Post Processing Effects Customizer (Legacy)
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] Post Processing Effects
I noticed that during foggy weather, there's some haze indoors too
Is that expected? Maybe there should be haze in taverns only when people have been smoking too much Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- King of Worms
- Posts: 4757
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
- Contact:
Re: [MOD] Post Processing Effects
Same fog should be in a dungeons
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: [MOD] Post Processing Effects
Actually I've recently experienced fog indoors too and I run no gfx mods.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: [MOD] Post Processing Effects
oversight on my side sry guys,
will take a look into it
not mod related, just fog from weather manager is not cleared when going indoor - will be an easy fix
will take a look into it
not mod related, just fog from weather manager is not cleared when going indoor - will be an easy fix
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] Post Processing Effects
It seems that with Post Processing enabled I can no longer disable vsync
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Midknightprince
- Posts: 1324
- Joined: Fri Aug 11, 2017 6:51 am
- Location: San Antonio TX
- Contact:
Re: [MOD] Post Processing Effects
Just a suggestion, next time you update this thing scale back on the bloom, it's awfully bloomie in here...
I do like it, it just sticks out a bit much...
I do like it, it just sticks out a bit much...
Check out my YouTube Channel!
- Midknightprince
- Posts: 1324
- Joined: Fri Aug 11, 2017 6:51 am
- Location: San Antonio TX
- Contact:
Re: [MOD] Post Processing Effects
Still working for me, maybe scale back on the bloomyness, like I said before... it's a bit bloomy in here..
Check out my YouTube Channel!
- Cristalnoir
- Posts: 88
- Joined: Sat Apr 09, 2016 4:14 pm
Re: [MOD] Post Processing Effects
I would like to use your mod to include "sunshaft". How do your effects apply to the camera?
Cristalnoir studio
- King of Worms
- Posts: 4757
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
- Contact:
Re: [MOD] Post Processing Effects
Yes please, that would be bomb!
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [MOD] Post Processing Effects
Is this still an issue?
Thank you for suggestion, when i get to work again on this mod i'll adjust itMidknightprince wrote: ↑Fri Feb 01, 2019 3:48 pm Just a suggestion, next time you update this thing scale back on the bloom, it's awfully bloomie in here...
I do like it, it just sticks out a bit much...
This is an implementation of the Post Processing Stack provided directly by Unity. You can find the documentation here, maybe Writing post-processing effects is specifically what you're looking for.Cristalnoir wrote: ↑Mon Feb 18, 2019 6:05 am I would like to use your mod to include "sunshaft". How do your effects apply to the camera?