#ImmersiveEntrance

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bright grove
wild wren
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where mod

lament wasp
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WAIT WHAT

sick tartan
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ooh!

wild wren
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mod is kil

bright grove
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Uploading it right now

wild wren
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kil

hard vapor
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#1229912303588212796 time

fast flame
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You gave the wrongo link I think

bright grove
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I made this post early so I can link it in my README

sick tartan
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It's like the other Immersive Entrance on WIP mod!

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But finally here!

fast flame
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Oh lul, it was actually not in the database yet

bright grove
lament wasp
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quite a few people tried to do a seamless entrance

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to no success

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so getting this mod out of nowhere is so crazy

bright grove
hard vapor
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more like

lament wasp
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shhhhh

hard vapor
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more immserive

lament wasp
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ooohhh i get it

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still better

hard vapor
lament wasp
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ye

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seamless might be way too hard to do

hard vapor
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ofc with modded interiors it aint gonna do much

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for the inside

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at least

lament wasp
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aw :c

hard vapor
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but from outside at least

hard vapor
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but you can at least see them from outside

fast flame
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Can I comment on this real quick Zeh

private static bool TryLoadAsset<T>(string name, AssetBundle assetBundle, out T asset) where T : Object
        {
            asset = LoadAsset<T>(name, assetBundle);
            return (Object)(object)asset != (Object)null;
        }

You got painfully close to doing a TryX pattern right but you seem to have forgor the [NotNullWhen(true)] decoration on the out T Asset to tell the IDE its fine if this is null sometimes and make it look like [NotNullWhen(true)] out T? Asset

glass ledge
#

Question remains-

Mod compatible?

hard vapor
torn gust
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omg omg i cant wait to try this!!

hard vapor
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surely not

glass ledge
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👀

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Ah

hard vapor
fast flame
bright grove
fast flame
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RAAH

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Imagine not using nullables in the year of our lord 2026

bright grove
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Yeah...

fast flame
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squeezes Zeh

hard vapor
glass ledge
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I have vanilla inspired interiors that have normal doors and I want to see if it functions

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Gonna test it

hearty shoal
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this is sawesome duder yoiled

torn gust
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OH IT ADDS GLASS TO THE MANSION DOORS WHAT

lament wasp
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WHAT

torn gust
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i was just about to say this would make chameleon's fancy main doors unfortunate

lament wasp
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me when i cry of peak

torn gust
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it would definitely need compatibility for this thoughu

bright grove
wild wren
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neeed...!!! compatibility..!!!!! URGHHH!!!

fast flame
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Mod rejected for being too scary wag

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I don't like looking thru the door and seeing monsters

lament wasp
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robyn... its a mirror..

torn gust
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this is actually the coolest thing ever

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i just tried it

hearty shoal
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i'm very curious how this is achieved

bright grove
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I'm glad GuraHappy

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It was a pain to figure out

torn gust
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only slight nitpicks i have are that it could look nice with a fade-in of the interior showing up instead of popping in, and the outdoor fog doesn't show from the inside

hearty shoal
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is it screenspace?

torn gust
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but still this is insanely amazing

hearty shoal
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this will be a keeper mod for sure yoiled

bright grove
torn gust
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yeah no take ur time

hearty shoal
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it is still unbelievably awesome =3

bright grove
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I'm so happy that I got the lighting right though when looking into the facility/outside

torn gust
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affasjfnkljb kjla

bronze coral
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WHAT

high cedar
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cant believe many old idea from lethalexpansion era being brought back as new this yearWeNeedYou

hard vapor
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oh it only works for vanilla interiors, sads

high cedar
potent wagon
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still awesome as fuck

torn gust
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AND it's client side too????

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chefs kiss

hard vapor
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I aint using it sadly since i hate inconsistancy

high cedar
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🥀

torn gust
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hrm it look a little funky on dine

wild wren
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Fuck dine

torn gust
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true

high cedar
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adding compat for custom interior sounds like a nightmare given how many custom doors there is
unless u wanna resort to replacing the whole door with vanilla door somehow which still like a lot of work or some other way
unless zehs wanna do it ofc Fish

wild wren
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will it still work with any interior that uses vanilla doors?

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for example, generic's interiors?

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or is it more complex then that

high cedar
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in an ideal world we have this attached to the doorscript and it just works *me talking from my tiny brain

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anyway good work on this alright

hard vapor
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at least for me

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it pops out when you get close

bright grove
# hard vapor real question, is there a way for interior devs with custom main doors to add su...

I'm not sure how moons/interiors with fully custom main entrance doors would be compatible. For moons/interiors that use the default Lethal Company doors, I would say just have a main entrance door set up similar to the vanilla moons. You must have a OutsideEntranceVisualDoorsContainer GameObject structured exactly like vanilla with the GameObjects having the same names. You should also put your door frame GameObject in here and name it DoorFrame.

hard vapor
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but works further away

hard vapor
wild wren
hard vapor
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storehouse

bright grove
bright grove
supple skiff
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after almost 2 years it's finally here!

bright grove
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I'm curious what the other attempts of a mod like this looked like

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I don't remember seeing any other mods like this before

hard vapor
bright grove
hard vapor
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I set them to max and it was the same

bright grove
hard vapor
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I dont see activation in the config

lament wasp
hard vapor
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just a sneaky one

lament wasp
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thats the idea yeah

bright grove
high cedar
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yeah its a tp but it also doin what zehs do here but with larger scale

bright grove
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The portal camera's rendering still isn't perfect, so it would look a bit weird too walking through

hard vapor
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oh yeah a config to turn off the blue tint would be nice

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wait is that a bug or intentional

bright grove
hard vapor
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not a big deal

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I do hope the issues with custom interiors could be worked out since it seems hit or miss

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(talking viewing from outside)

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ofc custom doors wouldnt work

bright grove
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There are configs to disable the portals per moon and interior

high cedar
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ohhhhhhhhhhh

hard vapor
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think I found the thing, if it has a custom door inside, cant see from outside either

bright grove
high cedar
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wait so is the mod being attached to the actual door model or the interact area

bright grove
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The portal is being attached to the GameObject with the EntranceTeleport script

hard vapor
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it just wont exist

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if interior door is custom

bright grove
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The position and rotation of the portal screen is dynamically set

hard vapor
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actually I just realized

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maybe issue is cullfactory?

