Post Processing Effects Customizer (v1.2.1)

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Fri Oct 25, 2019 1:52 am

The ambient occlusion seems to have stopped working in alpha 0.10.8..

I've tried all sorst of stuff, but it still dosnt show up.
I guess I'll just hope you mess with it eventuallly, it would be awesome
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pango
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Re: [MOD] Post Processing Effects

Post by pango » Fri Oct 25, 2019 5:34 am

As I feared, I git-bisect'ed it down to the removal of legacy deferred setting
I guess this mod makes reference to this setting and breaks, and should be adjusted for this removal?

Code: Select all

Error (1061): Type `DaggerfallWorkshop.SettingsManager' does not contain a definition for `UseLegacyDeferred' and no extension method `UseLegacyDeferred' of type `DaggerfallWorkshop.SettingsManager' could be found. Are you missing an assembly reference?
Error (): 0(229,29): PostProcessingEffects.PostProcessing.ScreenSpaceReflection(DaggerfallWorkshop.Game.Utility.ModSupport.ModSettings.ModSettings, UnityEngine.PostProcessing.ScreenSpaceReflectionModel)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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TheLacus
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Re: [MOD] Post Processing Effects

Post by TheLacus » Fri Oct 25, 2019 8:14 pm

Thank you for letting me know. Screen Space Reflections are not supported with Legacy Deferred so i added a check for it and then forgot by the time this setting was removed.
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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Sat Oct 26, 2019 12:42 am

It's not the same without ambient occlusion, I'm sorry guys I just really like it...
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King of Worms
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Re: [MOD] Post Processing Effects

Post by King of Worms » Sun Oct 27, 2019 9:26 am

I really hope SSAO can be reintroduced

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TheLacus
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Re: [MOD] Post Processing Effects

Post by TheLacus » Wed Oct 30, 2019 10:07 am

New version is available.
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Narf the Mouse
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Re: [MOD] Post Processing Effects

Post by Narf the Mouse » Wed Oct 30, 2019 6:04 pm

TheLacus wrote:
Wed Oct 30, 2019 10:07 am
New version is available.
That's some fast bug turn-around time. :)
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Thu Oct 31, 2019 1:03 am

Oh I'm so glad I checked...
Thank you TheLacus...
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King of Worms
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Re: [MOD] Post Processing Effects

Post by King of Worms » Thu Oct 31, 2019 9:46 am

TheLacus wrote:
Wed Oct 30, 2019 10:07 am
New version is available.
Thank you! SSAO confirmed back in action.

How hard would be to implement god-rays? Its a thing I still miss in DFU, we need to make those sunrise/sundowns more vivid :lol:
I might be willing to support buying some basic shaderpack from store if it helps?

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frankybanga
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Re: [MOD] Post Processing Effects

Post by frankybanga » Thu Oct 31, 2019 3:02 pm

Hi,

First thanks for the good work on this mod.

TAA is not working anymore, I miss it because it's the best form of AA imo. Any ideas on how to bring it back ?
Same problem for Bloom.

Daggerfall Unity 0.10.11, PostProcess Mod 1.1.0

Thanks

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