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1.2.0

  • This version comes with Next-Gen Shaders 4.0 Beta! This is an initial BETA version of the shaders and contains all required modifications to make new shadows and SEGI working correctly. Plus new hair dithering. This is temporary version and won't be updated. I plan to release 4+ version as stand alone product when I'll finish integrate all new features, then I will release v3 for FREE, you can purchase the new v4 or stay on Beta versions.

  • Next-Gen Soft Shadows support. New shadow shader replacing internal shadows. Enable it in the 'Settings' Tab.

  • Screen-Space Shadows. New screen-space contact shadows. Enable it in the 'Settings' Tab. Warning, consider to use 1 Directional light while using this or it will have shadows artifacts.

  • SEGI support for Next-Gen shaders. So, finally you can use SEGI on the character, but the downside is extra performance impact.

  • Fixed old annoying bug with CTAA was not applied to SSS shaders and caused edge outlines. Now this working correctly. Also I've reverted back the CINA_SOFT and CINA_ULTRA. Now it's working correctly and doing the actual pre/post upscale as intended instead of upscaling the whole image. To make this AA actually smoothing the edges you need to set Temporal Jitter Scale to 0.5. New option here is FILTER DITHERING - so if you using Clothing shaders 4 and Next-Gen 4 Beta it can do nice filtering.

  • Pixelize effects has been combines into one effect.

  • Cubemaps Caching. This is an essential change Graphics plugin helps to greatly optimize Graphics Plugin loading times. When you loading a game there was very huge memory load by generating previews for every cubemap that you have in the folder. Lets say you have 10Gb of cubemaps - and it took up to few minutes to process all of that. Now it's solved by caching the thumbnails - so on your first launch it will generate previews for every cubemap and saves it in the folder. On the next launches it will reuse generated previews instead of generating them - this saves tons of memory and loading time up to 200-500%. Every new cubemap you will add to the older will be cached on the first launch.

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Files

Previews only

Comments

Ruykiru

Awesome! Can you clarify this? "when I'll finish integrate all new features" . What are those new features, should I wait for the new shaders or is this already perfectly usable with the beta ones?

hanmen

New features still currently in WIP state. You don't need to wait. Because I offer Beta version for free inside the Graphics Plugin v1.2.0 Full

crimsoncriss

Noob question, but... Is this the same graphics mode that launches with F5?

Ulises-Gus

I have a question with the Anisotropic Shaders, can you help, please?

Ulises-Gus

Recently I bought this Plug In for HS2, there is carpet with several files called Shader Resource. Now here is the problem that I have, I have card of Lucy, from Cyberpunk, when I load the card a notice from the game tells me this: Could Not Load Shader.Hamen/Anisotropic Iridescent Cloth Alpha and Cloth Cutoff. My question is: Where exactly the folder Shader Source should be installed? In the folder for Mods or in a different carpet of the game?

hanmen

You need to use change shader to anisotropic, and if it was Iridiscent - you need to enable it in the material editor keywords in the bottom - SPECULARSETUP_ON and IRIDISCENT_ON

haley3388

SEGI Support... But what is SEGI and how will it imporve the characters? I'm a beginer....

Ulises-Gus

Got it, that explains why the Iridescent clothes doesn't load automatically in this particular card that I mentioned. Thank you so much for the explanation, 🙌🏻😎, Have good one.

aaaiiiiaa

The Next-Gen Soft Shadows is very good, but shadow casting does not work with the game's default skin and clothing. Will the Next-Gen Soft Shadows add support for default skins and clothing in the future?

hanmen

for the skin - not. For the clothing - I'm working on automatical shader swapper plugin that will change all clothing shaders automatically.

James

Hi Hanmen, when ever I try to adjust the field of view under settings, the girl's skin would turn all black and it's almost like another girl would spawn out of the now darkened girl. The new girl would look kinda goofy. I was wondering if you know what the problem is? Thanks!

James

Thank you, Hanmen! Sorry to ask a follow up questions. I noticed that my Material editor is now much less responsive than before I installed the new shaders and 1.2 graphic plugin. Every time I scroll, there would be two second delay. 😕 I don't know if it's related in anyway, but do you know what might be the issue here? Just a shot in the dark and I'm not saying it's caused by your plugins 😊

Rasmus

Hello! The eyes become completely black when I am using SEGI for character lighting. I have to use a separate light source for eyes to not be black but then the characters skins become washed out from the lighting. How do I get around this?

Logan A. Martínez

I worked around this using the environment light. Turn it up and use SEGI's ambient occlusion (not postprocessing) to fix the skin lighting.

Peak volt

I've tested it using a backup and the plugin failure issue occurs as soon as I overwrite the BepInEx folder, what is the reason for this, it's currently causing me to not be able to use it properly!

Archimalaka

Hello Hanmen, rendering screenshots by F11 with CTAA even with upsampling equal to 1(warning mentions 1.0+) leads to general blur and low-res-like look of renders. Does it mean CTAA is not to be used with F11 at all? Also, do we need to disable SSS when taking advantage of GI? I noticed that with SSS on, your Eye shaders receive proper lighting when in dark, but without SSS eyes turn completely black when not directly illuminated.

hanmen

only original resolution. Upsampling should be 1, Resolution - match the game resolution. and screenshot size too.

Archimalaka

Thanks, and regarding below? I'm scratching my head badly about that: Also, do we need to disable SSS when taking advantage of GI? I noticed that with SSS on, your Eye shaders receive proper lighting when in dark, but without SSS eyes turn completely black when not directly illuminated. Thank you!

hanmen

I Don't understand the question - you don't need to disable SSS to use GI.