This shader mod add a physically based single scatter atmosphere Atmosphere is calculating based sun direction Installing: Put shaders folder in archive into your current version folder in BeamNG user folder (not the mods folder) and delete shaders folder in your BeamNG temp folder to force game rebuild the shader caches Update: v0.91: Change archive name to BeamNGPhysicallyAtmospherev0.91.zip Balanced brightness v0.92: Better color of horizon v0.93: Better color of sky
I dont get what you mean for Put shaders folder in archive into your BeamNG user folder. Sorry if im a dumbass
The extra sky scattering from the sun looks really nice, but the bloom from it on any time of day that isn't barely peaking over the horizon is outrageous and makes the overall experience massively unpleasant. Is it possible to tune it such that the bloom is significantly reduced as the sun approaches overhead without compromising the scattering?
No you’re not, it’s my fault, now I had changed the installing description I mean put shaders folder in zip into the folder your mods folder in, but not into the mods folder --- Post updated --- I guess bloom threshold in BeamNG is a bit lower, anyway, I will thy to make it looks better --- Post updated --- Does it really affect game performance tho?[/QUOTE] Oh it add 10% of frame generation time --- Post updated --- I guess bloom threshold in BeamNG is a bit lower, anyway, I will thy to make it looks better --- Post updated --- I think tonemapping or bloom or surface reflection in BeamNG not correct, so we can hardly get a balance visual of sky --- Post updated --- Somebody is trying to steal my account so be careful My last uploaded file is BeamNGPhysicallyAtmospherev0.91.zip --- Post updated --- I changed my password so it is safe now
Yes. Without proper eye adaptation, it's not possible to make it work right. I faced the same issue when working on HDR skybox-based sky mod. Without eye adaptation, we can't have real energy values for sky and lights, proper energy conservation on materials, so it is always wrong. This applies also to tonemapping, etc. Btw, nice work on sky, looks really good for what's possible right now