Mods / Display Transform AgXEary - Shader

Category: #Graphics #Tweak
Author: Joegen
Side: Client
Created: 5 days ago
Last modified: 5 days ago
Downloads: 243
Follow Unfollow 16

Latest file for Various v1.20.x:
Display_Transform_AgXEary_0.0.1.zip 1-click install


This is a "tone mapper" implementation using AgXEary (Blenders default display transform) as a basis. It should have no performance impact.

Although Vintage Story's visuals are not created with a "display transform" in mind, with minor tweaks to the image I feel we can achieve better gradients and a more impactful image, with bright stuff feeling brighter, warm and cool stuff feeling more intense.

 

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I do not know how to mod VS, but am publishing this shader as its as simple as it can get for a c++ snippet. There is no editabiliy unless you edit the .fsh file. I've left some notes in there.

Please feel free to merge it into whatever you're developing, also do let me know if you do such a thing since Im curious how else it could be used.

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All screenshots have all effects enabled and using 220 gamma and 0 sepia.

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ps: If certain intensities and light attenuation is edited in addition to a display transform I think VS can produce a much more impactful image without any caveat. I do not know how to access these parameters as of yet.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.0.1 243 5 days ago Show Display_Transform_AgXEary_0.0.1.zip Install now

4 Comments (oldest first | newest first)

💬 Doctorlya, 4 days ago

No I was just wondering, I'm new to the game and a friend is gonna play with me so I guess I'll find out.

💬 JoegenAuthor, 4 days ago

Doctorlya, it is compatible with multiplayer. Is there an issue?

 

Gloo, thank you for your words. I think VS'es presentation and vanilla look is already, simply put, beautiful. However, the lighting is adjusted for a 2.2 pure power inverse function. There are effects such as bloom which I feel are not implemented right and it shows with a display transform, ie: sun appears to be darker than the bloom surrounding it. Light attenuation (falloff) is also not what you'd expect to see from a camera sensor. I think with zero performance impact if these are adjusted with a "camera sensor emulation" approach, it could communicate the "feeling of the environment" in a much more heightened way. Again tho. I am no modder, nor I do know anything about back end of VS. I'm sure Tyron and the team will have a look at it once they feel it makes sense to do so.

💬 Doctorlya, 4 days ago

Is it compatible in mutltiplayer?

 

💬 Gloo, 4 days ago

I was literally JUST about to make a fourm post asking about how VS doesnt have any shaders yet, and the first thing I see when I go to the mods tab is this. Talk about timing!
I hope we get to see some more shader stuff soon, from you or anyone else. I love VS, but the lighting and contrast is definitely... lacking.

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