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id not be surprised if it conflicted

bright grove
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I have not tested this mod with CullFactory

high cedar
hard vapor
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ill check soon

fast flame
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@bright grove

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good jorb, pat

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pat pat

bright grove
bright grove
vivid quest
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we are so close to having 8-3: DISINTEGRATION LOOP be an actual thing.

lament wasp
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one more ultrakill reference

supple skiff
quasi monolith
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this mod seems really cool can't wait to try it in my pack

fleet oriole
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How well does this mod work in vr?

bright grove
bright grove
rose siren
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this is really cool! my only real issue is fog not rendering on the other side, but i don't know how hard that would be to implement

bright grove
rose siren
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cadavers don't seem to render through the portal camera, actually

spare cloak
wild wren
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from 01/02/24

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oh I didn't mean to forward that here

fleet oriole
fleet oriole
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in other words. you dont actually need an vr, you just gotta make sure that both eyes see the same thing. in ''Display VR View''

toxic tangle
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If there's a way to lerp the visual effect for range falloff it would seem less harsh and snappy. Also an option to temporarily lower visual quality automatically to ultra performance when radiation is present when looking inside for simulating something like lethal radiation. the mansion door should have options to not have windows and either way it doesn't have them on both sides which is pretty immersion breaking. I'd also like to see options to fake the post processing/lighting outside with emissive/transparent textures and exterior render distance fade (if possible for moons like rend/dine/titan). Also the option to disable looking one way or another.

toxic tangle
broken whale
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WHAT WHAT WHAT

hearty shoal
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red trees of doom and despair

broken whale
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this exists now???

hearty shoal
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evil trees

toxic tangle
hearty shoal
broken whale
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i was talking about the mod itself stare

hearty shoal
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so it "makes sense" to add a window to the mansion door on the inside

potent wagon
# toxic tangle vow

ik that's the LODs for the trees but I did NOT know they were that red lol

hearty shoal
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chameleon makes the exterior door a "fancy door" if its a mansion (or other supported interior) so i doubt that's going to play nice without compatibility

broken whale
# toxic tangle vow

the red trees are probably from the diffusion profile not being used or something

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since fog isnt either

hearty shoal
toxic tangle
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oh

hearty shoal
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because this isn't a vanilla feature

toxic tangle
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yes

hearty shoal
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that explains it

toxic tangle
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even still window toggle would be nice

broken whale
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Why are all of the cool mods and modpacks coming out as soon as I can't play the game 😭

hearty shoal
toxic tangle
hearty shoal
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whaa

sick tartan
broken whale
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how compatible is this with modded interiors and moons stare

toxic tangle
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scroll up

broken whale
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ic

sick tartan
broken whale
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a lot of mods are going to need to make compatibility on their end

sick tartan
toxic tangle
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OH the red trees might be because i cleared the weather on eclipsed or just eclipsed

broken whale
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trees have a tendancy to turn magenta when diffusion profiles arent used

toxic tangle
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o

supple skiff
keen hearth
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Found the weirdest bug:
When you have this mod installed the external Scrap display from general Improvement doesn't detect any scrap

quick hedge
hybrid path
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that way when you go in or out it doesn't suddenly feel like "oop fog popped in", yanno

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it feels like you're seeing through a tinted window or the like

toxic tangle
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I said something like that earlier faking the outside, obscuring it, or chosing when to hide it

hybrid path
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regardless I imagine you're looking into options, just a suggestion

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this looks REALLY incredible Crit

toxic tangle
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agreed but I think the whiteboard is just as cool (waiting on that release like rita repulsa)

hybrid path
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the whiteboard effect is a simpler and more practical approach that is likely to be way less buggy with other mods, but this is truly something special

stuck cliff
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this looks very cool

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lemme know if there's issues with CullFactory, not sure how it'll handle if the position of the camera is outside the dungeon

stuck cliff
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yeowch my hand

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also not sure what exactly is causing the drastic difference in visuals for the exterior, but whatever is going on there you might be able to resolve similarly to how OpenBodyCams does using the HDRP camera callbacks

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...or even depend on OpenBodyCams for the reverb trigger tracking, but I don't know if that's worth it lol

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I forget if it would even work for something like this

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I'm also curious how this works with vanilla culling, does it just always render the interior when the player is outside?

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actually, I think it only works because the last place the camera was after teleporting is at the door, so if zeekerss changes it to cull the interior when outside, it would break

bronze coral
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Iirc thats the one that changes the visuals and quite a few teleport mods also had the issue where if you tpd in from outside or vice versa the visuals were messed up

bronze coral
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I’ll see myself out

stuck cliff
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I don't recall what experimentation does with the fog when you go inside

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if it's moving it under the floor like it does when you go inside the ship, I think it's kinda cooked except through OpenBodyCams integration

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but my weather override system doesn't work with mods because weather mods didn't converge on a system similar to vanilla

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hence why it's disabled by default

bronze coral
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Im a bit curious now i’ll check it in the morning

bright grove
keen hearth
bright grove
bright grove
keen hearth
bright grove
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Okie

stuck cliff
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in case you were curious though, CullFactory selects tiles per camera in the camera callbacks to cull for, so I need to look into which tile it selects for your portal camera

bright grove
stuck cliff
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oh interesting, okay

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maybe I misread it

uncut estuary
stuck cliff
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I did test CullFactory against it earlier, and it did seem not to be getting the culling right, but not sure if it's because the tile selection was wrong or because the frustum itself behaves strangely with this type of projection matrix

bright grove
stuck cliff
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ah, then I didn't misread, that would make sense lol

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if he ever changes it in future, you might start having to call it every frame, not sure

sudden inlet
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You can not back out of a lobby if this mod is installed

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It throws an error

bright grove
stuck cliff
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well it updates the current tile every frame while you're inside

bright grove
stuck cliff
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the only reason it doesn't override that call currently is that it just skips setting it if it doesn't find atile

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which is not what's intended, since that means the interior and everything in it is still appearing while outside

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but ideally, zeekerss would use camera callbacks

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I thiiiiink I suggested it in his discord

bright grove
sudden inlet
bright grove
# sudden inlet

Thank you. It was a bit of an oversight. It'll be fixed in the next update I release

sudden inlet
bright grove
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For now you can just land on a moon and exit the lobby and that should work

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I'll try to look into improving the portal camera's rendering accuracy to match the player camera later today if I have time

wild wren
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does this not work for mineshafts..?

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it's just adamance

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adamance does not work

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mineshaft works perfectly fine on experimentation, and nothing works on adamance

wild wren
# wild wren

and the three times i tested it, it came up with the error there

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and why is the world so green..

bright grove
wild wren
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clear

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wasn't green last time i tested it

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last night

bright grove
# wild wren

I'll need to see your full logs to know why it didn't spawn

wild wren
wild wren
bright grove
bright grove
wild wren
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not locked

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it was around

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11

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11 in the morning

bright grove
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Can you send me your full log file?

wild wren
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done did

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in dms

bright grove
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I'll check it out soon

bright grove
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I have no idea

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If you get Mineshaft on Adamance again and the portals don't spawn, I would appreciate your full logs

wild wren
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it breaks no matter if it's mineshaft or not

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only on adamance

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this is a new development

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i can send full logs of mansion, facility and mineshaft interiors loading on adamance if you want

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i think i've just sent facility for now

bright grove
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That should be enough

wild wren
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NEW DEVELOPMENT

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IT ONLY GOES GREEN WHEN POLTERGEIST IS ENABLED

wild wren
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is there any chance you know why poltergeist makes it go green...

sick tartan
bright grove
wild wren
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that is not normal...

bright grove
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||I don't ever remember seeing boxes inside like that, so It must be intentional||

wild wren
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forwarded from poltergeist thread

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just a better look

bright grove
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I have an idea to why it might be getting green

wild wren
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oooh...

bright grove
broken whale
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that looks like that modded factory interior

bright grove
fast flame
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dingus

bright grove
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You are right

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I forgot I had an interior mod on. I didn't think it would have something like that

potent wagon
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ye i think that might be mones'

bright grove
#

It was

wild wren
bright grove
# wild wren may i hear why

It might be because I am finding all of the global Volumes on the default layer in the scene and copying them over to the portal camera. I did this because the CustomPass is on the default layer and causes really weird visual bugs on the portal camera. I have to copy all these Volumes over because I need to make them local and only affect a specific layer that the portal camera is listening to

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Oh, I just realized that I should be checking if the found volume is disabled or not and disable it on the copy. That might fix it

wild wren
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oh hell yes..

