Motion Thermal Shader changes#685
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@Rainyan I can implement all these suggestions, but they are all like it is currently in the example files provided |
Ok np, if this is how Valve have it in their stuff then I'm ok to accept as-is |
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Sorry for making you read through all that stuff, I should have made it clear where the files originated from. I probably wasted a lot of your time I'm really sorry about that |
No worries. Thanks for all the shader work recently, good stuff |
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Doing a smaller playtest since i missed the one 2 weeks ago, Visions looking really good but the Thermal vision is very hard to use on certain maps like fleshworld, some props and some walls are impossible to see and i think it needs a bit more tweaking to make things more clear, having to toggle thermals off to actually the map around you feels odd. |

Description
New assets (compiled shaders. materials) in NeotokyoRebuild/neoAssets#8
Still not quite parity, but pretty much there. Thermal model shader looks correct on viewmodel but is off for other players, motion vision model shader, and the fullscreen shader itself are missing that red hue, motion model shader also missing opacity at low speeds
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