It's normal, I removed the lighting multiplier, I don't really like the light saturation. Reshade's fake HDR is doing a better job at making bright zones shine.
I'll try to add some configuration for the next update.
Here's an update to my shaders. Big thanks to Keiichi_Tsuchiya for the tips and help.
Changelog:
- Added (some kind of) forward scattering
- Added some configuration (disable custom fog, disable forward scattering, density multipler, ...), available in the World.vsh file
- Reverted car shader to default fog (wheels fog is bugged, just like for dynamic trees)
- Improved height fog
- Reverted my change to the lighting multiplier, now it's not "very darkly" anymore!
Notes:
I recommend disabling dynamic tree as they seriously ruin the landscape (because they don't use the same fog method, I haven't figured out how to do that, at this point I'm nearly sure it's not fixable)
Just tested it and the overall atmosphere looks really impressive But as for me it has a bit too much contrast, or to be more precise - dark areas look too dark (like formula bmw cockpit or tyres). Can't wait for custimizable version
It will do just fine, even if the comment is misplaced now lol
Don't forget to do /rsh in LFS's chat when you edit the shaders and the game is running.
No, no, only when you edit it while the game is still running.
Yeah, just renable the S-curve (remove the previous bit of code you added), and increase that 2.95f you see on the line "tex_col = -2.0f * x_cu + 2.95f * x_sq;". By default I think LFS uses 5.0f. You can try that, or values in between.
The LEAST you could add was "please". BTW, you need to buy a license to play on Fern Bay with a GT2 car, I hope you run fast, because you just got reported.
EDIT: Seriously though, the least you can do is respect the developers and post screenshots with DEMO content only on it. As a developer myself, I can't really tolerate that.
For those who have a similar problem, you need to enable the post process first in the Misc menu.
Can you tell me which file and line to play around with for the tires smoke?I downloaded nacim's volumetric fog and it made the smoke look really good, but im sure it can be even better, thanks.
Nacim, I played arond with settings and I finally found good compromise Looks really immersive. Some things seem too plain though, like tire stacks and 3D grass (on BL1 -> screenshots) Taipalsaari, Indeed the smoke looks much better, and to make it look even better u can make different texture I don't think it can be edited via existing shaders. Next step forward could be soft particles, but again, I think this can't be done by just editing these shaders.
That's how it all (the smoke actually) look on my LFS.
Hello!
First, @nacim, I really love your work on these shaders. Thank you!
But after I updated the Live for Speed with the latest test patch 0.6Q3 the shadows are no more. I've tried to fix it... but its too complicated for me.
You're welcome
You need to use the CarToShadow.psh, CarToShadow.vsh, ShadowToWorld.psh and ShadowToWorld.wsh from Scawen (which are in the update). I shouldn't have exported mines since I haven't modified them.
EDIT: Sorry, I posted a fix that didn't worked (for my defense, LFS crashes on start on my desktop), I just tried it on my laptop.
I suggest for people using my shaders to revert to the default one (linked in attachements) and wait for and updated version of the shaders (it won't be this week though, too much work to do, sorry).
Changelog:
- Added support for 0.6Q3
- Added vignetting post-process effect
- Tweaked post-process S-curve to give brighter colors
- Added configuration to PostProcess.psh
Notes:
I recommend disabling dynamic tree as they seriously ruin the landscape (because they don't use the same fog method, I haven't figured out how to do that, at this point I'm nearly sure it's not fixable)