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if you can manage to get a fixed version out pretty soon i'd be so pleased, i've got a gamenight later

no rush though i've told my friends about the greenification problem and they don't really care

tame basalt
#

Absolute cinema.

bright grove
wild wren
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i assume not because it's not documented

bright grove
wild wren
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oh okay

next tendon
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can the mansion door windows be disabled?

bright grove
#

@wild wren Just as I expected, their Volume got copied over to the portal camera.

bright grove
bright grove
keen hearth
#

that was quick

wild wren
#

death to green

bright grove
sick tartan
#

neat!

bright grove
#

This is how fog looks when I try to turn it on. I have no idea how to fix it

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@stuck cliff

tame basalt
# bright grove This is how fog looks when I try to turn it on. I have no idea how to fix it

That looks weird, like the fog just isn't transparent or something when viewed through those cameras, unfortunately I do not have any shader
-# (or much code)
experience, but that defo don't look right, maybe if other cameras render it like in the ship you could check how they work and see if you can get fog rendering from those? Or maybe even check with Scoops to see how she did the now official LC single pass shader and if she has knowledge on camera rendering? Idk.

stuck cliff
#

having the custom pass on in the camera seems like it should be correct, if you exclude the portal material from the custom pass

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but that is odd if it's doing that

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do you have volumetric fog on? the custom pass samples it separately so if you have it off that may be why it looks weird

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also not sure if there are ways that the fog might not show up based on your camera settings other than frame settings overrides

toxic tangle
#

try emoting and looking at the door

bright grove
stuck cliff
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I'm not actually sure, I've seen other people talking about it

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maybe @uncut estuary knows ping

uncut estuary
#

I have one eye open let me wake up 😭
But I also have no idea

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I haven't touched custom passes in a while

stuck cliff
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aw damn

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maybe it's someone else that I saw talking about it

stuck cliff
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oh right, Scoops would certainly know if no one else

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it's probably been discussed in the Sponge thread

sick tartan
bright grove
# sick tartan What would Interior devs would have to do to make their interiors compatible wit...

ImmersiveEntrance Compatibility

Having your main entrance door set up like this should be enough to make it compatible for moons and interiors. It's very important that you do not rename the door objects. If you have a custom door, name the objects just like vanilla.

Door frame names:

  • DoorFrame (1)
  • DoorFrame
  • WideDoorFrame (1)

Door view blocker names:

  • Plane
  • LightBehindDoor

-# The view blocker is that black or yellow plane behind the door

Door left names:

  • SteelDoorFake
  • DoorMesh (1)

Door right names:

  • SteelDoorFake (1)
  • DoorMesh
sick tartan
#

that way it'd be easier to forward to people :]

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thx!

bright grove
#

I'm thinking I could also enable moon and interior devs to set up an invisible plane where they can specify the position, rotaion, and bounds of the portal screen. They would need to name the object something specific and parent it under their GameObject with the EntranceTeleport script

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I might be able to provide a special prefab for that

sick tartan
#

neat!

potent wagon
#

that'd be sick ye

bright grove
sick tartan
sick tartan
#

good enough ^^

bright grove
#

This is the max size the main entrance portal screen can be. There are ways to make it smaller though, since the Mansion door frame is smaller, but outside will still render the normal size

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This is how I'm adding specific settings to vanilla interiors, but moon and interior devs will be able to do this through the editor without including any scripts into their mod.

stone notch
#

@bright grove does this work on modded moons

bright grove
sick tartan
bright grove
hybrid path
#

or does the heirarchy need to match yours exactly

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cuz for example, I prefer to have the Teleport separate from the VisualDoorsContainer in case of any weird edge case scenarios

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(These are still under Teleports, btw)

bright grove
#

I'm guessing EntranceMain doesn't have any scripts on it?

hybrid path
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it does not

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ah, you're hunting for objects with the Entrance Teleport script, aren't ya

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clever

bright grove
#

If you put Plane inside of your OutsideEntranceVisualDoors GameObject, it should work!

hybrid path
#

aight, I'll try that

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cuz that's very doable

bright grove
hybrid path
#

and if not I'll wait for the fix where I can just create a separate Plane object :3

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lemme lookie at dis

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man your code is so clean, every function blocked out

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nothing like mine Wheeze

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we love if statement hell

bright grove
hybrid path
#

aight my doors are all prefabbed so that was really easy

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moons should be fixed next update (which should be soonish as Sorrow has a critical issue that seemingly nobody but me has noticed, Carnage needs bugfixes and v0.4.0, and Gorgonzola, well, exists)

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okay actually it does appear to work fine even without doing that

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if you ever figure out how to get the fog to render too it'll be ACTUALLY perfect but ik that's a task

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and this is still incredible

bright grove
#

Yippee! kittyhype

hybrid path
#

Carnage in particular looks a wee bit silly without the fog aha

potent wagon
potent wagon
#

they all have fog that prevents the player from seeing the edge of the water so you'll just see a hard cutoff

hybrid path
#

mhm, but this is still incredible even if a bit silly on certain moons

potent wagon
#

100% lol I think it's amazing

hybrid path
#

I assume it's normal for it to cull after a certain distance? @bright grove

bright grove
hybrid path
#

Makes sense

potent wagon
#

ye that's pretty reasonable

bright grove
#

Those settings are configurable in the config

hybrid path
#

oh wow yeah even configurable per interior

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cuz Slaughterhouse has such a big, flat main entrance so it's kinda obvious when it culls on Slaughterhouse

bright grove
#

You can also enable HideDoorObjects to only see the portal screen

hybrid path
#

oooh 👀

bright grove
#

Makes debugging easier

potent wagon
lament wasp
#

I wonder, now there is compat for modded stuff, but how could modded doors have this implemented?

potent wagon
lament wasp
#

Say chameleon or modded entrances

potent wagon
#

like, name every component that way

hybrid path
#

cuz yeah Slaughterhouse would benefit from a default of 100

potent wagon
potent wagon
hybrid path
#

also, even if you don't do that, Crit mentioned that in the future it may be possible for modded interior / moon devs to set their own plane

lament wasp
bright grove
hybrid path
#

so even if the door looks super different, interiors can have their own thing set, as long as they have windows or an open animation in the first place (which a lot of modded interiors don't)

lament wasp
#

I know this mod adds windows to mansion entrance

hybrid path
#

yeah but dynamically adding windows to EVERY modded interior is a tall ask

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like a very tall ask KEK

lament wasp
#

Oh i didnt mean that

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Was just ponting out mansion has windows now hehe

