Releases: LGhassen/Scatterer
0.0878
0.0877
0.0876
You don't need this update if you already have a version from Patreon
- Ozone layer support
- Compatibility with upcoming deferred rendering mod
- Cloud shadows display on scatterer ocean surface
- Eclipses affect terrain and ocean, not just sky. Eclipses on Laythe are now spooky
- Improved wave interactions to make boats and sea planes easier without overriding the stock water drag (no longer affecting the max speed of submarines), only removed the excessive drag when hitting waves
- Fixed HDR support (both with and without TAA), sun can now be seen gliting off reflective crafts with TU if using HDR and bloom from TUFX.
- Fix mie scattering ending at a visible line before the terminator when using thick mie scattering
- Fix sky not reflecting off crafts in OpenGL
- Fix white sky issue on slow GPUs when generating atmos
- Make it possible to combine SMAA and TAA for better AA and the best of both worlds
- Make it possible to disable TAA below a configurable fps threshold (26 by default) and fallback to SMAA-only if TAA and SMAA are both enabled when the threshold isn't met
- Disable TAA when taking screenshots. Make screenshots compatible with supersizing
- Support for new non-Kerbin homeworld name (see latest versions of Kopernicus, thanks @R-T-B)
- Fix missing ocean and other effects when applying any of the in-game video settings in flight or when changing game resolution or monitor
- Fix occasional nullref spam caused by ocean failing to load when switching ships from tracking station or loading a savegame
- Fix sunflare being offset from the sun during high timewarp
- Fixed error leading to a double image with an old image of the craft stuck on screen, notably when switching to Jool from tracking station
- Fixed saturated planets in scaled space being caused by the scaled color adjustment feature in Scatterer
- Fixed stock ocean occasionally reappearing and conflicting with scatterer ocean
- Fixed black scaled scattering when switching to bodies from tracking station
- Fixed atmo failing to load if EVE integration is disabled in the main settings
- Fix errors and exceptions when attaching debugger / using debug builds of Unity (Thanks @JonnyOThan and @Halbann)
- Separated configs into separate folder "StockScattererConfigs"
- Fix rendering underwater fog on gas giants with oceans (for planet mods)
0.0838
- Fix map view icons and UI elements jittering with TAA enabled (especially noticeable at low framerates)
- Fix scaledTextureAdjust feature causing visible seams/artifacts on the planets from orbit
- Fix ocean shader not working at all and forming weird geometric shapes on some mobile AMD GPUs
- Fix sunflare not working on Linux due to a path case issue
- Fix white atmo on slower iGPUs
- Fix some nullrefs and leaking gameEvents (thanks @linuxgurugamer and @gotmachine)
- Fix mod not loading if EVE is present (introduced in 837)
0.0835
0.0834
- Fix TAA breaking with atmosphereless bodies and becoming a smearfest
- Fix TAA randomy disabling with TUFX
- Use TAA by default on the default preset and upwards, the lower 2 presets still use SMAA
- Expose TAA settings
- Fix UI window being unclickable/undraggable on lower screen resolutions
- Fix Bruneton tonemapper causing artifacts with bright colors
0.0831
Reuploaded 0.0831 after License update.
Cumulative 0.0772->0.0831 changelog:
- Fix white atmos on slower GPUs (also delete your atmosphere cache folder)
- Fix interaction between eclipses and city lights causing white planet surface (mostly noticeable on night side)
- Fix "missing property _MainTex" log spam on gas giants
- Fixed wrong scattering on ships near atmosphere edge (most noticeable as blue tint appearing on ships in orbit)
- Fixed flickering sky in reflections (most noticeable on TU parts)
- Fixed flickering clouds in reflections (most noticeable on TU parts)
- Fixed mirror image on scaled planets with in-game AA set to off
- Fix broken multi-star lighting on scaled planets with eclipses on
- Fixed 1/4 res scattering causing scattering to be insanely bright
- Removed dependency on .half files and config tool, atmospheres are now generated directly in-game and cached in "ScattererAtmosphereCache" folder in GameData. Button in-game for clearing this folder if needed. Removed assetPath param.
- New UI to easily generate and preview atmospheres in-game, with options for easily rescaling and thickening/thinning atmosphere, and an option for a quick preview to generate a lower-quality atmo very quickly. Rescale keeps the same looking by making the atmosphere taller and thinner at the same time to conserve the same look.
- Rt And RL params Removed, atmosphere height is now calculated on the fly from the parameters you enter (scale heights + scattering coeffs)
- ExperimentalAtmoScale param removed, use the rescale button
- GlobalAtmoScale param removed, replaced with scaleAtmosphereStartRadius in atmo generation tab directly
- openglThreshold param removed
- Fixed extinction not scaling correctly with atmosphere scale, improved blending of atmospheres (when atmos are in front of each other)
- Fixed horizon related issues where line-like artifacts and a break in the shading appear around the horizon level. A line can still appear on the horizon on very thick atmos, if that happens, the atmo needs to be made thinner or rescaled (taller atmo with lower scattering params will look the same but avoid the artifacts), disabling multiple scattering can also help.
- Fixed concentric circles/ring artifacts appearing on planets/scattering
- Fixed band on the horizon, previously worked around with viewDirOffset param, viewDirOffset param removed.
