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Resurfaced - Backwards Compatible PBR Stockalike Shaders for KSP [v1.2][KSP 1.12.5]


Beale

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7 hours ago, Birdman31 said:

Just wondering, how does this work with Textures unlimited? is it compatible?

TU could load the resurfaced shaders (but you would need to make TU configs),  and vice versa the new Shabby could load the TU shaders (but you would need to make shabby material configs). But, I must stress Shabby+Resurfaced is the intention here :) Any other combo would void warranty.

This + Shabby was designed to be a lot more lightweight than TU, and indeed it does a lot less / is more simple, but we did not need all the features of TU.

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5 hours ago, Cheesecake said:

Is there a problem with SAF? The fairings are no longer transparent in the VAB.

That's a side effect of Deferred rendering, and is something being worked on AFAIK.

When you render deferred, you can't do transparency, so to get transparency, you have to render the fairings forward again, or use dithering to get pseudo transparency. Dithering is probably the way to go, but remains to be seen.

Not related to Shabby / Resurfaced and out of my hands unfortunately, Blackrack is of course aware and still working on Deferred currently.

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58 minutes ago, Beale said:

That's a side effect of Deferred rendering, and is something being worked on AFAIK.

When you render deferred, you can't do transparency, so to get transparency, you have to render the fairings forward again, or use dithering to get pseudo transparency. Dithering is probably the way to go, but remains to be seen.

Not related to Shabby / Resurfaced and out of my hands unfortunately, Blackrack is of course aware and still working on Deferred currently.

Actually this isn't entirely true, and I do need to implement dithering on the shaders here, it's more to say we haven't decided yet.

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  • 3 weeks later...

Hi ! Ty for that mod that is beatiful
Quick question. Resurfaced is not very compatible with KK Statics ?
I've done a Static and implemented the shader directly in unity (without config file, just via the basic material list of unity and resurfaced for modders)
But it seems that the shader didn't really like that doingg weird reflections that are static (don't move with the camera). Here's some screenshots:
pV27GG0.pngAW7KlO2.png
 

Edited by BlackDinoShadows
Changed Image Position
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  • 4 weeks later...
On 10/5/2024 at 11:13 AM, BlackDinoShadows said:

Hi ! Ty for that mod that is beatiful
Quick question. Resurfaced is not very compatible with KK Statics ?
I've done a Static and implemented the shader directly in unity (without config file, just via the basic material list of unity and resurfaced for modders)
But it seems that the shader didn't really like that doingg weird reflections that are static (don't move with the camera). Here's some screenshots:
pV27GG0.pngAW7KlO2.png
 

Heya - this is a new one unfortunately, we hadn't really thought about statics... But, should work!

Hmmm, that's really weird. It almost looks like they're missing normal maps? Is that right?
You could just have a small 16x16 blank dummy normal map to fix this I think.

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  • 4 weeks later...

Oh thought it was worth mentioning here, Boring Crew Services v1.0.0 was released recently being one of the first part mods with full resurfaced compatibility. Basically everything except the parachute canopies have resurfaced materials in addition to being backwards compatible with legacy shaders. In addition, the silver foil variant is resurfaced exclusive.

WGqEuWQ.png

The PBR look is less obvious with non metals ofc but you can see the metalicity of some of the metal masked areas like the surrounds of the RCS ports etc. And non metals do look nicer with a properly tuned smoothness map showing up subtle surface wear and tear better than the legacy shaders. You can see this on the tiles up close. Using some partial metalicity on windows can also look nice. Making it look like it has a coating rather than just plain glass. Its subtle but more apparent when there are prominent reflections.

fQbmJff.png

TTGlRji.png

A bit of normal map trickery is used to make the solar cells look uneven and "sparkly" and it shows up nicely when used with resurfaced here. Solar panels are done at 100% smoothness (the brightness of the alpha channel in the main texture) and 75% metalicity in the resurfaced metal map (being a semiconductor)

WGojKY9.png

Another cool feature resurfaced allows is the use of a dedicated decal shader. While BCS ships with some custom conformal decals, it also features some ready made properly aligned decals built into a decal mesh that lies on top of the capsule and available when resurfaced is installed. They can be toggled on and off with b9ps allowing for a hassle free onc click realistic decal setup without needing to fiddle around. The decal shader can also be used for other purposes like some high res details or variant specific baked ambient occlusion etc.

tD3iZCu.png

XMFYqdz.png

aORld0i.jpeg

Edited by Zorg
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  • 2 weeks later...
9 hours ago, BlackDinoShadows said:

Do you have deferred rendering by blackrack ?
If yes make sure you have the very last version of both deferred and of conformal decal
CD making part black was a bug that has been solved

Afraid I do already have the latest versions of both, at least according to CKAN.

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  • 3 weeks later...

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