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And chameleon uses mansion door for outside, maybe it does work but havent tested :3

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Adding windows is not necessary, specially since now the doors have animation

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So you can see inside or outside without needing a window!!!

hybrid path
#

it just uses regular facility doors, main is just beeg so it's very obvious at 50m

hybrid path
#

I feel like I remember Slaughterhouse needing a bugfix now but I don't remember what it was

#

OH nvm I rember

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thank Nikki for changelogs

hybrid path
#

but yeah ||Sorrow currently hard crashes Unity if you crash into a tree with the Cruiser so that's uh, a bit of an important bug I should probably release a fix for soon||

bright grove
#

I'll need to fix CullFactory compatibility

hybrid path
#

that makes sense

bright grove
#

at least you can see the first tile catgiggle

hybrid path
#

true

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hey you'll maybe barely be able to tell in Slaughterhouse probably not really cuz the doorway is so fuckin big

bright grove
quaint lion
#

It works on my interior, that's the fusebox light there on the left, but it doesn't seem to render anything else

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Mineshaft kind of works the same way, I can't see anything except the lights when the interior is mineshaft until I'm very close to the window, just in my interior's case it never renders the inside

wild wren
#

you can still see through the middle of the door when you open it

quaint lion
#

Yes, that's with cullfactory

bright grove
quaint lion
#

Okay, cool, just wanted to make sure there wasn't anything wrong on my end.

delicate abyss
#

The void

sick tartan
#

realy neat mod this one

delicate abyss
#

yes ive been lurking it since the start, i always wanted something like this

#

hows the performance? since its a camera right?

sick tartan
chilly sapphire
#

that looks freaking awesome

austere herald
#

SlaughterHouse from Nikki herself

lament wasp
#

Devour peak hehe

hybrid path
chilly sapphire
#

thats crazy

chilly sapphire
hybrid path
#

Definitely one of my favorite projects

chilly sapphire
#

thats crazy

#

I'll def be checking that out

hybrid path
chilly sapphire
#

ive heard of that game

hybrid path
#

He's really fun to hang out with when he's not completely absorbed into updating or making new stuff Wheeze Unfortunately, when he IS cooking, he tends to vanish

spare cloak
#

oh my god i love this mod i've been waiting for it for a long time yoiled

sonic sphinx
#

@bright grove could we get an option in config to disable mansion door windows and just have the outside doors become mansion doors if the mansion is the interior

bright grove
#

Maybe in the future

tall snow
lament wasp
tall snow
#

haaaiii

lament wasp
wispy flicker
#

Wasn't there a mod that opened the facility doors in real time if I'm not mistaken?

#

Similar to this one but they actually opened

lament wasp
#

No

#

Was a wip

#

Never released

wispy flicker
#

Would have paired perfectly

lament wasp
#

I dont rhink it would have paired, since the other mod would have done this same feature plus actually opening the doot

#

Door

#

Seamless entrance hehe

#

But yeah noone was able to figure out a way to do it good enough

#

Im really glad we got this mod tho, might not be the same but it honestly might be even better hehe

#

Zehs cooked heh

sonic sphinx
thick gazelle
sonic sphinx
#

@bright grove if im a few feet away from the door i dont see the inside or outside and from inside i cant see the moon's fog

hybrid path
sonic sphinx
#

ok

bright grove
sonic sphinx
bright grove
hybrid path
sonic sphinx
#

dude i was inside and seeing purple trees on vow

#

also fog for immersion

#

it will take time to figure out, just think on it i guess

thick gazelle
glass ledge
#

What interiors are currently compatible or at least don't look broken/work

sweet snow
# potent wagon

if you just copy and paste from the vanilla moons, it should be fine right?

hybrid path
sweet snow
#

hmm, I think this is a problem with the position

fleet oriole
stuck cliff
#

@bright grove whenever you look at CullFactory compat, lemme know if there's anything I need to do, but I'm curious, any idea if the camera view origin can change independently of its transform position? If so, you might be able to fix it without hooks, otherwise I may need to add some camera origin override system

#

seems like maybe overriding worldToCameraMatrix while leaving the camera position at the door could work if I'm reading correctly

stuck cliff
#

yea that's nothing to do with CullFactory, not sure what the issue is there

#

definitely something I could try to help look into when I'm not busy, but I feel like Scoop might be a better bet for that

bright grove
#

@misty swift Please help. I don't know how to make the custom pass ignore my portal shader/material. With the custom pass on, it's giving me weird results and fog doesn't work correctly. With custom pass off, fog still doesn't work.

delicate abyss
#

🥺

bright grove
#

Portal Camera settings: Custom Pass ON with Fog ON

The ground gets really dark for some reason when you are far from the portal with Custom Pass enabled

lament wasp
#

OMG i got scared i thought you found a way to instantly tp between them

#

Love the fog tho its peakkkk

bright grove
#

The fog is not supposed to look like that

lament wasp
#

Its fog tho!

misty swift
#

So this is a camera to a rendertexture for the portal?
And you're toggling the outline/color grading pass on that camera?

bright grove
#

I'm not good at HDRP or Rendering, so your help is very much appreciated MGuraHeart

misty swift
#

so it's been a moment, but if I remember correctly the lethal custom pass is a bit funny in that it actually re-applies volumetric fog within the pass
So by having the main camera looking at the portal, and the portal rendering with the pass, you're getting 2 layers of the pass and ~4 layers of fog

#

I think the best way to handle this would be to overwrite the main custom pass to support a pre-pass that disables it for certain materials

#

and then have the portal use that material, so that it doesn't get rendered with the pass on the main camera

#

If you're familiar with HLSL shader code a bit, my thinking is you would alter the custom pass.
Right now it does two passes, one for ReadColor and one for WriteColor.

If you add another DrawFullScreen before ReadColor, that writes a buffer that has one color for materials that should be affected by the pass and a different color for materials that should be excluded.
Then you pass that buffer into an altered version of the pass shader, one that checks that buffer first and doesn't apply any of the outline/color grade/etc if the color matches the exclude color.

Then the mod just needs to swap the base game custom pass/shader with your new one, and then you'll be able to exclude the portals from the custom pass.

bright grove
#

I am not familiar with any shader code GuraNotLikeThis

misty swift
#

this should be on the easier side, and you could probably even write the extra pass in Shadergraph if you wanted to avoid actual HLSL

I can see if I can find some time to write up some pseudo code/snippets for it too, if you need help

bright grove
#

Thank you so much for the information GuraHappy

delicate abyss
#

i know that info isnt directed at me but that is incredibly useful for me as well so thank you too

misty swift
#

Honestly I think it would just be a very useful mod, to extend the shader to allow excluding specific objects.
If I had worked closer on the implementation for the main game I would have liked to add it in vanilla's version.

delicate abyss
#

I was extremely close to receiving the 1:1 result i needed but it always turned out too bright and I had given up at the time. Time for round 4 later...

safe kite
#

great mod cant wait for fog to be finished stare

copper root
#

i love this mod thank you 3_smiles

stuck cliff
#

huh for some reason I got the impression that was a feature of the new custom pass already

vague pumice
#

Good chance that this does not work on custom interiors, as when i had it sometimes i would get an infinite loading bug

