#Lethal Sponge

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tepid chasm
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nope

sharp jackal
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World when Gale is discovered

tepid chasm
elfin yacht
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BUT

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DO MOST OF MY MODS

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WOKR

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ON GALE

sharp jackal
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yes

elfin yacht
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UNLESS THAT'S A STUPID QUESTION

tepid chasm
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brotherrrrrr

sharp jackal
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Gale is just peak fr

tepid chasm
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i will eat myself

elfin yacht
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i just wanna make sure bruh i don't wanna lose some shit

foggy void
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Everything that works with R2/TMM works with Gale

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lol

tepid chasm
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remember

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same servers

foggy void
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It's literally just another mod manager

elfin yacht
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ok im switching

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so this is my mod pack code
0198aa60-9b60-5e8f-66f6-6120fd755cd7

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and it will work

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wait?

tepid chasm
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same codes

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same everything

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you will log in

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and it will ask you if you wanna port your profiles to it

sharp jackal
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Btw, I'm also interested in this ๐Ÿ‘† Idk if any config "fixes" this

elfin yacht
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been testing

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uhhh don't seem like it

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but ik hdlc did

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but hdlc is poopy compared to this mod

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so idk

sharp jackal
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HDLC is past it's prime

tepid chasm
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log in as in open

elfin yacht
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ah alr

tepid chasm
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but you can also log with discord

elfin yacht
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thought i had to make some shit account

sharp jackal
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Don't use it, currently it's not updated and has a lot of incompatibilities

tepid chasm
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and make shared codes

foggy void
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lol

tepid chasm
elfin yacht
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i don't see the difference

sharp jackal
foggy void
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Unfortunately I have people that don't like Gale and won't explain why

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so I still need to do manual exports as well

elfin yacht
elfin yacht
sharp jackal
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You're saying that Gale had an option to share profiles and sync when I make changes all this time and I didn't know?

tepid chasm
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stupids peoples

foggy void
tepid chasm
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deserve death penalty

sharp jackal
tepid chasm
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you just push the update and people update it

elfin yacht
foggy void
tepid chasm
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as shrimple as that!

elfin yacht
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do i download the first guy's link or yours

foggy void
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I would just not bother

elfin yacht
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@foggy void

foggy void
tepid chasm
sharp jackal
tepid chasm
elfin yacht
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IM NOT STUPIUD

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I CAN SEE THE BUTTON

elfin yacht
tepid chasm
sharp jackal
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Why did you do that to spongebob

strong lion
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no!! spongebob would never do this!

elfin yacht
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so um

sharp jackal
# tepid chasm

Hmmmm I think there's something I should do here but it's not clear enough...

elfin yacht
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forces me to open it with l4d2 @tepid chasm

tepid chasm
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????

sharp jackal
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LOL

strong lion
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how tf did you get markdown files to be assigned to l4d2

fluid pelican
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change it to notepad lmaooo

sharp jackal
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Bro is playing LC2 while we're waiting LC to get off from early access

tepid chasm
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True

elfin yacht
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nvm i did it

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is this good

strong lion
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better

elfin yacht
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idk how or why it's like that on my pc

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is there a way to convert all md files to not use l4d2

fluid pelican
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I would put .md and change the default program (for the future)

strong lion
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btw for future reference, don't change md files to txt, right click and select "open with" and then choose notepad and set it as default

elfin yacht
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ahhh

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i had a feeling it was with that

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did it

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i must've miss clicked at some point then

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ok now what steambouncy

strong lion
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run the executable

tepid chasm
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Install it

strong lion
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the one on the bottom

fluid pelican
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these questions man

tepid chasm
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THEN WHY DO YOU ASK

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Can we like

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Kill him after this

strong lion
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tbf you haven't given me much indication you know how to do this stuff

elfin yacht
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ok fair yea mb

tepid chasm
elfin yacht
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alr did it

elfin yacht
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i uninstalled thunderstore before launching the game on gale

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and i feel as if that's why my mods seem to be uh.......... not the saved in terms of settings

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or maybe im stupid

fluid pelican
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did you use the import function? either way they should have (from code or importing directly)

elfin yacht
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import directly

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it's nothing huge just gonna take some more time now but eh

tepid chasm
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Weird

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It should have

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Maybe smth happened in between

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But either way

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You have now ascended

elfin yacht
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cuz i didn't originally

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but luckily i still have the original code soo

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maybe it'll work?

tepid chasm
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Try doing it

fluid pelican
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uhmmm yeah, you might want to do that

elfin yacht
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oof

tepid chasm
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If you have things outside common ts you need to do thattt

elfin yacht
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mb i didn't see the option

tepid chasm
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Ye happens

elfin yacht
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i was too fascinated by the slick design of the program

tepid chasm
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Hehehehehhehehehehehehehhehehewiwijebehu3h3o2092u2hvejdbd

elfin yacht
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worked

elfin yacht
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mb being so naive

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just making sure i can delete these now ya?

fluid pelican
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if you have it installed, sure

elfin yacht
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perfect was just making sure

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dude this is sm better wtf

tepid chasm
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We were not trolling!!!

