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


Beale

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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

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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 by Beale
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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 by Zorg
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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 by Rodger
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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.

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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!

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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

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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

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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.

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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.

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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

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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

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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.

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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 ?

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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.

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