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Releases: LGhassen/EnvironmentalVisualEnhancements

1.11.7.2

24 Jun 12:22
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You don't need this update if you already have a version from Patreon

  • Compatibility fixes for new scatterer version and upcoming deferred rendering mod

Redux 1.11.7.1

09 Sep 20:23
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Redux 1.11.6.1

19 Dec 10:32
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  • Fixed flickering clouds in reflections (most noticeable on TU parts)

Redux 1.11.5.1

06 Nov 22:27
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  • Fix compatiblity with 1.10-1.11 (recompile shaders with older unity version)

Redux 1.11.4.1

01 Nov 09:52
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  • Fix clouds shadows breaking TAA (scatterer/tufx) in low orbit
  • Fix BuildManager exception during load (Thanks @al2me6)
  • Add terrain ultra material support for 1.9+ (Thanks @Bioz)

Redux 1.11.3.1

18 Jun 17:54
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  • Fix cityLights not appearing with latest scatterer versions (0.0770+)

Redux 1.11.2.1

31 Jan 14:06
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  • Fix depth precision issues on cloud shadows
  • Cloud shadows are visible all the way instead of only ~20 km around camera
  • Fix 2D clouds fading into the planet when zooming out
  • Fix issue where clouds are stuck when loading savegame from KSC
  • Improve eclipse shading by making it softer and more natural

Redux 1.11.1.1

26 Aug 21:20
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Redux 1.11.1.1 Pre-release
Pre-release
  • Volumetrics fade near the camera, more natural transition
  • Fix flickering on volumetrics
  • Disable mixed-resolution volumetric rendering on OpenGL (buggy)

Redux 1.0

19 Aug 19:26
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Redux 1.0 Pre-release
Pre-release

Performance improvements:

  • Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector
  • Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector
  • All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time
  • One MeshRenderer and one GameObject per volumetric layer instead of one per particle
  • Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power