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Gale supremacy is real

elfin yacht
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Ty for this

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My eyes have been opened

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Fuck thunderstore

burnt belfry
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Gale is actually so much better it's not even funny

tepid chasm
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Fr fr

pseudo glade
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Is there any known incompatibilities with this mod at all? I've never used this mod and I'm just making sure before I install it.

somber pollen
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im spongebob.

warm solstice
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-# ||There arenโ€™t any known incompatibilities||

warm solstice
hearty berry
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Is there a setting to use sponge with no visual difference? Or if I did that would the mod simply have no impact whatsoever

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Since it's just difficult to see things that are farther away inside with the shading, especially noticeable in caves

sudden abyss
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(if it doesn't seem to happen every time for clients)

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first I've heard of it

foggy void
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@versed orbit Do you remember the issue and a good way to describe it?

strong lion
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You might need to disable it removing postprocessing too

hearty berry
strong lion
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yes

hearty berry
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Thanks <3

pale narwhal
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there is no way to use the mod without it impacting the visuals of the game

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there's always going to be a tradeoff

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the biggest difference is the shader so you can usually just turn that off and resolve most of your issues

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but you'll still have like, FPS limiting for the cameras

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items disappearing when far away because of LOD tuning

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lights working differently at certain distances

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etc

valid forge
tidal canyon
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is it possible to allow the game to run 4096x shadows?

visual wigeon
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i uninstalled sponge after fiddling with the camera settings and uh...

visual wigeon
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all i did was disable the main one

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it fixed itself after landing

tepid chasm
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beanie

polar thicket
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hello hello, question! which setting makes the radar look like this? (Second image the one with Lethal sponge on) or/and is there a way to prevent it?

ornate reef
bleak geyser
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Any problems with this mod on the new version?

plain leaf
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I would assume not as it is not involved with networking I think. Mostly handles how the game and its assets are being loaded after all

bleak geyser
plain leaf
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Good to know. Guess this one will need a tweak as well. Let's hope it comes soon

bleak geyser
plain leaf
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Dw, know that kinda situation all too well. Not always that easy to judge that. Did that other mod act up with LethalSponge or what do you know about what happened?

bleak geyser
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Im not a 100% sure but biggership and weatherregistry

foggy void
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@scenic ocean On v73 if you have both LethalSponge and TooManyEmotes present the game crashes when you land the ship

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it works fine if TME is disabled and Sponge is enabled

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also works fine if TME is enabled and Sponge is disabled

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So you prolly need to recomp the mod I assume

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Yeah it's a Sponge issue, prolly the post process stuff is broken

scenic ocean
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I'll take a look into that, thanks for letting me know ๐Ÿ‘

foggy void
scenic ocean
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Are there any error messages, or does it just crash?

foggy void
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Right after lever pull basically

ionic crane
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or is it just a default one ?

foggy void
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Maybe this also helps @scenic ocean

ionic crane
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idk i cant make it to crash even with your config

foggy void
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Or now it doesn't wanna crash whaaaaa

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I reprod this several times

stiff sapphire
foggy void
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NAH I will repro this shit

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Lmao

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It just works now

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Okay then

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WTF

ionic crane
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lol

foggy void
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I fucking crashed it so many times and now it just works okay

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What the hell

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lmao

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Lemme test the live TME build again

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WHAT THE FUCK

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LMAO

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Why is it fine now

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AHAHA

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I'm losing it

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I made it crash every damn land before

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WAIT A MINUTE I KNOW WHAT DID IT

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@scenic ocean I had the option to disable Motion Blur on when it was crashing

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LMAO

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Hold up just a damn minute

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TME + Sponge + That option does it?

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โ˜ ๏ธ

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OKAY IT JUST REFUSES TO CRASH NOW

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I am so hella confused

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LMAO

ionic crane
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โ˜ ๏ธ

foggy void
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It did it

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After the ship fully landed

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Yeah so uhhh it's that combo

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LMAO

stiff sapphire
ionic crane
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the one u share doesnt have remove blur set to true so
yea illl try that combo now

stiff sapphire
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Mood

foggy void
ionic crane
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it doesnt crash for me... at least on my own profile
lemme try a fresh one

foggy void
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I have no idea why it wanted to be a bitch when I caught it red handed earlier

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Wait I just realized I scanned before pulling the lever

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HMMMMM

ionic crane
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bruh

foggy void
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That actually may have been what I did when it crashed after the ship landed too

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I might have scanned and it died

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It just wants to behave now

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like

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most of the time

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Idk

ionic crane
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u should keep trying again greed

foggy void
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Nah it's definitely some sponge related issue but idk why it's being inconsistent now

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lol

ionic crane
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well at least? we know the default configs combo wont do anything

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bad

foggy void
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It also could be a bug on TME's end still since I never had it once before pairing the 2 together

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idk

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Best thing is for both mods to get recomps and update prolly

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lmao

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Here's the logs from that crash I recorded too

pale narwhal
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i am also getting extremely inconsistent crashes when landing the ship on v73

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in my case it has only happened on dine and seems to only happen with imperium installed

foggy void
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I had it happening consistently too idk why it's behaving now

pale narwhal
foggy void
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I wish I could manually import the new BepInEx into Gale and see if it's related to that

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Cus the old version of BepInEx 5 might be being fucky with the current Unity build

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iirc didn't the Peak community also have some inconsistent crashing issues til Bepinex got updated for them specifically @pale narwhal?

pale narwhal
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i feel like replacing the files ought to be possible

foggy void
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replacing the files just breaks Gale

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That being said I might be able to import it into R2

neat light
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I can almost guarantee its not bepinex

foggy void
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We don't know for sure what it is, that being said it doesn't hurt to see if it might be

pale narwhal
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updating bepinex would be pretty funny because then every log would be congested by complaints that mods are targeting the previous bepinex version

foggy void
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could be mods hooking into some method as well

pale narwhal
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until everybody recompiles again

foggy void
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it only complains if they look for a newer version

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lmao

pale narwhal
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if you want to copy your profile's mod list i can post what mods overlap with mine that's crashing

pale narwhal
foggy void
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Doesn't seem to

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Oh wait yeah it does

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MonoDetour shows up

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LMAO

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Let me correct this to exclude disabled mods rq

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Actually

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I just noticed

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I disabled Chameleon unintentionally

