This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
This mod adds a bunch of visual effects to KSP, most importantly atmospheric scattering effects and improved water shaders to KSP.
Custom sun flare shader
Released on 2017-01-22
-EVE cloud integration, scattering is now applied to clouds and they change colors at sunset (old shading still an option from main menu, useful for EVE 7-4 and visual packs that aren't reconfigured for the new system.
-Added kopernicus ring shadows, rings can now cast shadows on planets (if using the new EVE integration, the shading may not look right, it's better not to have clouds on a planet that has rings ATM, old cloud shading works fine).
-Sunflare changes intensity and color when seen through Kopernicus rings.
-Added sun flare ghost fade-out after a configurable distance.
-Effects now work in tracking station.
-Fixed atmospheres wobbling when observing far away planets in map view, ie planets that the active vessel is not orbiting.
-Fixed ocean reflections and foam being very faint.
-Fixed "experimental viewdir offset" flipping directions sometimes, this should fix the band over the horizon.
-Fixed re-entry effects rendering behind ship.
-Removed nearClip Parameter and fixed "slicing" on objects close to camera.
-Fixed ocean and postprocessing shaders causing artifacts on Texture Replacer's reflections.
-Fixed high ambient light issue on ship when disabling ambient light in scaledSpace.
-Fixed whole screen being tinted with color of sunflare when being very far from sunflare source
-Fixed rectangular artifacts on sunflare ghosts
-Sunflare now shows correct extinction from all distances, previously all extinction effects disappeared when the PQS is disabled.
-Planets now have an individual "mainSunCelestialBody" setting. Useful for multi-star system mods.
-Fixed OpenGL on windows
Released on 2016-10-17
-Recompiled for 1.2
-Added potential fix for atmosphere halo (if it doesn't work, try switching it off)
-Switched sky shaders to soft blending
Released on 2016-10-02
-Possibility to set name the main celestial body considered as the sun (useful for kopernicus)
-Fixed ocean spazzing out when zooming out or rotating camera
-Multiple lens flares support
1.2 version of this release is also available on the forum
Released on 2016-07-14
-Fixed lens flare compatbility with 1.1.3
-Godrays no longer cause black trails behind ships/buildings
-Fixed weird halos around planet
Released on 2016-05-08
-Fixed terrain shadow artifacts (adjust shadow bias and shadow normal bias if you still get issues)
-Fixed 3rd sun flare ghost displaying image of 2nd ghost
Released on 2016-05-07
-Fixed ocean FOV and IVA-related issues
-Fixed compatibility with Directx11
-Fixed lens flare in OpenGL
-Fixed weird looking eclipses on Jool
-Doubled number of sun flare ghost instance slots and added a ghost texture slot
-Sun flare now fades out when zooming in on the sun so the sun surface is visible
Released on 2016-04-17
-Added accurate sky reflections on the ocean
-Added option to enable light sources to work with the ocean (big performance hit at the moment)
-Mostly fixed horizon line artifacts
-Ocean now appears in supersampled screenshots
-Issue where ocean flickers and bobs around with camera movements appears to be fixed
-Moved fourierGridSize option to the main menu (option with the biggest effect on ocean performance)
Released on 2016-04-05
-Added a way to override rendertype tags (fixes rectangles in the sky when using EVE clouds or from rocket exhausts)
-Updated the "render on top of eve clouds" option to match EVE's new renderqueue (gets rid of weird terminators with EVE)
-Tweaked and recompiled shaders for unity 5 (should get rid of some rendering issues new to unity 5)
-Terrain shadows are now disabled by default to avoid heavy artifacting in dx9
Released on 2016-04-02
-Fixed weird and greenish coloration in postProcessing shader and sky shader especially visible near the horizon, both effects are back to being realistically blue.
-Fixed eclipses nor working correctly in map view when viewing planets other than the active one.
Released on 2016-03-30
-Much faster, nearly instantaneous loading, reverting a flight you no longer have to wait 10 seconds, effects enabled in map view for planets other than the active one and will load on demand
-.raw format replaced by .half format, which enable faster laoding and smaller filesize, if you created your own .raw files, they will be converted automatically to .half the first time the planet is loaded (make sure to delete any existing .half files when you copy over new .raw files)
-Option to disable scaledSpace ambient light (celestial bodies appear realistically lit and will display as crescents in the sky)
-Restored the sun corona.
