Kenshi
shadeREcode
17 Comments
[Cat]ASPbazi  [author] 16 hours ago 
Formulas and optimization math, only your GPU can understand (there are INFO.txt files in the mod).
[Cat]ASPbazi  [author] 16 hours ago 
@Laughing Forest

Mild diffusion of color. The moon will change texture in 12 hours (turn simulation). Add more decals, there will be a smoother spread of light. There should be a boost in FPS in the forests..... I write version changes in Russian, read with translation.
Laughing Forest 17 hours ago 
Bit of a dense question - how do I know if this is working? Is there a particular effect or image effect to look out for? Have installed it but not sure exactly what do look out for to tell if working.
[Cat]ASPbazi  [author] May 27 @ 9:07pm 
Removed post effects, unnecessary layer overlays, controversial rendering issues. Use other mods with PostProcessing.

***

Удалены пост-эффекты, лишние наложение слоев, спорные проблемы рендинга. Используйте другие моды с PostProcessing.
[Cat]ASPbazi  [author] May 27 @ 8:28pm 
If necessary for most players, I can remove PostProcessing. Leave only the main working code.
[Cat]ASPbazi  [author] May 27 @ 7:27pm 
logic145
Yeah, I hear you. I'm using PassThrough, for the layer. There are also double layers, but not for all materials. I mostly work with HLSL code. That's why I didn't take Ogre compositing into account. Thank you.
logic145 May 27 @ 7:04pm 
https://steamcommunity.com/workshop/filedetails/discussion/3079953633/4137187221850023086
I follow this guide and add
// SSAOdHBAO pass
pass render_quad {
material SSAOdHBAO
}
to main.compositor, which fix the problem.
logic145 May 27 @ 6:51pm 
The SSAOdHBAO can be seen through the fog,water etc which is annoying. Related to render order i guess.
[Cat]ASPbazi  [author] May 27 @ 10:09am 
@logic145
The game will not update icons unless you delete the already generated ones. Next time you start the game with this mod active, it will generate the new icons as necessary for any items being displayed in inventory menus. It's a very strange system.

The mod doesn't use textures, and icon generation. In the next update I will remove materials that relate to auto generation. But this does not solve the problem if you put another pod with auto generation. There are no errors in the materials ...
[Cat]ASPbazi  [author] May 26 @ 11:58pm 
Thanks, I got it. I'll double-check the icon situation.
logic145 May 26 @ 7:39pm 
It is the icon generation for weapons and armors. In vanilla game will auto generate icon for those have no files, but with this mod all the icon generated is completely transparent.
[Cat]ASPbazi  [author] May 26 @ 7:57am 
@nexsus312
Мод не использует модификации текстур. Только материалы (шейдеры). Поэтому гибко можете использовать для своей видеокарты и личного визуального стиля. Использую другие модификации.
[Cat]ASPbazi  [author] May 26 @ 7:51am 
@nexsus312
Доброго... Смысл в основном в том, что это не костыль.(хотя пост эффекты есть, немного) То есть это нативные фалы шейдеров. Своеобразный мини NextGen для движка Ogre. Изменения в геймплее нет конечно, чистый визуал.
nexsus312 May 25 @ 10:35pm 
Есть ли смысл использовать с ReKenshi и прочими модами? Я правильно понимаю что это небольшая оптимизация, изменение света, неба и т.д?
[Cat]ASPbazi  [author] May 25 @ 12:42pm 
There may be a problem with TRANSPARENCY (uniform float threshold/lightingFunctions.hlsl). On different GPUs. I will try to solve the problem for most GPUs. In fact, this is a general problem of the game project.
[Cat]ASPbazi  [author] May 25 @ 10:57am 
@logic145
Hm. Thanks for the feedback... I checked, the character portrait icons, work without problems. Perhaps your additional mods? Delete *shadeREcode/materials/forward/rtticons.hlsl* ? I'll check it out.
logic145 May 25 @ 9:16am 
It breaks the auto-gen of icons.