#

at least with my pack

wild wren
bright grove
vague pumice
bright grove
vague pumice
#

Ya thats the plan

bright grove
#

I got the CustomPass replacement working! I set the _OutlineThickness 10x to test if it's working

potent wagon
#

oh fuuuck

bright grove
#

Now I just need to work on making the custom pass and posterize shader ignore the portal screen material

bright grove
#

I got fog working! but there are some other issues I need to fix

bright grove
#

Vow with Foggy weather

First screenshot is outside
Second screenshot looking through the portal

toxic tangle
#

WHERE DID YOU HIDE MY RED TREES

bright grove
#

Vow on clear weather. The skybox in the portal camera is currently not working properly. I will fix that later

#

The rendering is now almost 1:1 with the player camera

sick tartan
#

we're really close!

toxic tangle
#

I wonder if zeekers has seen this yet

vague pumice
#

My current testing may have pointed out that ether this was a file issue or a mod i no longer have as i have not gotten the bug

vague pumice
#

Nope scratch that sending that now

#

The message is the error i got and also the log, of note i was playing for the longest time on file 2 and got no error and i went and deleted both and started fresh on file 1 and first land on EXP got me this

#

019e2902-d732-4a00-1a79-653fe9d044e4 thy mod pack

vague pumice
#

Also it is a interior i don't know what interior but it is one, i tested with out them and it loaded

bright grove
#

@misty swift Looks like I got it working! The only problem I'm facing now is the near clipping. Using an oblique projection matrix makes the fog render incorrectly. Do you think I could near clip to the portal screen plane using a fullscreen shader on the portal camera?

misty swift
#

It's looking really good so far!
So is the near clipping issue related to avoiding rendering things that are 'in front' of the door, since the portal camera is in the same relative position as the player at the connected door? Just trying to understand the method so far.

bright grove
#

Yes

vague pumice
#

Zehs i fixed the issue im pretty sure it was dawnlib i regenerated the config of dawnlib and it worked

#

When in doubt regenerate shit

uncut estuary
#

dawnlib's config has basically nothing in it other than debug logging lol

#

the actual configs for mods are separate from dawnlib's own config

bright grove
#

Okie

pliant mulch
#

It’s so beautiful

misty swift
# bright grove <@260587965456056331> Looks like I got it working! The only problem I'm facing n...

Ah, okay. And so the oblique projection matrix would let you angle the camera's near clip plane to match the portal angle.
Hmm. That's a tricky one. I think ideally you would find a way to make the fog work with an oblique matrix, since that's probably the best way to clip exactly what you want. Any other clipping method is probably going to be a bit off.

How does the fog render incorrectly with the oblique matrix?

#

I suppose another option would be an additional draw objects pass on the portal camera using a shader that can fade out/cull pixels based on a plane, but that's a bit more work.

bright grove
#

I've looked around a little bit and it seems to be a Unity bug

misty swift
#

Yeah I'd love to believe that since oblique projection and volumetric fog are both base unity features that they'd work correctly together.
Unfortunately having used unity... I'm not surprised they are incompatible.

I think the best option is a cutout shader for everything being drawn with the portal camera then? Similar to the shaders used to hide walls that are between the camera and player in various third person games.

That will require another custom pass on the portal camera specifically though, I think, and I'm not sure how well it would play with mods that use non-standard materials.

bright grove
vague pumice
#
Stack trace:
com.github.zehsteam.ImmersiveEntrance.MonoBehaviours.DoorPortal.ApplyScreenCrop () (at ./MonoBehaviours/DoorPortal.cs:338)
com.github.zehsteam.ImmersiveEntrance.MonoBehaviours.DoorPortal.InitializeScreen () (at ./MonoBehaviours/DoorPortal.cs:333)
com.github.zehsteam.ImmersiveEntrance.MonoBehaviours.DoorPortal.SetMainEntranceData (com.github.zehsteam.ImmersiveEntrance.Objects.MainEntranceData mainEntrance) (at ./MonoBehaviours/DoorPortal.cs:112)
com.github.zehsteam.ImmersiveEntrance.Managers.EntranceManager.SpawnDoorPortal (EntranceTeleport entranceTeleport) (at ./Managers/EntranceManager.cs:100)
com.github.zehsteam.ImmersiveEntrance.Patches.EntranceTeleport_Patches.Awake_Patch (EntranceTeleport __instance) (at ./Patches/EntranceTeleport_Patches.cs:13)
(wrapper dynamic-method) EntranceTeleport.DMD<EntranceTeleport::Awake>(EntranceTeleport)

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
com.github.zehsteam.ImmersiveEntrance.MonoBehaviours.DoorPortal.InitializePivot () (at ./MonoBehaviours/DoorPortal.cs:250)
com.github.zehsteam.ImmersiveEntrance.MonoBehaviours.DoorPortal.Start () (at ./MonoBehaviours/DoorPortal.cs:80)```
#

The old error also said hi because of course it did

bright grove
vague pumice
#

That log is no longer there its working again now(For how long idk) but ill send the code and the log output if it happens again

#

019e2d30-5d7a-8819-38ed-37f5f495b547

vague pumice
#

knowing my luck its one of those errors like the gals that only i fucken get

vague pumice
#

[Error :com.github.zehsteam.ImmersiveEntrance] [EntranceManager] Failed to link main entrance portals. InsideMainEntrance is null. [Error :com.github.zehsteam.ImmersiveEntrance] [EntranceManager] Failed to spawn main entrance door portal. There are already 2 entrance portals.

bright grove
#

The mod shows which moon and interior you are on in the logs

vague pumice
#

EXP

#

Facility

bright grove
#

Okie

stuck cliff
#

is the issue that the fog appears thicker than it should when you step far back into the start tile? I wonder if you could just use a fog volume to cut off the fog just inside the door?

#

I assume traditional rasterized stuff is working fine, but maybe I'm misunderstanding where this is going wrong precisely

stuck cliff
#

you were talking about problems with the fog and the oblique projection matrix

#

or I got the impression it was about the fog, it's not totally clear to me

bright grove
#

It looks like the posterization custom pass doesn't like the camera having a high near clip plane too. It makes some floors and walls dark when the object is far from the camera @misty swift

bright grove
bright grove
stuck cliff
#

yeah, that's what I was thinking

#

if the issue was that it's rendering the fog ignoring the near plane, that should help, though it's obviously not a perfect solution since the fog resolution is quite low

misty swift
#

That would make sense, as the outline part of the shader uses the depth buffer for determining where outlines should be drawn. Messing with the near/far clip plane will change those values.

And yeah, a volume to remove the fog is definitely worth a try.

stuck cliff
#

huh, it doesn't absolutize the depth values for the depth edge detection?

