okay. well maybe some other time. or maybe it doesnt matter really as snow do actually cast shadows.
i am also trying to find useable vegetation,so perhaps its not really needed now!
but ofc if you see time for it ,it would be much appriciated if you take a look at it.
*Bump* i finaly found what causes it to fail online you won't guess it probably but the thing is... the insim makes the mxao not work (probably mainly the buttons or text in them)
to fix it you will probably need to edit the dll file, since i'm a complete noob at these things, i hope you will be able to use this for fix of that
edit#1 interestingly it wokrs for like a 0.1 sec and then fails perhaps the insim sends reguests faster tahtn the insim or block it ?
edit#2 or may it be that there is some sort of anti aliasing to insim text :o ?
It will blink because ReShade disable the depth buffer each time it detects network activity, so at each packet LFS sends/receive. We can't do anything about it, except not using MXAO and Depth of Field in multiplayer.
For those who use 0.6R10 and noticed the broken shaders, I just made a quick hotfix. I don't know if I broken things, but I'll wait for offical release of the graphical update to do a proper patch for all of it.
"For those who use 0.6R10 and noticed the broken shaders, I just made a quick hotfix. I don't know if I broken things, but I'll wait for offical release of the graphical update to do a proper patch for all of it."
Been working on some shaders for some time... I had to lower the brightness of the sky.dds texture and then boost it up again within World2.psh with the only problem - sky's quality dropped... so this is the result (for version 0.6U):
Remember to turn on the Post-processing shader in-game.
Blackwood clear sky only and Rockingham all weathers.
Screenshots are taken with ReShade - with an experimental settings which are too messy to upload or use.
Now I'm working on a new sky texture (a sunny one ):
I had this shader experiment laying on my computer for a while now, today I decided to continue it a bit and I'm satisfied with the result for now.
It's a new car shader based that started as a PBR experiment.
Quite hard to fit a nice lighting in a PS 2.0 shader. The base version was already nicer than the standard LFS shader IMO, but i found a small trick to add some pop to the shader, by computing a cheap base coat specular highlight on the vertex shader and integrating to the rest of the lighting, giving the paint that two coat look (base + clear coats).
I think there is still some margin to improve the rendering, by fixing the energy conservation between the two layers and doing more stuff on the vertex shader), I can do that if you guys are interested in it)
Screenshots (EDIT: I just realised that I took the 3 shoots with the same car colour, well played )
Comparisons in 'attached images' section (sorted like this: default LFS, base version, base + simple two coats)
I don't think it is possible, as the sky doesn't have its own shader pass.
But is it really a problem ? You boosted the reflection and now you have the indoor lighting reflecting brighter than the sky, which is far from realist as the sky is at least 100 times brigher than any indoor light.