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and I had it on when it was crashing consistently

pale narwhal
# pale narwhal if you want to copy your profile's mod list i can post what mods overlap with mi...
AinaVT-LethalConfig-1.4.6
BepInEx-BepInExPack-5.4.2100
ButteryStancakes-BarberFixes-1.3.0
ButteryStancakes-ButteRyBalance-0.3.0
ButteryStancakes-ButteryFixes-1.15.3
ButteryStancakes-Chameleon-2.2.0
ButteryStancakes-EnemySoundFixes-1.8.1
ButteryStancakes-JetpackFixes-1.5.4
ButteryStancakes-MaskFixes-1.5.2
ButteryStancakes-MeleeFixes-1.4.1
ButteryStancakes-WeedKillerFixes-1.1.2
Dev1A3-LethalFixes-1.2.8
DiFFoZ-HarmonyXTranspilerFix-1.1.0
DiggC-CruiserImproved-1.5.2
Fandovec03-SpiderPositionFix-1.5.3
Hardy-LCMaxSoundsFix-1.2.0
JacobG5-ReverbTriggerFix-0.3.0
LethalCompanyModding-VertexLibrary-1.1.0
Lordfirespeed-OdinSerializer-2024.2.2700
Rune580-LethalCompany_InputUtils-0.7.10
Zaggy1024-PathfindingLagFix-2.2.5
Zaggy1024-PathfindingLib-2.4.0
mattymatty-Matty_Fixes-1.1.35
xilophor-LethalNetworkAPI-3.3.2
pale narwhal
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these are the 24 mods that overlap between our profiles

foggy void
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Yeah it might be Chameleon

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Cus I stopped having the consistent crashes with that off

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But that's an odd combo

pale narwhal
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i would be very doubtful but i guess nothing is impossible

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chameleon does not consistently induce crashes for me

foggy void
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Yeah no it's usually fine for me as well

pale narwhal
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and i've played around in snow caves, with manor doors, etc. features appear to work fine

foggy void
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The crash issue I'm thinking is that + TME + Sponge

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which also might link to the crash with Imperium too?

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Chameleon + Imperium?

pale narwhal
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also of note, i guess, i use loadstone unstable beta on this profile and you use stable loadstone (unless you have it disabled)

foggy void
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Still seems okay

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so strange

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I did have some other mods on earlier that are broken like The Locker and The Doctor

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Idk

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I just wish I knew why it was consistent before but now it's fine

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lmao

pale narwhal
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i will say i checked my crash logs

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loadstone is one of the last few things to output before crashing

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but im not sure if it's just coincidence because it's crashing right as the ship lands

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pathfindinglib and/or loadstone generally show up in the stack trace or right before

foggy void
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Following up on the PathfingindLib theory

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What are the chances that everytime it crashed it tried to spawn in The Doctor? @pale narwhal Since he is broken on v73 and he can spawn at round start

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That won't explain the random crash when the ship fully landed though with it disabled

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but might explain the ones where it did right after lever pull

pale narwhal
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i have no idea what the doctor is, but if that's a custom enemy, i don't have it installed

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i have next to nothing in terms of custom content on my profile that's crashing

foggy void
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Yeah which makes this stranger

pale narwhal
foggy void
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I do know these 2 guys were enabled at the time I was producing them consistently though

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both of which are broken

pale narwhal
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if i had more time and energy right now, i would try to replicate a crash with loadstone off, but i was planning to sleep soon so i dont really want to get into all that

foggy void
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Loadstone is possible

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since it did crash after the seed popup

foggy void
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Loadstone might not even really be as necessary anymore

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it loads way faster without on v73

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No crash

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with it on or off with imperium

scenic ocean
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Okay, just uploaded the recompiled update for this version.
v73 is actually using a new version of Unity HDRP due to updating the Unity version, when I have time again I'll need to look into if that changes anything significant. For now it just means I had to retarget the transpiler that Sponge was using.

Not sure if a recomp and transpiler fix will solve the issue you were having though, let me know if it keeps happening and I can dig deeper.

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Or... I tried to upload it. Got a package rejected. I'll have to look into that.
Reason: Invalid submission is not the most descriptive.

scenic ocean
neat light
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yeah if the message is gone that means a janitor saw it and approved it

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it gets rejected automatically based on whatever it detects and yeah

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happens to every update of my mod ๐Ÿ™ƒ

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thankfully the janitors are actively pretty fast

scenic ocean
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That's good, it gave me a bit of a scare, haha
Never ran into that in the past, usually the uploader stops me if there's something glaringly wrong.

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Anyway, the patch should be up, let me know if that resolves the issues.

neat light
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dont worry, this will probably happen to every one of your uploads now ๐Ÿ˜†

raw tartan
foggy void
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You're a bit late lol

raw tartan
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Even yesterday i mean ๐Ÿ˜›

rigid rock
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i need help trying to make the quality of the game better

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idk how to do i t

tranquil lake
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Is there an option in this here's config to increase the render distance?

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I want players in my modpack outside of the facility to see EVERYTHING while jetpacking

ornate reef
pale narwhal
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it depends on what you mean by "render distance"

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several objects use LOD groups and get culled at faraway distances

pale narwhal
pale narwhal
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if you just mean "make the camera draw more stuff at a further distance before it turns into skybox" you'd need to increase the clip plane distance

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which you could use cullfactory for

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vanilla's value is 400 but anything 1000-2000 should be more than enough for basically every vanilla map

tranquil lake
pale narwhal
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i mean yeah cuz that's the point of the LODs to begin with

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it'll be rendering more geometry at all distances

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frustrum culling can help mitigate that somewhat

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and that'll happen no matter what

rustic heath
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Update?

scenic ocean
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Okay, I finally had a bit of time and energy to do more reverse engineering. Complete rewrite of Sponge's replacement shader is done(ish). Pushing it up to thunderstore now.

### [1.2.0]

* Rewrote the replacement shader from scratch, basing it off the assembly of the original lethal company shader. It should be much closer now in visuals.
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As you can see, the color balance is now nearly identical, and the way shadows are effected should be about the same as well.
There are still some differences, mainly related to lighting and fog, due to how this is a fullscreen shader instead of a per-object shader.

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If I can get more time/energy I'll try to iron out the last few things (I think it's losing a little grunge on the color edge detection for some reason), but this should be 90% of the way there to the original shader, but without all the performance issues.