#

but then again, when I was looking at this crap I remember seeing that there was a note on one of the depth unit conversion functions saying it doesn't support oblique projection matrices, or something to that effect

#

or not that it's not supported, but that it isn't correct

bright grove
#

Just a guess, but I think everything should work fine if a fullscreen shader on the portal camera could cull out all of the pixels in front of the portal screen while using default near and far clip planes

#

But I don't know how to do that

stuck cliff
#

I'm not sure what that does for the depth sampling thonk

#

isn't it already dropping pixels that are nearer the camera than the near plane in rasterization? that doesn't affect the depth buffer's units

#

the depth is in a 0-1 range from far to near (or the other way around, I forget), and that is supposed to be converted to absolute units based on the projection matrix when running shaders against it

#

so I would assume that if it's behaving strangely, it's the conversion on the posterization fullscreen pass that's screwing it up

#

I think the reason it doesn't work well with the default algorithm is because that one is optimized for the usual projections with parallel near/far planes

#

assuming that simplifies the math a good bit

bright grove
#

Holy scrap spawn catgiggle

stuck cliff
#

lol it's even aligned to the door pretty well

bright grove
#

Mhm

#

All of this rendering stuff is still really new to me >.<

stuck cliff
#

it's honestly a bit of a pain in HDRP I think, unfortunately

#

I haven't seen the new posterization shader code though, so not sure if it's a tricky fix or not

bright grove
stuck cliff
#

if my memory serves me, I think there was a sampler function that converts to absolute units, maybe that's what it uses? if so, digging into that function to find how it actually samples the texture and then using a different unit conversion might work

#

ah okok

bright grove
stuck cliff
#

yee I should have a look at it

bright grove
stuck cliff
#

did you commit the original and then apply your patch on top in a separate commit? I'd be curious to see the changes that were necessary

#

if they're minimal, might be nice to get that into base game

bright grove
#

I hope I did it in an optimal way. I'll admit that I used the help of AI since I can't write shader code >.<

bright grove
#

I think you'll just have to download the original and mine and compare with a tool

#

I have watched a few videos on shaders though so I can understand some basic stuff

stuck cliff
#

that's fair, I only know so much too

bright grove
#

Having a fog exclusion zone behind the portal screen causes some weird visual artifacts and flickering

stuck cliff
#

I forget if the voxels of the fog follow the camera, but that doesn't seem all that unexpected given its low resolution sad

bright grove
#

With fog exclusion enabled

#

With fog exclusion disabled

#

I think I'll just leave the fog exclusion zone out

#

Or I could make it a config setting

stuck cliff
#

hmm, wouldn't it look strange in motion though? the fog getting thicker as you step backwards?

bright grove
#

let

#

Let's just call it "light adaptation"

stuck cliff
#

I wonder if there's a way to align the voxels of the fog thonk that's something I hadn't considered, but it's a bit like a technique I used for a cloud renderer replacement in minecraft

#

lol fair enough

#

I'm happy if it's a config option

stuck cliff
#

I thiiiink maybe the solution is to create a function to convert from device depth to linear depth and then back to a hyperbolic scale so that far depths still appear flattened like in vanilla

bright grove
bright grove
stuck cliff
#

I dunno if I can directly take a look rn, but lemme try and come up with a quick and dirty function that may convert from device depth to a similar hyperbolic depth that is consistent across the frame

bright grove
#

I can send some screenshots then

stuck cliff
#
float SimulatedDeviceDepth(uint2 pixelCoords, float4 zBufferParam, float near, float far)
{
    float deviceDepth = LoadCameraDepth(pixelCoords);
    float eyeDepth = LinearEyeDepth(deviceDepth, zBufferParam);
    float num = near * (far - eyeDepth);
    float den = eyeDepth * (far - near);
    return num / den;
}

mayhaps this works

#

might work to replace the zBufferParam parameter with _ZBufferParams, hopefully that's declared in the helper includes

float SimulatedDeviceDepth(uint2 pixelCoords, float near, float far)
{
    float deviceDepth = LoadCameraDepth(pixelCoords);
    float eyeDepth = LinearEyeDepth(deviceDepth, _ZBufferParams);
    float num = near * (far - eyeDepth);
    float den = eyeDepth * (far - near);
    return num / den;
}
#

where near and far are just the MainCamera near/far plane distances

bright grove
#

I'll have to try this a bit later

bright grove
stuck cliff
#

ah, the just that the lines appear a lot more pronounced at farther distances?

#

that does seem like what I'm hoping this function would improve

#

it should be a drop in for the LoadCameraDepth calls, except for the near/far that can be hardcoded wherever you like

#

I think the dark splotch on the cliff outside also fits that, the near plane at that angle is skewed so that the depth to the left is farther than the depth to the right, making it a more extreme angle

stuck cliff
#

ah, wait, that function needs to use a different LinearEyeDepth overload for the oblique projection matrix, hmm

stuck cliff
#

I theeeeeeeenk this works

float SimulatedDeviceDepth(uint2 pixelCoords, float near, float far)
{
    float deviceDepth = LoadCameraDepth(pixelCoords);

    float2 positionNDC = (float2(pixelCoords) + 0.5) * _ScreenSize.zw;
    float eyeDepth = LinearEyeDepth(positionNDC, deviceDepth, UNITY_MATRIX_I_P._m30_m31_m32_m33);

    float num = near * (far - eyeDepth);
    float den = eyeDepth * (far - near);
    return num / den;
}
jade ocean
#

Any insight into what causes the render to just be solid gold light?

bright grove
#

If you are seeing this while really close to the door and playing on a modded interior, it means the interior is not fully compatible with this mod

jade ocean
#

Gotcha, I've all the view distances + activation range maxed, so was definitely the interior then.

#

Was either sub sys or storage complex, don't recall now.

misty swift
#

Oh yeah, one thing I had forgotten
Since you're replacing the custom pass shader, if you want it to work with the VR mod you can change
float exposureValue = LOAD_TEXTURE2D_X(_ExposureTexture, uint2(0,0)).r;
to
float exposureValue = LOAD_TEXTURE2D(_ExposureTexture, uint2(0,0)).r;
on line 53
That's not in the base game version sadly.

stuck cliff
#

I feel like it might be worth making a custom pass replacement mod separately honestly, since I think Pool Rooms' reflection probes might benefit from the better oblique projection handling as well

#

more work though 😅

#

and that way anyone that needs a new feature can PR it into that mod so that we don't end up with multiple mods fighting over changes to the pass

#

I'm not sure if LCVR does anything to the custom pass atm but I recall there was some bug with it initially at least

delicate abyss
#

Let Us Pray

bright grove
bright grove
bright grove
stuck cliff
#

you would just call it in place of LoadCameraDepth and pass the desired near and far plane distances as the second and third parameter respectively

#

or like I said, hardcode those near/far values in the function so it's a drop-in replacement

stuck cliff
stuck cliff
misty swift
#

And yeah, a general community overhaul of the shader would be great. There are so many features that would be useful to have added to it (and the VR fix).

