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Changelogs
Version 2.1.3
Updated the mod to align with the new modding format.
Rewrote some shaders to adapt to HG's lighting shader changes in Worlds Part II.
Version 2.1.2
Fixed distant planet clouds going haywire if you were using Lo2k's Rotating Atmosphere mod.
Version 2.1.1
Retuned Prerelease Atmosphere variant for more visual clarity on the bright side of crescents.
Fixed distant planet lighting flickering when using the scanner at night.
Fixed a crescent rendering artifact on very distant/small planets & moons.
Version 2.1.0
Recreated and integrated the functionality of my old "Night Light Fix" mod. Distant planet surfaces now remain lit while it's night time on your current planet.
Added cloud rotation to distant planets.
Small improvement to crescent rendering on the edge of distant planets.
Version 2.0.0
Recreated mod from scratch for Worlds Part 1.
Recreated and integrated "Less Intrusive Rings" mod functionality.
Created compatible mod variant for the "Prerelease Atmosphere" mod.
Version 1.2.0
Updated for "The Abyss" Compatibility.
Version 1.1.9
Cloud textures on distant planets will no longer turn deep blue when it is night time on the planet you're on.
Version 1.1.8
Improved horizon color blending.
On low atmosphere planets and regular planets at night, distant worlds will take on the color of the system.
Version 1.1.7
Fixed the bug HG introduced in which light shafts would display over top of distant planets, making them the wrong color and visible through clouds.
Improved blending. Made a file for Crescent Worlds compatibility with Black Space mods. See included text file for instructions for use.
Description
This is a shader-based overhaul for rendering distant planets, aiming to closely replicate the crescent planet style seen in pre-2016 trailers and promotional images. Examples of what that looked like can be found in this Imgur gallery from Reddit user boomeranguy24. I have also incorporated my former "Less Intrusive Rings" mod. Rings will no longer look like they render on top of the sky. Instead, their visibility depends on a combination of the rings' brightness and your current planet's sky brightness.
Shelved once shader modding became impractical in 2019, this mod's now back through foolish(?) persistence. Shader modding is fairly tedious under the current circumstances. If a future update breaks the mod, I'll try my best to get it up and running again – but it may take a while.
All mod example images on planet surfaces feature DUD'S SKY - TERRA FIRMA 2 terrain. It's pretty sick.