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As this update is just to the shader, there shouldn't be any compat issues with other mods. It should still work fine with VR as well, as I'm still using the XR shader macros, but if someone could double check that I'd be grateful.

neat light
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goated

mighty rapids
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with the sauce aswell

sharp jackal
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Is there a way to keep the outlines and use your shader?

scenic ocean
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The new shader should have just about the same outlines as the base game.

fluid pelican
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holy shit we're so back

scenic ocean
#

Interesting notes on Lethal Company's shader for anyone who cares about the technical bits:

  • The 'Posterization' effect is actually just a Luminance check. Anything above a certain Luminance value is increased by 30%, anything below is reduced by 30%. This is what makes the obvious color band seen on the wall in the screenshot above.
  • There's another check for overall brightness, and anything above that gets brightened even more (usually outside the noticeable range due to HDR). That makes the crazy highlight you can see on the wall from the lamp.
  • There's two edge detections, both sobel filters, one for color and one for depth. The color edge evaluates R, G, and B separately and uses the one with the greatest edge. Both have post processing on the edges, where they are thresholded, smoothed, and color corrected.
  • There's no HSL or HSV conversion. Everything is RGB HDR, with the exception of the Luminance cutoff.
#

And for anyone curious what the actual post processing values from the base game are for the edges:

_OutlineThickness = 0.001f
_DepthThreshold = 0.4f
_DepthCurve = 0.4f
_DepthStrength = 6f
_ColorThreshold = 0.47f
_ColorCurve = 2.94f
_ColorStrength = 0.65f
#

And if anyone's really curious, I've added the shader files to the github repo.
They were the only thing not on the repo before since they were managed by Unity and I didn't want to include the whole bloated Unity project on the repo.

foggy void
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Hella nice job

scenic ocean
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Fog/volumetrics is still going to be a bit different. I'll probably never be able to get that part 1:1 just due to the nature of the replacement. I'll have to see if I can get it closer though.

plush sierra
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what u got is fantastic tho so erm

pale narwhal
pale narwhal
scenic notch
bleak geyser
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Its incredible

scenic ocean
strong lion
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is this how things are supposed to look from far away

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ive been using the sponge shader for so long idk if thats normal

neat light
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how far away is dat

strong lion
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not sure how i would measure it

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probably like 15 sec of sprinting

neat light
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i think posting a screenshot of the entire screen would work :3

strong lion
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i'll do that next time it happens

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heres a different case

scenic ocean
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you should be able to type /sponge shader in chat whenever to swap between the vanilla shader and sponge. So you can use that to see if the outlines are different
I'm assuming the issue in that screenshot is the fuzzy outlines on distant object, at least.

strong lion
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ah here's a comparison

scenic ocean
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That looks normal, I think? Likely the vanilla shader will have heavier fog

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yeah

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vanilla's fog is thicker, and it washes out the non-outline portions of distant objects

strong lion
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yeah i guess thats the different

scenic ocean
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That's going to be the main difference

strong lion
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it looked like a really strong anti aliasing on some other moon but i guess its just vanilla

scenic ocean
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I think I might be able to replicate that better if I tweak some more things, it will take some testing though.
As that part can't just be a 1:1 reverse engineering since the shaders happen at different portions of the render pipeline where volumetrics aren't as accessible. I've got some ideas to work around it though.

strong lion
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left: sponge shader
right: vanilla

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just further comparison i guess

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the occupancy sign feels off and i dont know how to explain it

mighty rapids
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but how the hell are you gonna notice that in normal gameplays

pale narwhal
pale narwhal
scenic ocean
mellow osprey
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no shader vs shader

scenic ocean
#

Okay, found a major source of the discrepancy. I had missed that during the color sobel filter, the original shader is modifying everything by the camera's exposure value.
Still trying to find out why some of the edges get oddly thick/fuzzy though, but I should have another patch soon that will bring the edge rendering closer.

pale narwhal
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just to let you know

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zeekerss was experimenting with moving over to a fullscreen pass yesterday in the patreon channel

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im not sure he's 100% committed yet but he's wanting to add some new objects that don't work well with the original renderers pass

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but if that happens im sure it will have a very interesting effect on things

oak tinsel
foggy void
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I understand replacing it though and removing the old shader natively will optimize things a ton, just hope he manages to tone down the outlines cus I feel like those are the only thing that look weird rn

scenic ocean
scenic ocean
foggy void
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He's also gonna be adding in new Skyboxes so Atlas shouldn't be necessary anymore after, seems like that default google maps skybox is gonna be removed lol

scenic ocean
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Figured out why the edges are fuzzy, it's due to resolution. I hadn't noticed it much while testing because I test in windowed usually, but since I moved the color sobel over to a sampler instead of a direct load it was being effected by the games' resolution.
Original shader only works on the 860x520 rendertarget of the camera, so running the new shader at 1920x1080 was essentially doubling the color line thickness.

foggy void
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Or at least reused way less

foggy void
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Tbh I didn't even really notice it

scenic ocean
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Just trying a few things so I can sample from the exact same rendertexture as the original shader, then it should be ready for another patch

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I may have also fixed volumetric lighting and fog? I need to test that more afterwards

foggy void
#

Hell yeah LacyHeart

scenic ocean
#

I think it's a good sign when I can no longer see anything changing when I do the "/sponge shader" command

#

with and without the new shader at 1080p

balmy spire
#

that's amazing

scenic ocean
#

Okay, the last thing is properly accounting for fog. It's closer, but getting a bit too bright now.

mellow osprey
#

wow thats pixel perfect

balmy spire
#

a quick question: is the "old" shader gonna be available? it worked with blackout weather just perfectly and - if it's possible - i would love to have an option to use it ๐Ÿฅบ

scenic ocean
#

I can move the previous sponge shader into the 'legacy' slot, so you can toggle it.
Does anyone still use the existing legacy shader, the very first sponge one that has an option in the config? If not I can just replace that with the previous shader.

foggy void
pale narwhal
#

i used to use it on another friend's mod pack but that was like months ago and i dont really care if it gets removed

#

i just think the weird colored outlines are silly lol

lucid solar
scenic ocean
#

oh, huh. that does look to be the case
Here's two actually different images

#

I think everything is identical except 1 final thing now.
The original shader doesn't touch the skybox at all, but sponge's fullscreen does. I have to see if there's any way I can exclude it.

