#Lethal Sponge
1 messages · Page 7 of 1
yeah, it looks like when the FinalPass shader is run, its output is the PlayerScreen
so I think your best bet is actually pulling the frames out of the PlayerScreen and not the camera buffer
if you look at this video, you can notice the top 2 small monitors arent affected
they're "transparent" for some reason
It's because they use the UI/Default and TextMeshPro/Distance Field shaders, which occur after Before Transparent is injected
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
thank you Jane shaderpass
this is your name now legally
do u know how i can get this btw? i know theres playercontrollerb.gameplayCamera.targetTexture but that gives a RenderTexture and not an RTHandle so idk if i have to alloc a new one or what
SetTexture should be able to just take the RenderTexture directly, but allocing a new handle should also work, since handles are just a wrapper.
lol the only thing using PlayerScreen to pull frames seems to do differently is overlay a blank grey texture on my screen instead of black when injected after post process. Maybe I'm just not referencing it correctly; I'm trying to pull it from GameNetworkManager.Instance.localPlayerController.gameplayCamera.targetTexture after it's no longer null bc I'm not really sure how else I'd do it
its rlly interesting how the screen just melts in editor injected into After Post Process when trying to pull the frames from the camera buffer directly
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)
...ok
great
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.
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.
id feel bad making you do that surely this is not impossible for me
i will keep at it for a while and return if i exhaust myself
@spice plinth
what are these settings doing in lethal sponge right now?
vanilla limits these to 20, 7, and 22 respectively
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 Scriptenabled.
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)
looks like the repository is still pre-v80, but i guess i could also check a decomp...
I put the Map Camera Framerate to 60 so the 'ship guy' has a nice smooth experience, unsure what the performance impact is though
@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
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.
are you using tworadarmaps? because like scoops said, vanilla only uses one camera for both
it's a single camera rendering to a rendertexture that the ship monitor and terminal both read
seems like this is more like a feature request for tworadarmaps
I'm not using TwoRadarMaps no so it might be a TerminalStuff issue
I'll just turn off the network synced nodes ig
Unless GI is overriding since it has options to change the frame rate
Did some more testing, seems the Terminal Stuff map causes lag but not the Vanilla View Monitor
@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
@neat light i wanna ask you about custom pass stuff
is there anyone around who has even gotten one working with the game's posterization
i have sort of hit a wall
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
regardless of ordering etc
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
I think they still work
yeah for some reason if i try stacking any effect on top of the scoops one it either replaces it or does nothing
like the ordering thing just isn't working at all
ill record in a second
or a while
unity is taking its sweet time to open
idk this is so weird i dont understand
my shader grabs frames from ctx.cameraColorBuffer.rt but it just completely ignores the rest of the pass
im assuming because im injecting before post process but i dont really have a choice there
it unexplainably breaks when injected into after post process (im assuming because the frames are already discarded at this point?) so i cannot do it here
i wonder if instead of pulling the camera color buffer directly i can pull the posterizationRT buffer that scoops made in post somehow?
And you can only see Eyeless dog teeth if Apply security camera quality overrides is turned on
for clarity sake, the metal sheet is missing in the bodycam 🙂 with lods on
im not sure what vanilla items this affects, probably at least the bottles and heart
did you ever work this out?
nah it burnt me out tbh
was going in circles at a point
and i have other shit to worry abt
mark my words, i will make this sponge dry out
I failed