#Lethal Sponge

1 messages · Page 7 of 1

lean wave
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thank you so much!!

scenic ocean
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yeah, it looks like when the FinalPass shader is run, its output is the PlayerScreen

lean wave
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and yep you're right

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i couldnt get it to work with transparency

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that explains it

scenic ocean
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so I think your best bet is actually pulling the frames out of the PlayerScreen and not the camera buffer

lean wave
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if you look at this video, you can notice the top 2 small monitors arent affected

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they're "transparent" for some reason

scenic ocean
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It's because they use the UI/Default and TextMeshPro/Distance Field shaders, which occur after Before Transparent is injected

lean wave
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ooooh

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turn that frown upside down

scenic ocean
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Cannot recommend messing around with RenderDoc enough.
It's so good for learning what's going on behind the scenes in games, and it's really easy to attach to any unity game

lean wave
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thank you Jane shaderpass

lean wave
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this is your name now legally

lean wave
scenic ocean
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SetTexture should be able to just take the RenderTexture directly, but allocing a new handle should also work, since handles are just a wrapper.

lean wave
lean wave
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i tried renderdoc too and couldn't get it to work, every time i attach it to lethal company and launch the game it prevents bepinex from hooking to the game at all (even with a manual installation)

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great

scenic ocean
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There's a trick for getting RenderDoc to work along with other injected code.

If you go into your local Lethal Company files and open the 'Lethal Company_Data' folder, there's a boot.config file.
Open that and change wait-for-native-debugger to 1.

Now whenever the game launches it will open a dialogue first that prompts you to attach a debugger. (this works for any un-obfuscated unity game, and also works for attaching the unity profilers)

While that dialogue is open, launch RenderDoc and go to File -> Inject Into Process. Then search for Lethal Company and inject. Once it's injected you can dismiss the dialogue and the game will launch with RenderDoc attached even with mods loaded.

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As for what's going wrong, I'd have to look at a renderdoc capture or run the custom pass locally to see what's causing problems with grabbing the playerscreen/running after transparent.

lean wave
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id feel bad making you do that surely this is not impossible for me

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i will keep at it for a while and return if i exhaust myself

sudden abyss
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@spice plinth

pale narwhal
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what are these settings doing in lethal sponge right now?

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vanilla limits these to 20, 7, and 22 respectively

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the way this changelog is worded:

  • Removed the override for vanilla's radar framerate method, since vanilla now uses the same framerate cap method I was using. This also fixes bodycams not rendering with Patch Camera Script enabled.
    i wasn't sure if these settings were just being ignored, or if they were getting assigned as the FPS value of the associated camera (thus overwriting vanilla's values)
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looks like the repository is still pre-v80, but i guess i could also check a decomp...

gritty sun
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I put the Map Camera Framerate to 60 so the 'ship guy' has a nice smooth experience, unsure what the performance impact is though

foggy void
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@scenic ocean Is it possible to cap the framerate of the terminal monitor? Also yeah you need to remove those orpeaned options lmao. Main reason I ask is cus if you use a mod like Darmuh's Terminal Stuff that networks it it makes the whole ship lag when someone is using the view monitor/map command because the framerate is uncapped

scenic ocean
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Oh yeah those likely aren't doing anything anymore, I'll remove them next patch.
As for the terminal map, it should be using the same framerate as the other map? They're both pointing to the same camera. I'll have to look into that when I have time.

pale narwhal
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it's a single camera rendering to a rendertexture that the ship monitor and terminal both read

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seems like this is more like a feature request for tworadarmaps

foggy void
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I'm not using TwoRadarMaps no so it might be a TerminalStuff issue

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I'll just turn off the network synced nodes ig

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Unless GI is overriding since it has options to change the frame rate

foggy void
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Did some more testing, seems the Terminal Stuff map causes lag but not the Vanilla View Monitor

foggy void
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@rain charm Maybe you can add a framerate cap for the Map? I also wanna let you know that there is a bug with the Map where sometimes after a client has brought it up and used it when I go to use it it turns entirely White for some reason

lean wave
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@neat light i wanna ask you about custom pass stuff

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is there anyone around who has even gotten one working with the game's posterization

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i have sort of hit a wall

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idk if its something with unity, but getting a pass to work on top of scoops is just not possible for some reason on my end

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regardless of ordering etc

neat light
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A custom pass? Yeah I have a few working
Its been a hot minute since I checked them out though so I haven't seen em in action for v81

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I think they still work

lean wave
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yeah for some reason if i try stacking any effect on top of the scoops one it either replaces it or does nothing

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like the ordering thing just isn't working at all

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ill record in a second

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or a while

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unity is taking its sweet time to open

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my shader grabs frames from ctx.cameraColorBuffer.rt but it just completely ignores the rest of the pass

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im assuming because im injecting before post process but i dont really have a choice there

lean wave
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i wonder if instead of pulling the camera color buffer directly i can pull the posterizationRT buffer that scoops made in post somehow?

bleak geyser
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Generate lods on/off

bleak geyser
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And you can only see Eyeless dog teeth if Apply security camera quality overrides is turned on

pale narwhal
# bleak geyser

for clarity sake, the metal sheet is missing in the bodycam 🙂 with lods on

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im not sure what vanilla items this affects, probably at least the bottles and heart

lean wave
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nah it burnt me out tbh

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was going in circles at a point

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and i have other shit to worry abt

ornate reef
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mark my words, i will make this sponge dry out

ornate reef
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I failed