Hey I'm going to join everyone in saying that you made a completely fantastic job with this mod!! I think it makes the game so freaking beautiful, the added colorfulness is lovely and adds a contrast to the nature of the game :) Even made me like the outline, which I previously didn't. So, thank you so much!!!
You've done an amazing job with this mod, mate. I love the way the game looks with the outlines and SSAO. Unfortunately, I do have some minor annoyances in regards to those two effects; they're still displayed even through dust and that thick foggy atmosphere near Mongrel, effectively drawing outlines to objects and landscape you're not supposed to see due to the heavy fog. Is there a workaround or a fix for this?
I know the ReShade version of this effect has a distance setting one can tweak to their liking and mitigate the issue. I'm not sure if it's possible to implement something like that to these shaders. Other than that, I absolutely recommend this mod :)
Hey, sorry for the late response. One of the main issues with modding in shaders is that they all run in PostProcessing, where as water and fog etc run in the main Lighting pass, so they are always "underneath". Unfortunately, if I try to overwrite that pass as a mod it reports a duplicate and crashes so the only way to run before fog would be to edit that compositor manually.
If you are interested, I opened a steam discussion on how to move shaders up the render pipeline: Here
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Again thank you so much it's amazing!!!
I know the ReShade version of this effect has a distance setting one can tweak to their liking and mitigate the issue. I'm not sure if it's possible to implement something like that to these shaders. Other than that, I absolutely recommend this mod :)
One of the main issues with modding in shaders is that they all run in PostProcessing, where as water and fog etc run in the main Lighting pass, so they are always "underneath".
Unfortunately, if I try to overwrite that pass as a mod it reports a duplicate and crashes so the only way to run before fog would be to edit that compositor manually.
If you are interested, I opened a steam discussion on how to move shaders up the render pipeline: Here