#

I think I can do something with the depth buffer in order to exclude it.

#

Okay, I'm actually really confident now that this is 1:1 with the original shader.

#

including fog

lucid solar
#

hell yeah, looks great

scenic ocean
#

This update will change the default of the volumetricCompensation config to False, as the new shader no longer needs to compensate any volumetric differences.

#

The new shader also doesn't need the custom injection point that I had added a while back, but I'll keep that in so the legacy shader still works.

scenic ocean
#

With this, you might be able to run the new shader on versions before v73 as well, since the new shader doesn't use the injection point anymore.

#

Haven't tested that myself, but the injection point was the only breaking change from v73.

#

Just pushed 1.3.0 up to thunderstore. At this point, if the shader looks different than base game, let me know here since that's a bug. It should be 1:1 in all cases now.

### [1.3.0]

* Finished reverse engineering the original shader. The new shader should now be 1:1 with the original.
* Moved the previous shader into the Legacy slot, accessible in the config.
* Defaulted Volumetric Compensation to false, as it's no longer needed.
* Disabled a number of transpilers and patches when not using the Legacy Shader, since they're not needed anymore.
#

Actually, there's one final case where it won't be 1:1, which is cases where mods excluded models from being shaded. Usually skin mods I think.
The new shader will affect everything at the moment. I do know how I can fix that as well though, if I make a mask based on materialID or layer or something, then exclude based on that.

#

I think the most popular case of that is from ModelReplacementAPI? I don't use skins generally, so if someone else knows more about what mods are bypassing the original shader and how, I can start thinking on how to support that.

pale narwhal
#

this is unbelievably impressive

#

i absolutely can't tell a difference anymore

#

and i can feel a definite performance improvement

fluid pelican
#

scoops you absolutely did it... wow

#

it's absolutely incredible

tepid chasm
#

Has anyone tried this with lethalelements? Im curious if the snow still looks the same

tranquil lake
#

Pawesome job

tepid chasm
#

Has anyone tried this in a bright moon? XD

#

Joking but

#

Pls try in motra or polarus

oak quartz
tepid chasm
#

Thats where its the most noticeable

oak quartz
#

normally

tepid chasm
#

Then maybe it hasnt been fixed :(

oak quartz
#

no black snow

tepid chasm
#

Try in motra pls

#

I begs of you

tepid chasm
#

Thats the only place i was able to get the snow as black as i could

#

Other moons can be less noticeable

tepid chasm
#

Did you check?

oak quartz
#

blame wesley :3

tepid chasm
#

:(

burnt belfry
#

hopefully zeekerss will take a look at this if they're going to be changing the shader

oak quartz
#

he likes to seperate himself from them generally

scenic ocean
#

If the lethalelements snow is acting odd, it probably just wasn't affected by the base game shader and is being caught by Sponge's now. I need to add some kind of masking option next so that things can be excluded from the new shader.

#

I'll have to think on it for a bit, but I might be able to make it a config option, so you can personally set what layers/objects you want excluded.

oak quartz
#

at its root its an issue that pacho has to fix on LE's end

#

but he has a lot of projects lol

foggy void
#

It's a v73 problem

stiff sapphire
#

I think last time I was looking into it I was experimenting with changing a bunch of material properties at runtime, but I dunno what'd actually fix it

tepid chasm
#

Nothing to do with sponge

scenic ocean
#

Interesting, I wonder what changed so much. I know that v73 is using a newer version of Unity HDRP.

foggy void
pale narwhal
#

there appears to be a problem with v1.3.0 where enabling "disable reflections" under rendering settings completely blacks out everything

#

screenshots are from a fresh profile with only sponge, only change from default is enabling that setting

#

it "looks just fine" if you disable that setting so not a huge deal. i also dont use the setting on my main profile, only another one intended for use by a friend with really low end hardware

#

but if it's a hassle to fix, probably the setting should just be entirely removed, i guess?

scenic ocean
#

I'll take a look into that, but yeah if I can't figure it out I'll remove that config. Wonder why reflections would mess with the shader like that.

fluid pelican
#

some textures are still doing some funnies with sponge it seems (left is sponge, right is vanilla)

neat light
#

where is this? scoops probably would need the place to test stuff like that

fluid pelican
#

Solitude, from beanie

faint zodiac
#

genuinely no clue why this happens

#

that area is a bit grainy compared to normal textures in vanilla but sponge for some reason makes it constantly shifting beige static

faint zodiac
rustic heath
oak quartz
#

shader broken in v73

ornate reef
#

i have noticed the shadows look far more flickery than usual in still scenes when fps isnt a consistent number

scenic ocean
#

I'll take a look at those moons and see what's causing that

foggy void
#

It was something Luna fixed

scenic ocean
#

Okay, but the solitude one looks to be, so I'll look into that

foggy void
#

Yeah dunno what is going on with Solitude lol

scenic ocean
#

Solitude with/without sponge looks identical to me

fluid pelican
#

@faint zodiac was the one testing

oak quartz
scenic ocean
#

I'm thinking they might have legacy on, or another setting

scenic ocean
faint zodiac
faint zodiac
#

i didnt touch any configs

#

do i need to opt-in to something?

rustic heath
faint zodiac
oak quartz
foggy void
faint zodiac
scenic ocean
#

The top one should be on, that's what actually enables the shader

foggy void
rustic heath
foggy void
faint zodiac
#

hmm. why did it look bad for me then... ill test again

scenic ocean
#

Hmm, what other mods are you running?

