Thanks for the update! Especially the in-game mod tweaking!
I had wondered if gamma was whacked. I've noticed a lot of color gamut and luminosity range issues that are common when gamma is mismatched between designer and viewer (nothing in the 3D world ever seems to quite get to black, I've had rats that are desaturated and brighter than their surroundings, etc). Linear space would be much nicer... Looked it up on Unity site to get a better understanding of what was going on, and one of the first things I saw was (emphasis mine):
"Textures tend to be saved in gamma color space, while Shaders expect linear color space
. As such, when Textures are sampled in Shaders, the gamma-based values lead to inaccurate results. To overcome this, you can set Unity to use an RGB sampler to cross over from gamma to linear sampling
. This ensures a linear workflow with all inputs and outputs of a Shader in the correct color space, resulting in a correct outcome."
Sounds like maybe this could be patched in one place with the "RGB sampler"? Probably, in a perfect world, every textured resource might need this sampler. But for a quick check, could the Post-Processing module be told to use the sampler? I'm not familiar with using Unity, so I don't know how much of a headache that might be. If it's doable, it would be cool to have a checkbox to turn it on and off (it'll interact with all the artwork, and I know KoW and everybody behind the DREAM team has poured their souls into making those look right with the current system, so I'd hate to disrupt that with no control)
TheLacus wrote: ↑
Sun Dec 15, 2019 3:12 pm
A feature i could add is the ability to enable vignette
only when sneaking. Would you consider it useful?
Been playing The Outer Worlds lately, and that's what they do when you're hidden in tall grass. It is a nice visual cue.
I was recently reading the discussion on the "Cracking open combat" thread about sneak, though, and I suspect there could be some complications. DF doesn't internally have a true "sneak" mode, it's just "how fast are you moving" based. So, you could tie this to "user has pressed the 'Sneak' key" and/or tie it to crouching, but that doesn't exactly match to "when sneaking", and I foresee some complaints along the way because of the inevitable mismatch...
Or you could tie it to "moving <= half base rate", but then the vignette would pop up every time you stopped to look around...
On the whole, probably best to leave it as is. If the user is crouched, they've got a different view on the world. If they're pressing the sneak button, they should know that they are.