-Option to ignore renderType tags, keep this on for the time being as rendertype tags seem to be gone in 1.1 and the postprocessing shader won't work without them.
-No longer need to reload the tables when switching fullscreen/windowed, only ocean needs to be reloaded.
-Added an ocean offset reset when it gets bigger than 20000, avoids floating point precision issues resulting in artifacts or a blocky-looking ocean when traveling a large distance over the ocean such as doing a sub-orbital hop or doing a fast re-entry.
-Window positions are persistent.
-Gui keys are rebindable through the config file.
Released on 2016-03-12
-Quick fix to effects disappearing in scaledSpace for RSS -Ocean fourierGridSize restored to 128 as default for Kerbin
Released on 2016-03-10
-Fixed compatibility with planetary rings
-Fixed lens flare not occluding correctly on bodies without atmosphere
-New option to draw the atmosphere over EVE clouds: Fixes strange-looking terminators when using both EVE and scatterer and looks smoother in general, however it makes the transition from PQS to scaledSpace more problematic and introduces some new issues. Can be toggled of from the main menu or for individual planets throught the planetsList.cfg file.
-Fixed draw order issue where clouds on Jool render over Laythe's sky.
-Partially fixed compatibility with telescope mods: Will work correctly in high orbits (>160 km) with the planet rendering correctly and no overlaying layers, however will get some interference from the postprocessing shader when PQS is active (below 160km for Kerbin).
-Visor reflections (TextureReplacer's reflection plugin) should also be fixed, with the same limitations as the telescope mods.
Released on 2016-03-04
-Highly improved memory usage (100-400 mb savings)
Released on 2016-02-26
-Fixed lens flare shader not working on linux/OpenGL
-Fixed pink square that appears near the player's craft
-Fixed extinction tint not working in sky shader and postprocessing shader in OpenGL
Released on 2016-02-25
-Fixed completely blue screen issue when loading a craft in high orbit
-Fixed blue screen and tilted camera issue when entering KSC
Released on 2016-02-24
-Ocean no longer disappears when you rotate the camera, do flips in IVA or get to orbit. -FakeOcean removed, regular ocean stays all the way to high orbit. -Added ocean alpha setting to configPoints to fade out the ocean nearing orbit. -Better way to disable the stock oceans (thx to rbray89), gives a small performance bump.
-Added godrays: Early WIP, disabled by default, these work best with good terrain so turn up your terrain quality. Looks best with terrain shadows.
-Added terrain shadows: These depend on the unity shadows, if you see shimmering or artifacts turn up your shadow quality through the "render quality level" slider in KSP. The default shadow Cascades setting of 4 seems to work quite well. Shadows distance has also been changed from 5 000 to 100 000, this is adjustable in the scatterer config file.
-Added custom sunflare shader: WIP, configurable through custom textures and config file.
-Added eclipses: WIP, appear only on sky and orbit only for now, no terrain shadows. You can set eclipse casters through the planetsList file.
-Tweaked configs for a bunch of planet, ground to orbit transition is much better on Kerbin especially. Didn't have time to redo Duna so it probably loooks really bad.
-Fixed custom depth buffer artifacts (threshold of 10 is enough for all altitudes now). -Moved all render modes to the custom depth buffer.
-MapViewScale setting no longer required. -PostProcessing now has extinction like the sky shader. -PostProcessing blending mode changed from alpha blending to soft additive, basically it blends better and feelsless foggy during the day and more foggy at sunsets/sunrises.
-Sky extinction is now handled via analytic formula, this fixes the bug where sometimes extinction doesn't work with custom configs, beware that objects in the sky are still handled via the old method so this may not fix it.
Released on 2016-02-18
-Fixed black ocean bug
-Fixed issue with gas giants giving abysmal fps
-Fixed rim exposure settings resulting in pixelated planet edges
-Fixed atmosphere drawing over planets in map view
-Fixed sunsets/sunrises looking like eclipses
-Sunglare hiding during eclipses
-Cleaner depth buffer and postprocessing in dx11 and opengl (edgeThreshold now obsolete)
-Main menu window for enabling and disabling features
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.