rustic heath
#

it doesn't have nothing to do with the grain texture

scenic ocean
#

Maybe there's another mod causing something

faint zodiac
#

loading in again

scenic ocean
#

because for me this is how it looks, Sponge on left vanilla on right

oak quartz
#

I should prob change that lol

#

since before it was bugging something for me

uncut slate
#

I think the custom shader does not activate if disable posterization is enabled

fluid pelican
#

there's one specific part where it looks like this

#

(near main)

oak quartz
scenic ocean
oak quartz
#

XD

uncut slate
faint zodiac
#

its sorta gone?

pale narwhal
#

because you have to disable the posterization shader or lethal's vanilla shader will draw and there's no reason to replace it in that case

pale narwhal
#

the *4 settings after "remove posterization shader" are all dependent on it being enabled

faint zodiac
fluid pelican
#

i had clear weather

faint zodiac
#

that or imperium

#

imperium might ruin the shader

#

do you have imperium

fluid pelican
#

oh maybe it's imperium

faint zodiac
#

YEP

fluid pelican
#

lemme check without

faint zodiac
#

its gotta be imperium then

#

no no no i did it without

#

before it looked like yours

#

then i removed it

scenic ocean
#

Oh wait, I'm seeing some static looking stuff by main

faint zodiac
#

and its this

scenic ocean
#

it looks like it might be that area?

faint zodiac
#

imperium is probably the issue

scenic ocean
#

vanilla does that too though

#

well, maybe vanilla without sponge doesn't

#

let me test a few more times

#

Might be some other sponge setting messing with both shaders

fluid pelican
#

still the same without imperium

faint zodiac
#

from my testing, the new shader you made runs fine without imperium

faint zodiac
#

i was on stormy

#

lemme check

#

on normal

rustic heath
#

There are like 2 really near to main

pale narwhal
#

i mean, i would be confused on how imperium would impact the rendering in this scenario

rustic heath
#

let me get a video

scenic ocean
#

I've had Imperium impact other parts of sponge, but this should be unrelated.
I think it has to be weather related or something

#

If it's being inconsistent

fluid pelican
#

mine are all in clear weather

faint zodiac
#

trying with sponge on normal weather

#

rn

#

no imperium

scenic ocean
#

Okay, just to be certain on my end

faint zodiac
#

this is the result

#

its okay

#

@fluid pelican yours might be cursed

fluid pelican
#

i lit downloaded in a fresh profile

scenic ocean
#

Left is vanilla shader, right is sponge
I'm getting it on both

fluid pelican
#

what

#

lemme check again

scenic ocean
#

Let me try without sponge completely

faint zodiac
#

what is happening bro

#

how do i not have it

#

but

#

both of you

#

this hurts my head

scenic ocean
#

This is wild. I have no idea what would cause this to not appear sometimes

fluid pelican
#

maybe it's drive issue like amd/nvidia (would be odd but... idk)

scenic ocean
#

could also be resolution related?

#

I'm running at 1080p

fluid pelican
#

same

foggy void
#

Can't believe Sponge is getting fale positives damn

#

lol

fluid pelican
#

only these mods btw

scenic ocean
#

Aha, without sponge it doesn't show.
I think it's a different sponge option that's causing this, unrelated to the shader

fluid pelican
#

getting the same results

scenic ocean
#

this is with no sponge at all

#

time to mess with other sponge options and see what could be doing this

foggy void
#

Interesting

fluid pelican
#

hmmm maybe the resize textures?

scenic ocean
#

Oh, that's a good thought, if the ground texture is really big

fluid pelican
#

yeah

#

testing rq with that turned off

scenic ocean
#

I think that's it? I'm not seeing it

fluid pelican
#

Bingo

#

it's the texture resize

rustic heath
#

if it also fixes it?

foggy void
#

Oh so the texture resize is also affecting moons lolol

#

@fluid pelican Since most moons use 2k textures, increasing the size to 2048 should fix it

faint zodiac
#

OHH OF COURSE ITS TEXTURE RESIZE

scenic ocean
#

Yeah, the sand and grass normals are 2k textures

#

that's why

faint zodiac
#

Yeah i had that off i think?

foggy void
faint zodiac
#

so without it, it just goes to uh

fluid pelican
#

idk how sponge resizes them but it's making them tweak

faint zodiac
#

pixels

scenic ocean
#

Probably, people with really bad machines can just put it back at 1k

foggy void
faint zodiac
#

maybe have texture resize off at default

#

but make a big suggestion in the description

foggy void
faint zodiac
fluid pelican
foggy void
#

Possibly

scenic ocean
#

I've seen some horrifying 8k textures in mods, so I'd like it to stay on by default, but moving it up to 2k is fine

#

I'll patch it to be 2k default now

faint zodiac
#

although 8k textures have got to be rare jesus christ

foggy void
#

Some older scrap mods and such have huge textures

neat light
#

I was given a 16k texture for the old meteor shower model iirc

scenic ocean
#

I should actually also be checking out the resize method, because it looks like the resize is doing more than just downscaling, at least for normal maps

#

I might have a bug with normal resizing in particular

faint zodiac
fluid pelican
scenic ocean
#

It's ending up a way lighter shade

foggy void
#

Oh odd

scenic ocean
#

so I think sponge's normal resize has a bug

faint zodiac
rustic heath
scenic ocean
#

I'll put out a patch to increase default to 2k, then look into what the resize is doing wrong as well

#

oh, wait... it's totally changing the file format. It's resizing into R8G8B8A8_SRGB and not BC7_UNORM
I've got some work to do on that

fluid pelican
#

we learn something new everyday

scenic ocean
#

Wish there was a good way to make new Bepin config defaults override old values.
2k default will only affect fresh installs, people with it already set will need to change manually

neat light
#

Making a new config option always works... Lol

scenic ocean
#

Yeah, but then it just gets so messy.
Because the old options stay as like, phantom configs for people who had them

neat light
#

Wut, you don't clear orphaned configs?

foggy void
neat light
#

I mean it's a code thing not a thing you'd see

#

I've never seen a mod without auto clearing of orphaned options

scenic ocean
#

Does bepin have a setting for that built in? It shouldn't be too hard to write myself if not I guess.

neat light
#

Nah but there's a thread for this src

#

Sec*

scenic ocean
#

Oh, I see there's an example on the modding wiki now too. That's really nice.
I'll just add that in with this patch then.

neat light
#

Ye

scenic ocean
#

Damn, so Bepin actually just saves a property called "OrphanedEntries" but doesn't expose any way to clear it without reflection?

neat light
#

Afaik yes

#

Though honestly never looked too into it

scenic ocean
#

Okay, just pushed up the patch with the new default maxTextureSize, time to look into the texture resizing method and why it messes so much with normals.

oak quartz
#

its all be placebo

scenic ocean
#

Okay, found a fix for the normal static on resizing as well, so anyone who needs to resize textures below 2k won't have to deal with that.