#

Wish I had gotten the chance to add features to the shader before it went into vanilla

bright grove
#

Did you take a look at my implementation for excluding the posterize shader from specific shaders?

misty swift
#

Your exclusion method looks pretty good. Haven't worked in HDRP in a moment, my only concern (not a huge one) is if the exclusionmask draw is drawing everything again using their materials. I can't remember if PerObjectData.None covers that.

stuck cliff
#

:0

#

yay!!

bright grove
#

Well maybe

stuck cliff
bright grove
#

It seems to work better with oblique projection

#

But having a regular high near clip plane still makes it dark

stuck cliff
#

in the portal camera you mean?

bright grove
#

Yes

misty swift
#

If I have time I can check in renderdoc, that should show if it's using the materials or not

stuck cliff
# bright grove Yes

hmm, could you show what exactly that looks like? I'm curious when it starts falling apart

#

one thing you could do though is to output the simulated depth directly in FullScreenReadPosterize to see if it gives any clues where it's breaking down

bright grove
#

Did I do this right?

sick tartan
#

I love sneak peeks!

bright grove
stuck cliff
stuck cliff
#

that way it will remap the depth from any camera to the vanilla range

#

that makes sense why it's breaking down, i assume you don't set the near clip plane in the oblique mode

#

this custom pass also replaces the one that runs on MainCamera as well right? I'm curious if my formula changes things visually at all

#

with the config option I assume it would be pretty easy to get perfect side by side comparison screenshots

#

hopefully it's a no-op for a normal camera

bright grove
stuck cliff
#

yee no worries

bright grove
#

I have the config setting to toggle it on and off to see if there is a visual difference

bright grove
#

Now I just need to adjust my calculations for the normal near clip plane. It should not be doing this

#

It's almost working as good as oblique projection when you are within a reasonable distance, and it makes fog look normal!

bright grove
stuck cliff
#

I'd say hardcoded is fine, but if you want to be fully sure that future updates don't require changes that would be fine too

stuck cliff
#

sounds like a combination could be helpful maybe

bright grove
stuck cliff
#

huh, does that mean that setting it to an oblique projection matrix is replacing the value of the near plane distance that was assigned previously?

#

seems strange for it not to affect it thonk

bright grove
stuck cliff
#

yeah it's very possible it just derives the near plane from a very naive formula based on the projection matrix

#

that's disappointing

bright grove
#

I compared some screenshots

stuck cliff
#

amazing

#

thank you wolfram alpha

bright grove
hybrid path
#

FOG? plink

bright grove
toxic tangle
#

is that the irl GTA5 place

bright grove
#

@stuck cliff Do you know which moons use this? I remember you mentioning something about it before

potent wagon
#

just not right at the entrance area

#

I know some of @pliant mulch use it too I just don't know which still do

main fjord
#

the world is healing ❤️‍🩹

pliant mulch
potent wagon
#

Oh whoops, missed that it says "Weather"

#

I suppose for the visual it's still important?

#

Which ones still use it, do you remember?

pliant mulch
#

no fuckin clue

stuck cliff
#

experimentation does

#

oop

#

messages didn't load for like 10 seconds, I see someone answered already lol

#

good ol discord

bright grove
#

Okie, thanks

bright grove
#

@stuck cliff How do I use your ILMatcher to match these instructions?

#

I saw you had something named that in OpenBodyCams and LethalSponge

#

I want to replace these instructions with my own

stuck cliff
#

oh that's funny, I didn't know Scoops brought over those classes

bright grove
stuck cliff
#

or maybe I forgor lol wouldn't put it past me

#

teehee guess I forgor

#

the match for the first screenshot would look like

matcher
  .Find([
    ILMatcher.Call(typeof(StartOfRound).GetProperty(nameof(StartOfRound.Instance)).GetMethod),
    ILMatcher.Ldfld(typeof(StartOfRound).GetField(nameof(StartOfRound.spectateCamera))),
    ILMatcher.Callvirt(typeof(Component).GetProperty(nameof(Component.transform))),
    ILMatcher.Callvirt(typeof(Transform).GetProperty(nameof(Transform.position))),
    ILMatcher.Stloc().CaptureAs(out var storeSpectatorCameraPosition),
  ]);
#

and then when you replace the match, you can instantiate the instructions you want and then follow them up with the captured stloc instruction to store it to the variable

#

also if you're importing the classes, I'd recommend doing it from the LC_OpenBodyCams repo, since that's where I make all my granular commits for it to keep a central source up to date

#

(that's where it originated)

#

it's had a lot of bug fixes since the version that Scoop grabbed, though probably not relevant to your patch I'd guess thankfully

#

ah actually, it is important to get the up-to-date version, captures aren't implemented in that earlier version

bright grove
#

Okie, thank you

stuck cliff
#

I'd prefer to print an error if !injector.IsValid and then return the original instructions, that way you know if the vanilla code changes later

bright grove
#

Would it be okay to print that in an else block and just continue the transpiler code?

#

Or I guess I could just return too

bright grove
#

Not sure if it'll work with modded weathers

stuck cliff
stuck cliff
#

I attempted to make a solution for OpenBodyCams that would work if weathers were set up like vanilla

#

spoiler alert: they were not

#

and I couldn't convince people to change them sad

#

my recommendation would be to do something that only affects vanilla weathers and then let custom ones deal with it themselves if they won't conform to the vanilla setup, it's really not worth the effort

bright grove
stuck cliff
#

sorry lol my experience with that just got me pretty cynical about it, essentially to support custom weathers you have to patch them yourself or let them make compat for you

delicate abyss
#

I am in the midst of doing a custom weather and i set the far clip range of the camera to 2000 when outside, i cache the far clip range at the start and set it back to the cached value when entering the facility or when the day ends, to compensate for any mod that permanently increases the far clip, i do not mind making compat

stuck cliff
#

that sounds like it woudl conflict with cullfactory's setting

#

unfortunate thing is that we have no standard for this type of thing, so you would be hardcoding support for one such mod instead of all mods like it

#

really really really not a fan of the status quo

#

I guess I should talk to xu about how it should work sometime, if my memory would be good enough for that

delicate abyss
uncut estuary
#

Are u making a moon or a weather

delicate abyss
#

Weather

bright grove
stuck cliff
#

the registering is pretty standard, the tricky part is how they toggle visibility/track players or cameras

#

the vanilla setup has one object that is fixed and stays on (iirc), and one that follows the player and gets disabled when inside

#

if every mod used that model then OpenBodyCams could just mimick the vanilla logic with a cloned version of each weather and it would Just Work

#

otherwise, WeatherRegistry needs to provide API to toggle weather in a way that is safe to do per camera callback

bright grove
#

I see

#

Have you checked out my current weather implementation? The GitHub is up to date

stuck cliff
#

oh, is it forcing the player-following weather object to stay by the outer door when inside? seems reasonable enough

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I could imagine there's a possibility of something (like for example rain particles) making it down to the interior, but it seems unlikely at least in vanilla

bright grove
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How were you doing it for OpenBodyCams when you tried?