- Fix planets with tall atmos being lit on the dark side
- Fix clouds being lit on the dark side
- Added option to use single scattering if needed, or you prefer the look for a given planet. Multiple scattering can diverge and become unnaturally bright and show horizon artifacts on very thick atmos, a solution is to disable multiple scattering and to rescale the atmo to be taller.
- New more natural looking blending mode, more hdr-like blending
- Removed projector mode, incompatible with new blending mode.
- Added uncharted tonemapping mode for the atmosphere, produces more vibrant color tones and better contrast, less haze, added ability to switch tonemappers or disable them if you want to use your own tonemapping (TUFX or other).
- Use the new blending for clouds, preserveCloudColors option is now mostly redundant but it will be kept
- Fix clouds on other planets sometimes getting dimmed when it is night time on your current planet
- Support for light from secondary suns, secondary suns don't cast shadows, eclipses, godrays, cloud shadows, caustics/lightrays but can now light up the atmosphere and clouds
- New "cloudIntegrationUsesScattererSunColors" parameter in planetsList: When set to false, will use the real sun colors for clouds (for main sun and secondary suns), when true will use scatterer's sun colors, defaults to false.
- New "sunsUseIntensityCurves" parameter in planetsList: When set to true, both main sun and secondary suns will use the intensity from the star's intensity curve. Defaults to false for retro-compatibility.
- Make scaledSpace eclipses apply only to the main light, additional lights/suns can light up the eclipsed area
- Fix eclipse shader breaking secondary lights on scaledSpace planets with kopernicus load on demand
- Fix eclipses applying to the dark side
- Handle light extinctions for secondary suns in local space
- Fix SMAA blurring text and other cockpit elements in IVA (most noticeable with ASET and rasterpropmonitor)
- Fix godrays too dark when looking at opposite of sun direction
- Fix secondary lights on clouds being too bright
- Matched sky and scattering exposures on Laythe
0.0772
0.0770
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Depth buffer mode: Renders scattering effect using the depth buffer instead of re-rendering opaque objects:
- Enables CPU and GPU performance improvements (anywhere from 17% to 41% higher fps with the stock game and scatterer)
- Added option to render the scattering in 1/4 resolution and upsample for performance (incompatible will godrays, will auto-disable if godrays are used)
- Compatibility with Parallax (most noticeably underwater)
- Compatibility with trees and terrain scatters (they now get correct scattering on them instead of sticking out)
- Disables MSAA anti-aliasing because it's not compatible with the depth buffer (Added option to use SMAA to compensate, MSAA is still used in tracking station and editor scenes so keep it enabled).
- Depth buffer mode can be disabled in favor of the old mode if you want to have MSAA (performance and compatiblity improvements won't be available in this case)
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Faster long-distance shadow rendering (no longer need to render an additional depth buffer for shadows farther than 7km)
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Small performance improvements in the ocean + ability to further disable foam and transparency for performance on slower machines
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Performance presets and a preset loader in the KSC menu, to easily adjust quality/performance. It will also tell you your current preset by matching individual settings against presets. Scatterer will now default to "low" preset which is just the basic scattering+ocean feel free to go higher or lower depending on your specs.
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Sunflare editor in the UI, changes made here will be lost on scene changes so copy your config. (Config will also be logged when applied from the UI)
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New sunflare syntax (check wiki for details https://github.com/LGhassen/Scatterer/wiki/SunflaresConfig#syntax-version-2)
- Support for per-element intensity and scale curves
- Units for the distance in the curves is the parent body's radius, used to make sunflares easy to port from one star to another with different sizes
- Support for .dds textures for the flares
- More readable syntax, scales are supplied normally instead of inverse
- Older sunflares stay compatible by omitting the syntaxVersion tag or using syntaxVersion=1. New sunflare syntax using syntaxVersion=2 in the sunflare config
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Sunflares are loaded directly from their individual sunflare configs (Scatterer_sunflare nodes), no longer need to have and maintain sunflare list in the planetsList file
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Better error handling when loading and clearer logging, if loading fails the stock effects will load instead of having the ocean not load. Same when atmo files are missing, display stock effects instead of loading white atmosphere.
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Configs loaded from ModuleManager are detected as such, and no longer as coming from "Laythe.cfg", config saving to disk is disabled when a ModuleManager patch is used
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Possibility to preview different SunColor values directly from the UI for fine-tuning (will not save to file though, you still have to manually edit the planetsList file after)
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De-hardcoded a gravity parameter in the ocean spectrum (previously hardcoded to 9.81 m/s^2), a value of 0 will apply the body's surface gravity. This can impact the waves look and look unnatural to us (as we are used to how waves looks on earth), old ocean configs where the value is missing will default to 9.81 as before.
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Fixed weirdly colored clouds in main menu
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Small reduction in ocean jittering in RSS
0.0723
Bugfixes:
- Fix log spam "RenderTexture.Create failed: width & height must be larger than 0" when godrays are enabled but terrain shadows and custom shadow resolutions are disabled
- Fix broken ocean shader on Linux/OpenGL
- Fix forced ship recovery from ocean working on non-homeworld planets
- Fix atmospheres not loading with kopernicus planets on the first load outside the home system and requiring a scene change
- Renamed scaled space scattering object to "Scatterer scaled atmo" for Tilt Unlocker