Ryan Bray

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I'm not sure. The existing Normal method with stock KSP makes craters on the dark side light up. So the maths would have to take care of that. It was...

Usually as a cop-out the shaders calculate the normal (vertex+map) then dot, so you get odd effects with craters on Mun for example.

It isn't super noticeable, but it is enough to make me complain about it. You can see it in action here in the left in the dark. The craters shouldn't...

Yeah... still toying on the best way to solve it. Will likely use dot(vnorm, lnorm)*dot(norm,lnorm)

Not entirely sure yet. I don't think the ramping looks very nice to be honest. I'd rather have something designed to simulate proper atmosphere.

Haha, I'm considering using an overlay mesh with a depth shader to emulate it.

Well, effectively it would be a special "cloud layer" doing pixel-based depth stuff.

I was thinking about that, but I don't like how it wouldn't be able to extend past the planet's edges.

If my plan works as I expect it to, I'll just remove it. :)

It does support it. It isn't as glaring though.