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Or I guess it wouldn't matter since you are only ever viewing the camera output from the ship

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Don't the particles have collision? They shouldn't ever make it down to the interior

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They would hit the terrain mesh at worst I feel like

uncut estuary
stuck cliff
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it'll probably be fine

#

the solution for OpenBodyCams was just to duplicate the weathers for each bodycam and run the same logic against them that runs against the weathers following the player, then set the visibility based on the camera being rendered

bright grove
stuck cliff
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yee

bright grove
#

I didn't really check how big the particles extended

stuck cliff
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so if I just moved the weather to the body cam target, then a player looking out of the ship could see the rain stop

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the rain area isn't very big, something like 20 meter radius

bright grove
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Mhm

boreal shadow
#

OMG this is so awesome

crimson steeple
bright grove
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Do you have any recommendations to make this mod compatible with CullFactory? I saw you've been pushing some updates @stuck cliff

stuck cliff
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that's a real good question tbh

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I'll see if I can look into a way that doesn't involve soft compat

stuck cliff
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@bright grove are you using Camera.Render() instead of just enabling your camera? I don't see it in Camera.allCameras

bright grove
stuck cliff
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right, I'll see if I can look into that too

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I wanna say I vaguely remember discussing something for that before

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at worst, though, you could transpile HDRP to sort the camera order

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it might not even require a transpiler actually, not sure

#

depends if they make a defensive copy of the list in beginContextRendering

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the downside of doing it with Camera.Render() is that it introduces a bunch of setup and teardown overhead, and with CullFactory it also forces switching visibility twice every frame rather than potentially zero times

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anyway, trying not to get sidetracked from that 😅 lemme look at what CullFactory is doing with your cameras

bright grove
stuck cliff
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Ahhhh, it looks like there's actually not really an issue with CullFactory exactly, except for the fact that it cares about the near plane, I think

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for factory, there's a first tile with no renderers that has a door into the actual start tile, and the near plane of your portal is probably a little too far forward to intersect with my portal for that doorway

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(the latter portal as in the context of portal occlusion culling 😅)

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if I just remove the near plane, I think it'll work, lemme check

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it's not really important to include the near plane anyway

bright grove
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Okie :3

stuck cliff
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pushed an update to make CullFactory work better with ImmersiveEntrance

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no guarantee that it'll work with all interiors though, unfortunately, since the camera may end up originating in another tile if you stand far enough back

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might be good to look into whether you can set the camera position independently of the projection matrix

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@bright grove for the render order, did you try setting Camera.depth lower than MainCamera's value? Looks like that is -1, so you would need a value less than that like -2.

stuck cliff
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It sounds like you may be able to leave your camera position slightly inside the start tile from the portal plane and then create a custom worldToCameraMatrix for the real viewing angle of the portal, that should allow CullFactory to find it properly. That said, I did just make CullFactory rely on the camera position to calculate a near plane with distance 0 😅 I'll probably need to revert that once you have it set up so CullFactory can find the starting room

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You would be able to test that fix against the prior version, though

jade ocean
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@bright grove I'm seeing it sometimes not working even on vanilla interiors and moons, any idea what would be the culprit in this case? This is just facility on March.

bright grove
sick tartan
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I guess this has been alr fixed but.

Most prob a bug (or mod incompat) with CullFactory

  • Items in your hands doesn't get rendered when looking at the window
    img 1: looking somewhere else inside the facility, axe in hand
    img 2: looking the window, axe in hand

Tested with vanilla items too (a flashlight) and it doesn't get rendered neither

jade ocean
stuck cliff
sick tartan
stuck cliff
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tyty

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any idea if this is a regression in the latest version?

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I hadn't heard about anything like this until today

sick tartan
stuck cliff
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did this happen with the previous version of CullFactory?

sick tartan
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I'm using the latest version

sick tartan
sick tartan
feral folio
sick tartan
jade ocean
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Got you a log @bright grove. Facility on Exp this time. Same phenom as previous pics from facility March.

wet saddle
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hi how to make work immersiveentrance to custom moon / custom interior because always blank like this is.

safe kite
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would it be possible to add audio through the door so you can hear on both sides?

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but it would be slightly muffled

bright grove
safe kite
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agony fair

hearty shoal
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lol

safe kite
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unfortunate

hybrid path
bright grove
hearty shoal
golden scarab
#

two cans and a string through the door

main fjord
#

an iq too high?

feral folio
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waiting for peak (next update)

bright grove
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I was actually thinking about adding some sort of audio feature

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But that would have to be later

bright grove
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@stuck cliff What if I just temporarily disable CullFactory when you are looking at the outside portal?

stuck cliff
bright grove
stuck cliff
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hmm, gotcha

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is this to work around the issue of items becoming invisible? that's probably a bug on my side, I just haven't gotten to look at it yet

bright grove
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It won't fix items in your hand going invisible when you are looking into the outside

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But it'll fix the interior rendering as nothing randomly

stuck cliff
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is that happening a lot?

bright grove
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When moving around

stuck cliff
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I was hoping the last update would help significantly with that

bright grove
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It happens pretty consistently. Especially on Mineshaft interior

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You have to be right up against the door to see inside

jade ocean
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I've seen that one too, yeah

bright grove
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It seems like disabling/enabling the CullMethod game object is enough to stop CullFactory temporarily

jade ocean
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Did you get the chance to look at my log Crit, or not yet. I can't figure out why it's doing that on vanilla things, but the logs invariably tell me the mod is failing to connect the entrances.

bright grove
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I have it in the code to still work if there are more than 2 main entrances. It should just connect the first inside and outside entrances that tried

jade ocean
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Entrance tp optimizations? Can't think of what else would do that.

bright grove
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Is that a mod?

jade ocean
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Yeah

bright grove
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That's seems likley

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Can you test without that mod on your pack?

jade ocean
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Matty's thingy. I'll test.

bright grove
# bright grove See the other side through the main entrance doors. **__Who needs this mod inst...

ImmersiveEntrance - Update v1.1.0

  • Improved portal view visuals to be almost 1:1 with the player camera.
  • The sky now renders properly and with correct lighting.
  • You can now see fog and vanilla weather effects through the portal view.
  • Added CullFactory compatibility.
  • Updated and added more config settings.
  • Replaced vanilla's posterize shader and custom pass to exclude the portal screen from getting rendered with the shader.
  • Improvements to how main entrance door objects are found.
  • Other stuff I probably forgot.

https://thunderstore.io/c/lethal-company/p/Zehs/ImmersiveEntrance/

jade ocean
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Yay. Doing a bit more testing Crit, but from what I've seen so far, fairly certain Matty's mod is the problem

lament wasp
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which matty mod

#

matty mod 1 or matty mod 2

jade ocean
lament wasp
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matty mod 4

stuck cliff
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so if that camera renders, everything is visible

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that also works, but it's not really a tested approach

bright grove
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I'll update it tomorrow

stuck cliff
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yeah no worries tho

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I don't really expect disabling the CullingMethod to cause serious issues, it's just not something I've really tried

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toggling in the config destroys it instead

safe kite
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would you possibly make a window for the fire exits? something like this maybe?

safe kite
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or like these

proud rose
jade ocean
safe kite
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just not sure what to do with the text on the actual door unless it gets moves lower down

jade ocean
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I mean does it need text? I'd be fine without it.

safe kite
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fair greed

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wish they gave the fire exit an open animation like the others

jade ocean
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Yeah samezies stare

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@bright grove "There are already two entrance portals" Modded moon but vanilla facility, not using entrance tp opt this time around nouuu

vivid quest
jade ocean
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hurdy dur, it could def be a problem. We're gonna need an even brighter shade of red so people don't confuses its withs other red doorsies thats does differents things Fish