Hmm... I don't get it. Can you explain a bit more please? Do you mean for a transition effect between gravel and grass or for CM Grass FX?Looking great!
This will help with the grass and gravel tiling by the way:
Code:[SHADER_REPLACEMENT_...] MATERIALS = PROP_...= ksAlphaRef, -193
In your grass and gravel shaders, the main ones, theres a tiling effect from the repetition of the detail textures, its very common.Hmm... I don't get it. Can you explain a bit more please? Do you mean for a transition effect between gravel and grass or for CM Grass FX?
Oh.. okay. I'll have a look at it. Thanks! [emoji1635]In your grass and gravel shaders, the main ones, theres a tiling effect from the repetition of the detail textures, its very common.
The code above is some CSP trickery that does something to the textures mip maps to reduce the repetition![]()
[MATERIAL_ADJUSTMENT_5]
MATERIALS = Grass, grassmap0?
KEY_0 = ksAlphaRef
VALUE_0 = -193
OFF_VALUE_0 = -193
ACTIVE = 1
DESCRIPTION = tiling fix
I couldn't find any info (CSP GitHub Wiki) for this "ksPerPixel_tilingfix" Shader.another way for that:
[SHADER_REPLACEMENT_0]
MATERIALS = your_material
SHADER = ksPerPixel_tilingfix
Did you look on the discord ?I could get rid of this texture tiling effect with:
Code:[MATERIAL_ADJUSTMENT_5] MATERIALS = Grass, grassmap0? KEY_0 = ksAlphaRef VALUE_0 = -193 OFF_VALUE_0 = -193 ACTIVE = 1 DESCRIPTION = tiling fix
I couldn't find any info (CSP GitHub Wiki) for this "ksPerPixel_tilingfix" Shader.
Any hints?
As the name suggests, its a shader created to reduce tiling for materials without a detail texture. so anything that originally uses ksPerPixel.I could get rid of this texture tiling effect with:
Code:[MATERIAL_ADJUSTMENT_5] MATERIALS = Grass, grassmap0? KEY_0 = ksAlphaRef VALUE_0 = -193 OFF_VALUE_0 = -193 ACTIVE = 1 DESCRIPTION = tiling fix
I couldn't find any info (CSP GitHub Wiki) for this "ksPerPixel_tilingfix" Shader.
Any hints?
No, not yet.Did you look on the discord ?
Okay thanks. My materials are ksMultilayer so I think I'm better off with ksAlphaRef method.As the name suggests, its a shader created to reduce tiling for materials without a detail texture. so anything that originally uses ksPerPixel.
In your case, the code you've been using is probably what you need
Also, you dont need to number material_adjustment entries, or any other config entries.
This format allows them to work as well:
[MATERIAL_ADJUSTMENT_...]
[MESH_ADJUSTMENT_...]
[CONDITION_...]
[SHADER_REPLACEMENT_...]
that way you dont need to worry about keeping track of numbers
No.Can you already download this route somewhere ?