#

It wasn't regenerating mipmaps, which was the issue.

scenic ocean
#

Uploading 1.3.2 to thunderstore with the fix now

#

Now to look into that disabled reflection issue. I think that was the only other reported issue at the moment.

scenic ocean
#

Maybe v73 changed something about HDRP reflections on cameras?

scenic ocean
#

Oh my goodness, it was because I had accidentally reused the disable reflection config for refraction.
I'll just remove the refraction disabling option, since that seems to not work (maybe because of the helmet?)

scenic ocean
#

Okay, just uploaded 1.3.3 with the fix for disabling reflections.

foggy void
#

You're cooking today Scoops it's good to see lol

plush sierra
#

goat

scenic ocean
#

Finally getting around to finishing the reverse engineering gave me a lot of energy for the project, haha.
Wasn't sure I'd ever get the shader this exact tbh.

sharp jackal
#

It's really impressive the work you've done, I can't notice the difference between vanilla and the shader you made. Congrats ๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘

pearl condor
#

@scenic ocean Hey, I was working on my own fullscreen-pass version of the game's shader, and what impresses me particularly is that it seems like you were able to sample the volumetric fog into your shader to lessen the depth outlines. I'm using Shader Graphs (because shader code is way beyond me), just copied the original shader nodes into a fullscreen version, and now I'm stuck with this look. I wonder how you dealt with that. (But at this point, I wonder if I could just use your solution?) mewhenthewhen

foggy void
tepid chasm
#

XD

fluid pelican
foggy void
#

Yeah Scoops did an amazing job at doing the shader, she talked about giving you the shader to use ^^

oak quartz
#

I never expected to see zeekers here XD

tepid chasm
#

this was not on my bingo card, 2025 is wild wow :0

sharp jackal
nimble pendant
oak quartz
#

XD

#

nice to see him around here

mighty rapids
#

being more involved with the modding scene is healthy for every game alright

rustic cliff
#

yeah, cool to see the dev himself in this server at least!

nimble pendant
tepid chasm
#

๐Ÿ˜”

versed orbit
#

Holy shit it's zeekers
WebleyLook

rustic heath
stiff sapphire
#

Fish react him

vital crater
#

it's the truth that needed to be said

rustic cliff
oak quartz
#

no?

rustic cliff
#

ok

wary solstice
#

Zeekers is gone for a year now

oak quartz
#

we will jump him

rustic cliff
#

yay

foggy void
stiff sapphire
wary solstice
#

Be kind to zeekers

#

I shouldnโ€™t need to bonk anyone for our creator

stiff sapphire
#

We should avoid talking in here so Scoops doesn't have to scroll through 300 unrelated messages plink

rustic cliff
#

sorry Scoops lol

tepid chasm
#

scoops wondering why the thread got so many messages

sharp jackal
#

bro really thought it was a good idea to say that when Zeek is clearly working on it and is here asking for help

mighty rapids
#

"iT's tHe tRUTh" how about you become a mudskipper huh

wary solstice
#

Anyway when scoops comes online this is the message #1345089401100701778 message

tepid chasm
#

100% ragebait, stop giving it more attention, we have bigger fish on the plate hehehe :3

wary solstice
#

Because the thread kinda imploded

tepid chasm
#

gen im gonna

tepid chasm
#

ki (ss/ll) you

light ether
faint zodiac
#

hi zeekler

pearl condor
#

hi

faint zodiac
#

thank you for saying hi zeekler that made my day

mighty rapids
#

w zeekler ๐Ÿฉนโค๏ธ

fluid pelican
#

it's really nice seeing you here zeeks :3

faint zodiac
#

you have truly changed my tiny beanie life for the better โค๏ธ

ivory breach
#

Glad to see you around peepoGiggles

faint zodiac
oak quartz
#

Hope scoops is online soon

wary solstice
foggy void
#

Hope so too, he might be sleeping rn in which case I am sure he'll respond as soon as he wakes up ^^

pearl condor
rustic heath
#

Oh. That's neat

foggy void
faint zodiac
#

Awesome!!! I love optimization

mighty rapids
#

we are looking ๐Ÿ‘€

tepid chasm
#

lets wait for scoops reply

rustic cliff
#

neat

foggy void
#

Yeah I do think he should officially respond

#

But yeah this is awesome

wary solstice
#

What does the shader do differently?

faint zodiac
light ether
#

iirc something about the fog

#

and that too

fluid pelican
#

It's a single shader pass instead of per object if i remember correctly

foggy void
#

Scoops is here ๐Ÿ˜„

mighty rapids
#

there we go!!

ivory breach
scenic ocean
light ether
#

beautiful moment

foggy void
#

Yeah we love seeing Zeekerss in here LacyHeart

faint zodiac
#

Lets all hold hands and sing

light ether
#

hi wesley

#

i can see you

scenic ocean
versed orbit
#

This day will be remembered

fluid pelican
#

dad i made it, i was here

faint zodiac
pearl condor
#

Hoorayyy thank you!!

oak quartz
#

thx for it

rustic heath
#

Scoops rn

light ether
#

we love you zeekers! good luck on whatever you're up to now โค๏ธ

versed orbit
#

^

rustic cliff
#

^

foggy void
#

^

wary solstice
scenic ocean
# pearl condor Hoorayyy thank you!!

