his work on the Stock conversion patches, and for helping track down issues with the code/configs/shaders. @Manwith Noname for his work on the TexturesUnlimited Recoloring Depot, and patience while working on tracking down issues with normal maps.
  4. Recently I was wondering why there were such fierce performance problems on my PC build. I started the game with a profiler and to my horror saw an absurdly huge number of calls to create a GPU device in DirectX 11. This is very similar to the bug and the main reason for the fps drop on my build: RTX 3080 i7-7820 64gb ram It looks very much like the game is trying to recreate the GPU device every frame. If you believe third-party sources regarding such a problem, then this is a bug directly with DirectX 11, probably related to an error in the execution of some shader. Screenshot from Vtune Profiler: https://imgur.com/a/yGEkXrE
  5. Hi! I would like to create my own shaders for KSP, but don't know where to start because I couldn't find any tutorials on the subject. If anyone has any info or suggestions on how to make shaders, I'd appreciate it if you shared them with me!
  6. Hey guys, I'm looking to find mods that make ksp look good but i want mods that blend in with each other. I've tried realism overhaul with eve, scatter, and etc. which made the game look good but it wasn't to my liking. If you know any "mod packs" that make the game look stellar, i would like to know. Thx.
  7. I've been trying to make some lovely metal and mylar parts, but the albedo channel does literally nothing. I tried a number of different textures and even tried adding an alpha channel to my .png files, thinking that might be the issue. Nada. It's still a) a uniform color and b) white, no matter what color I input. Send rescue craft immediately,
  8. Hi everyone! This plugin, mostly intended to part modders at the moment, will replace all common KSP part shaders by customized Unity Standard shaders. It replace automatically the part's shader when a mask texture is found in the mod folder. You will then be able to define Metallic, Smoothness, and Occlusion values: The Red channel defines the Metallic value, the Green channel defines the Smoothness value and the Alpha channel define Occlusion value. For Specular shaders, the Metallic value is not needed, so the red channel is unused. The archive contains mask textures for stock parts, made with a script. This is stil a WIP and some parts looks shinier than other. Current version : 0.04 Download : https://www.dropbox.com/s/qh714b3p6an1e9i/PBRShaderLoader_v0.04.zip?dl=0 Sources : https://www.dropbox.com/s/a2jeqd5a2jg8fd6/PBRShaderLoader_v0.04_src.zip?dl=0 License : WTFPL. Known problems : -The sky and the ground aren't reflected -Two faces of the reflection cubemap are inverted -The reflection probe is attached to the root part, not the center of the vessel Original post:
  9. i had heard that when 1.1.3 dropped we might get metalic reflections via the unity 5.3.4 PBR shaders, are we able to use the shaders?
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