[TEST] Additive Shader

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Author: aubergine18

Last revision: 8 Jun, 2020 at 00:51 UTC (1)

File size: 74.75 KB

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Description:
READ DESCRIPTION!

This is a beta test of updates to Additive Shader mod. Uploaded with permission from Ronyx69. If successful, the original mod will be updated.

Before testing:

About

The original mod suffered from some lag issues, with some users reporting up to 2 fps drop in-game.

This version is basically a rewrite aimed at significantly improving performance, with some bonus improvements:

  • Loading a save is faster
  • In-game performance is significantly faster
  • Compatibile with varible sunrise/sunset times (Real Time mod)!
  • Now works in scenario games

If you find any bugs, please please let me know details! Screenshots will be very helpful (eg. if shaders are wrong size, etc). If you get any error messages or crashes, please let me have the output_log.txt (or Player.log if you’re on Mac/Linux) – upload it to google drive / dropbox / etc and post the link in comments.

Please don’t hesitate to tell me if something is wrong!

Changelog

Version 1.5.0 Beta-4

– Refresh RenderGroups when render distances change
– Improve compatibility with ULOD & Adaptive Prop Visibility Distance mods

Version 1.5.0 Beta-3

– Updated: Original asset settings now restored when returning to menu/desktop
– Updated: Additional settings for buildings that contain shader props
– Meta: Will hopefully fix short render distance of those buildings

Version 1.5.0 Beta-2

– Improved: Asset scanner 2x faster
– Improved: Asset report 3x faster (thanks dymanoid!)
– Fixed: Render distances not updated when Level Of Detail setting changed
– Fixed: Render distances sometimes smaller than what asset defines

Version 1.5.0 Beta-1

– Added: Now works in new games started from a scenario!
– Added: New keywords for common times (DayTime, NightTime, AlwaysOn)
– Added: Detection of legacy NightTime shaders (on at dusk, off at dawn)
– Added: Compatible with Real Time dynamic sunset/sunrise times (NightTime/DayTime)
– Added: Folksonomic shader tagging and filtering (getting ready for v2.0 release)
– Added: Code analyzers (Roslynator, StyleCop, Microsoft, Humanizr, Unity…)
– Added: Code documentation for essential members
– Added: Extended error checking and logging
– Added: Cross-compatibility with PloppableAsphalt+ building prop render distance
– Improved: Eradicated grindingly slow CPU load in `Update()` method
– Improved: Hugely optimised token detection performance
– Improved: Optimised logging memalloc/gc footprint during startup
– Improved: Batch shader assets report in to single Debug.Log() call
– Improved: Accurate detection of always-on shaders
– Improved: Always-on shaders removed from Update() loop
– Improved: Cache OverlapsMidnight check per shader
– Improved: Use enum for faster/better asset type switching
– Improved: Only set render distance once per asset on Start()
– Improved: Disable Update() if no dynamic shaders found
– Updated: Heavy code refactoring; split in to separate files
– Updated: Changed csproj to SDK format
– Updated: Split managed dll and publish folder locations in to props file
– Updated: Use enum for faster asset type identification
– Updated: Tidy up properly on level unloading
– Removed: Redundant legacy code
– Meta: New source repository https://github.com/CitiesSkylinesMods/AdditiveShader

Links
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Revisions:

Old revisions of this mod are available below. Click the link to download.