Post Processing Effects Customizer (Legacy)
- Midknightprince
- Posts: 1324
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Re: [MOD] Post Processing Effects
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
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
- Posts: 3359
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Re: [MOD] Post Processing Effects
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?
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)
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When a measure becomes a target, it ceases to be a good measure.
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [MOD] Post Processing Effects
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.
- Midknightprince
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Re: [MOD] Post Processing Effects
It's not the same without ambient occlusion, I'm sorry guys I just really like it...
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- King of Worms
- Posts: 4753
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Re: [MOD] Post Processing Effects
I really hope SSAO can be reintroduced
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- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [MOD] Post Processing Effects
New version is available.
-
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- Joined: Mon Nov 30, 2015 6:32 pm
Re: [MOD] Post Processing Effects
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.
- Midknightprince
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Re: [MOD] Post Processing Effects
Oh I'm so glad I checked...
Thank you TheLacus...
Thank you TheLacus...
Check out my YouTube Channel!
- King of Worms
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Re: [MOD] Post Processing Effects
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
I might be willing to support buying some basic shaderpack from store if it helps?
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- frankybanga
- Posts: 2
- Joined: Tue Oct 29, 2019 9:36 pm
- Location: France
Re: [MOD] Post Processing Effects
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
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