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@WazWaz WazWaz commented May 17, 2016

These are in case someone wants to tweak the substance themselves. The .sbs file requires Substance Designer, but the .sbsar file can be loaded into Unity and tweaked.

WazWaz added 4 commits May 17, 2016 16:56
- shaders moved to AssetBundle
- source shaders fixed to compile (they've been broken for a while)
- shaders are now optimized per-platform

Added "LocalSetup.csproj" - edit manually to set your KSP install directory.
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WazWaz commented Sep 19, 2016

Ported to KSP 1.2.

…mal and emissive lighting.

Add simple test scene for fiddling with shaders.
Avoid another weird crash from Shadows.
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WazWaz commented Sep 20, 2016

I reviewed the Shadow code but didn't see anything problematic except the DestroyImmediately with no immediate return, but that wouldn't have caused the crash.

LGhassen and others added 21 commits September 25, 2016 22:13
fixed cloud shadows displaying over transparent objects
Use [] notation for console colorization.
Avoid spurious log messages.
Use better AssetBundle loader, only need one bundle.
…cus.

Give meaningful names to objects; might allow Kopernicus to better avoid problems too.
Add icon (in Space Center and Tracking Station) to improve discoverability.
Should also fix other transparent objects.
Third-party mods with similar problems with semi-transparent materials should ensure such objects are not on one of the shadowed layers, which are:
            Default = 0
            Water = 4
            Kerbals = 16
            Parts = 19
In particular, transparent lighting effects should be on layer:
            TransparentFX = 1
It is however perfectly fine for "solid" transparent objects such as glass to be shadowed; just be aware that the entire geometry gets shadow applied, not just the opaque areas.
Version file (for CKAN).
Add "arc" to put clouds on only part of sphere.
Update for Unity 2017.1.
- minor code changes
- asset bundle rebuild
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5 participants