Version 0.0230 for Kerbal Space Program 1.0.5

Released on 2016-02-24

-Ocean no longer disappears when you rotate the camera, do flips in IVA or get to orbit. -FakeOcean removed, regular ocean stays all the way to high orbit. -Added ocean alpha setting to configPoints to fade out the ocean nearing orbit. -Better way to disable the stock oceans (thx to rbray89), gives a small performance bump.

-Added godrays: Early WIP, disabled by default, these work best with good terrain so turn up your terrain quality. Looks best with terrain shadows.

-Added terrain shadows: These depend on the unity shadows, if you see shimmering or artifacts turn up your shadow quality through the "render quality level" slider in KSP. The default shadow Cascades setting of 4 seems to work quite well. Shadows distance has also been changed from 5 000 to 100 000, this is adjustable in the scatterer config file.

-Added custom sunflare shader: WIP, configurable through custom textures and config file.

-Added eclipses: WIP, appear only on sky and orbit only for now, no terrain shadows. You can set eclipse casters through the planetsList file.

-Tweaked configs for a bunch of planet, ground to orbit transition is much better on Kerbin especially. Didn't have time to redo Duna so it probably loooks really bad.

-Fixed custom depth buffer artifacts (threshold of 10 is enough for all altitudes now). -Moved all render modes to the custom depth buffer.

-MapViewScale setting no longer required. -PostProcessing now has extinction like the sky shader. -PostProcessing blending mode changed from alpha blending to soft additive, basically it blends better and feelsless foggy during the day and more foggy at sunsets/sunrises.

-Sky extinction is now handled via analytic formula, this fixes the bug where sometimes extinction doesn't work with custom configs, beware that objects in the sky are still handled via the old method so this may not fix it.

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