You can DM me on discord anytime if you want any additional changes to the shader or anything else. Super happy to have the chance for it to be in base game.

plush sierra
#

thats goat

fluid pelican
#

we'll let you cook zeeks, we are all very thrilled to see what you do

versed orbit
#

Aye excited for whatever is next

fluid pelican
#

also @scenic ocean congrats you ARE the star here and now

wary solstice
#

Wesley monster update next ๐Ÿ”ฅ

mighty rapids
#

This truly was... The Lethal Sponge.

stiff sapphire
#

*roll credits*

light ether
#

maybe the real lethal was the company we made along the way.,,,,.,

tepid chasm
#

and everyone lived happily ever after

faint zodiac
tepid chasm
#

this is the calm before the storm

wary solstice
faint zodiac
#

Can i be the painting on the wall in the post credits

light ether
faint zodiac
light ether
faint zodiac
#

happoy

west vessel
#

what does this mean for the lethalsponge economy

ivory breach
light ether
stiff sapphire
ivory breach
light ether
#

i do not use lethal sponge so i did not know

oak quartz
fluid pelican
#

It would mean that the shader would not be there, but sponge has some other really neat stuffs there

stiff sapphire
#

Texture compression for instance

#

LethalSponge KILLS my comically long texture that I scroll through to animate it ๐Ÿ˜”

fluid pelican
#

the light range limit/decal distance/shame optimizer etc etc

light ether
#

shame optimizer?

fluid pelican
#

yes

light ether
#

what

stiff sapphire
#

Shame

light ether
#

what is that

fluid pelican
#

it's not shame, mesh**

tepid chasm
#

imagine having to remove a feature from your mod because its now in the base game

#

crazy

fluid pelican
#

my autocorrect jumped

west vessel
#

how did you

#

mispell that

light ether
sharp jackal
#

Imagine if in the next days Zeekerss also implemented some fixes from other mods

fluid pelican
#

my phone did......

wary solstice
scenic ocean
#

It's crazy. But yeah, Lethal Sponge will still have the other features. I'll likely just drop the shader once it's in base game.
Tbh I could also leave it, for people running older versions. We'll see how it works out.

ivory breach
#

Absolute Company

wary solstice
#

Absolute stinkboy

ivory breach
light ether
#

once zeekers updates twice you cant downgrade via steam anymore

#

which is mildly unfortunate for the v72 locked mods

oak quartz
wary solstice
#

Can we ask Zeekers to add a beta branch for v72

oak quartz
#

so they can just downgrade to before its removed

faint zodiac
light ether
oak quartz
#

and leaving a vulnerable version choosable

wary solstice
#

Disable lobby browsing perceive

wary solstice
#

Invite only

oak quartz
faint zodiac
#

at any time

faint zodiac
#

meh

oak quartz
#

ye

light ether
#

v73 is when the mods broke

tidal lagoon
#

cant believe that my pc being so bad we couldnt play our modpack ended up being the butterfly wingflap scoops needed to get her name in the credits

faint zodiac
#

not worth it really

tidal lagoon
#

lets fuckin go

faint zodiac
fluid pelican
#

i think leaving v72 there as a beta would be nice, but v73 was a security update idk if it's such a good idea

oak quartz
#

like one those mods everyone should use

#

ofc it had a lot of things to work out but its in a really good state XD

ivory breach
tidal lagoon
#

yeah she worked so crazy hard on it
when we started to peel back the surface to figure out why things were so bad for me she just started tweaking stuff and never stopped
super proud

#

was initially just there to sponge up memory leaks but here we are

pale narwhal
#

very happy for you scoops

#

super cool development for LC today

leaden aurora
#

Also shoutout Buttery for mentioning it as an option a couple times whenever Zeekerss was talking about messing with the shaders

neat light
#

That's amazing congrats scoops

#

Also this was super awesome, hopefully zeekerss interacts more with the modding community eventually, we all big fans ๐Ÿฅบ

strong lion
#

so happy for you @scenic ocean !

#

what a great thing to happen

loud remnant
#

why few messages has multiple reactions
what's going o- oh shit it's zeekerss AnimatedPlink

#

I see, congrats and happy for u scoops perceive

tepid chasm
#

Guys i had the craziest dream, i dreamed that zeekers himself showed up and was asking for scoops shaders to add them in base game

#

Really specific dream but crazy

neat light
#

Dats a crazy dream, if only...

tepid chasm
#

If only zeekers was real ๐Ÿ˜”

loud remnant
#

snap back to reality

ivory breach
tepid chasm
#

Mom spaghetti

torpid wave
#

@scenic ocean grats on having your work added to the base game! I've been using your mod in my lobbies for a long time now and its been a great performance booster with no drawbacks. Coming from the competitive high quota community, we play previous versions a bunch and having the latest version of the mod support older versions of the game would be amazing! Definitely something worth considering if you're otherwise done with creating the mod.
Thank you again for your excellent work โค๏ธ

bleak geyser
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I thought High Quota should be played without mods

foggy void
warm solstice
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Congratulations Scoops yoiled

ornate reef
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Code rebutrth

torpid wave
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Theres a modded high quota section for Wesley's Moons, brutal company and some older custom moons

neat light
scenic ocean
torpid wave
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thank you so much ๐Ÿ”ฅ thats amazing to hear

robust folio
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did i miss something? why is shader going in base game? what about post credits scene?

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is zeek back?

balmy spire
robust folio
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thats crazy

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hey im making a potato edition of my pack for a friend, is turning off posterization the most optimized option?

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or does it make any difference

oak quartz
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so yes have it on

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you wont notice

robust folio
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sorry i meant the optimized shader

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idk lmao just which options are best to change for max performance

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sorry i shouldve started with that

oak quartz
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just runs better

robust folio
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yea but would it run better off

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this guys on a laptop i gotta do all i can

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he runs at 30 and hes content with that but i need him to run at 60 or ill feel guilty

oak quartz
robust folio
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yea im sure it is

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he can tell when its above 30