![]() Celestial bodies are a few hundred metres across and move with the camera What is actually rendered is a shrunk down scaled space. KSP doesn't actually render at the distances it is simulating. We will pretend that the Atlas shader doesn't exist because it's only used on Kerbin and it is extremely unoptimized IIRC, the lighting model in Unity/KSP has trouble with the distances involved in KSP, making proper shadows and occlusion difficult to implement. You can only assign 2 textures that work unless you opt to use an extremely complicated 'Atlas' shader that was introduced in 1.9. List of included shaders all are compatible with KSPs part-highlighting, thermal glow, and underwater fog functions: TU/Metallic - Unity Standard Metallic shader implementation, with full mapping compatibility with Unity Standard shader inputs The shader that Squad uses for Kerbal Space Program is extremely limited. Supports loading of models using non-KSP shaders.
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