Releases: LGhassen/EnvironmentalVisualEnhancements
Releases · LGhassen/EnvironmentalVisualEnhancements
1.11.7.2
Redux 1.11.7.1
- Fix flickering city lights with Parallax (added a small depth offset)
- Fix volumetrics in VR (fix by @JonnyOThan) for Kerbal-VR https://github.com/JonnyOThan/Kerbal-VR
- Fix a nullref and some game event leaks (Thanks @BrettRyland and @gotmachine)
Redux 1.11.6.1
- Fixed flickering clouds in reflections (most noticeable on TU parts)
Redux 1.11.5.1
- Fix compatiblity with 1.10-1.11 (recompile shaders with older unity version)
Redux 1.11.4.1
Redux 1.11.3.1
- Fix cityLights not appearing with latest scatterer versions (0.0770+)
Redux 1.11.2.1
- 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
- Volumetrics fade near the camera, more natural transition
- Fix flickering on volumetrics
- Disable mixed-resolution volumetric rendering on OpenGL (buggy)
Redux 1.0
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