Beale Posted September 10 Share Posted September 10 (edited) 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 Edited September 10 by Beale Quote Link to comment Share on other sites More sharing options...
Zorg Posted September 10 Share Posted September 10 (edited) This is one of the best things to happen to part modding! Huge thanks to Beale for Resurfaced and the KSP mod stewards team who made the shabby update A customised PBR shader pack that suits the needs and setups of (re)stockalike modders and the benefits of deferred might be the thing to spark a move towards good PBR in the community and Im really excited for it! Edited September 10 by Zorg Quote Link to comment Share on other sites More sharing options...
Damon Posted September 10 Share Posted September 10 Someone cooked. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 10 Share Posted September 10 Finally. A truly great day has come for part modders. Quote Link to comment Share on other sites More sharing options...
Kavaeric Posted September 10 Share Posted September 10 (edited) Huge congrats after watching everyone pick at this for months! Can't wait for the projects I work on to begin PBR conversion. Edited September 10 by Kavaeric Quote Link to comment Share on other sites More sharing options...
Kari Posted September 10 Share Posted September 10 hmmm, shiny! Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted September 11 Share Posted September 11 Yess !! Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted September 11 Share Posted September 11 and you get a PBR shader and you get a PBR shader! PBR shaders for everyone in the formums! Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 12 Share Posted September 12 (edited) The PBR shaders allowing reflective surfaces means we can play around with the normals on the solar panels a bit too, but it really needs some videos to show off the effect. So here's some of the BDB probes I've converted so far! https://i.imgur.com/6DMqp3s.mp4 https://i.imgur.com/V6fW64o.mp4 https://i.imgur.com/ydiJvjB.mp4 https://i.imgur.com/ihSiLAH.mp4 Edited September 12 by Rodger Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted September 12 Share Posted September 12 This is a shader, but still relays on the actual textures for each part, so my question is: how do you think guys this going to affect performance in huge parts mods like BDB? Just curious about it... Quote Link to comment Share on other sites More sharing options...
Beale Posted September 12 Author Share Posted September 12 4 hours ago, Ariel Kerman said: This is a shader, but still relays on the actual textures for each part, so my question is: how do you think guys this going to affect performance in huge parts mods like BDB? Just curious about it... Not nothing, but hopefully not too much either, it only requires one metal map, which has no alpha channel, and can be half (or even quarter) the resolution of the main texture depending on it. There might be avenues for compressing this even further, that we can look into. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted September 12 Share Posted September 12 4 hours ago, Ariel Kerman said: how do you think guys this going to affect performance in huge parts mods like BDB? I've been using Resurfaced with BDB since it was possible to do so, and there's no noticeable performance difference for me. Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted September 13 Share Posted September 13 3 hours ago, Beale said: Not nothing, but hopefully not too much either, it only requires one metal map, which has no alpha channel, and can be half (or even quarter) the resolution of the main texture depending on it. There might be avenues for compressing this even further, that we can look into. Thanks, compression and texture reduction sounds very good to me, following close to this! Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 13 Share Posted September 13 The metal map will generally be half the file size of either the main or bump textures, so in general only 25% more texture memory per texture sheet (not per part), and that's without using some of the other optimizations available such as the PackedMetal shader (multiple textures covered by one metal map file) or downscaling, which BDB does make use of in many cases. If by performance you mean in-game fps, I haven't noticed any difference personally Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted September 13 Share Posted September 13 11 hours ago, Rodger said: If by performance you mean in-game fps, I haven't noticed any difference personally I was meaning memory performance. 11 hours ago, Rodger said: ....and that's without using some of the other optimizations available such as the PackedMetal shader (multiple textures covered by one metal map file) or downscaling, which BDB does make use of in many cases. Did you know any source info for this? Im planning modding in the future but i never made game optimized textures for Unity Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 13 Share Posted September 13 PackedMetal is one of the shaders Beale made for Resurfaced, where each channel of the metal texture can contain a different metal map, and then the material can specify which channel of the texture to use for the metal map. So if you use all 3 channels of the metal map for different materials, you save having two extra metal maps, and the 3 channel metal texture is the same size as a single metal map texture (due to bc1 dds compression). I don't know if there's any difference to memory use in-game. Quote Link to comment Share on other sites More sharing options...
NortherlyRose Posted September 14 Share Posted September 14 soo uhhhhhhh, is it normal for conformal decals to tweak out and make textures black now, or did I do something wrong, or not install enough dependencies? Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 14 Share Posted September 14 1 hour ago, NortherlyRose said: soo uhhhhhhh, is it normal for conformal decals to tweak out and make textures black now, or did I do something wrong, or not install enough dependencies? This mod shouldn't effect it at all. It's possibly due to installing Deferred and not updating CD. Quote Link to comment Share on other sites More sharing options...
NortherlyRose Posted September 14 Share Posted September 14 24 minutes ago, Rodger said: This mod shouldn't effect it at all. It's possibly due to installing Deferred and not updating CD. thank you, funnily enough it was me not updating things, at this point I'm not surprised the only problems I get are user-induced Quote Link to comment Share on other sites More sharing options...
uncertified_engineer Posted September 14 Share Posted September 14 As the comment above says you just need to update CD, in other words though, in the updated one, I do see the black textures thing happen at times, but usually you just need to put a new part on it, it usually only occurs when you move it sometimes. Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted September 14 Share Posted September 14 21 hours ago, Rodger said: PackedMetal is one of the shaders Beale made for Resurfaced, where each channel of the metal texture can contain a different metal map, and then the material can specify which channel of the texture to use for the metal map. So if you use all 3 channels of the metal map for different materials, you save having two extra metal maps, and the 3 channel metal texture is the same size as a single metal map texture (due to bc1 dds compression). I don't know if there's any difference to memory use in-game. Ahh... i missed the wiki step-by-step link douh. Im taking a look as soon as i intall unity again I guess use different channels of a single texture is better than use more textures for the same result Quote Link to comment Share on other sites More sharing options...
Birdman31 Posted September 15 Share Posted September 15 Just wondering, how does this work with Textures unlimited? is it compatible? Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 15 Share Posted September 15 3 hours ago, Birdman31 said: Just wondering, how does this work with Textures unlimited? is it compatible? They can both be installed at once, as long as parts using resurfaced aren't also getting TU shaders applied to them too. Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted September 15 Share Posted September 15 48 minutes ago, Rodger said: They can both be installed at once, as long as parts using resurfaced aren't also getting TU shaders applied to them too. So, this means using Resurfaced alongside Textures Unlimited Recolour Depot is pointless, right ? Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 15 Share Posted September 15 3 hours ago, Nyxilo said: So, this means using Resurfaced alongside Textures Unlimited Recolour Depot is pointless, right ? Does TURD apply any shaders to BDB or Tantares parts? If not, you can probably have both without issue. Resurfaced is only used when specifically configured per part by mod authors, and as long as TU shaders aren't also applied to the same parts it should be fine. Quote Link to comment Share on other sites More sharing options...
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