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I didn't expect to have patrons so quickly so when I saw the e-mail I scrambled to finish putting together a working build. This build contains all the features I showed off in the forum thread (godrays, underwater light rays and water interactions) except for cloud godrays as they still need a lot of work. Thank you for the support and enjoy :)

Edit: reuploaded as the first build had a wrong postProcess depth for Kerbin on the first configPoint (0.8 instead of 0.08)


Changelog for Scatterer 0.0700:

New features:

- Added volumetric shadows (godrays). Godrays use shadow information so the quality is directly tied to shadowmap resolution and shadow distance. Godray strength can be tweaked. Only compatible with Directx 11 (requires the unified camera setup)

- Added underwater light rays, derived directly from the caustics textures and config. Brightness of underwater light rays can be adjusted.

- Added craft-wave interactions. Only compatible with Directx 11 as it requires async GPU readback. Vessel recovery can be an issue as it requires a velocity < 1m/s, so make sure to time the top/bottom of the wave if you're trying to recover a vessel :) will try to think of something better


Fixes:

- Fix scattering effect getting cut off in the distance for RSS/Rescale

- Fix bleached/white mountains in the distance when ascending to orbit

- EVE clouds have correct scattering and extinction based on their altitude and no longer behave as if at ocean level

- EVE clouds + Sunlight extinction respect extinction thickness

- Fix EVE clouds having dark side appearing lit in some cases

Comments

D S

I'm not going to KSP2 without you! My whole month is made!

Beetlecat

I 100% echo Pood's sentiment. This has been such a solid fixture of KSP for so long... effectively buying you a cup of coffee every now and then seems a small way to express appreciation for your creative work.

Arco

Arcodude here. Kool I'll make a note list soon TM.