Cities: Skylines

Cities: Skylines

226 ratings
[DEPRECATED] Additive Shader
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
76.437 KB
4 Jun, 2020 @ 5:37pm
7 Jun, 2020 @ 5:51pm
4 Change Notes ( view )

Subscribe to download
[DEPRECATED] Additive Shader

Description
December 2021
The new Prop Anarchy mod contains a much faster version of Additive Shader with several important bug fixes so I recommend using that. It includes the code from my version and also the original version so is compatible with all known Additive Shader assets. Additionally, it increases rendering speed for all props (almost twice as fast) and also allows more than 65k props. Please read its workshop page carefully before using it though.

I'll leave my version up, but unlisted, for anyone who isn't able to use Prop Anarchy mod.

----

Additive Shader TEST
This is a beta test of updates to Additive Shader mod. Uploaded with permission from Ronyx69. If successful, the original mod will be updated.

Before testing:

About
The original mod suffered from some lag issues, with some users reporting up to 2 fps drop in-game.

This version is basically a rewrite aimed at significantly improving performance, with some bonus improvements:
  • Loading a save is faster
  • In-game performance is significantly faster
  • Compatibile with varible sunrise/sunset times (Real Time mod)!
  • Now works in scenario games
If you find any bugs, please please let me know details! Screenshots will be very helpful (eg. if shaders are wrong size, etc). If you get any error messages or crashes, please let me have the output_log.txt (or Player.log if you're on Mac/Linux) - upload it to google drive / dropbox / etc and post the link in comments.

Please don't hesitate to tell me if something is wrong!

Changelog
Version 1.5.0 Beta-4

- Refresh RenderGroups when render distances change
- Improve compatibility with ULOD & Adaptive Prop Visibility Distance mods

Version 1.5.0 Beta-3

- Updated: Original asset settings now restored when returning to menu/desktop
- Updated: Additional settings for buildings that contain shader props
- Meta: Will hopefully fix short render distance of those buildings

Version 1.5.0 Beta-2

- Improved: Asset scanner 2x faster
- Improved: Asset report 3x faster (thanks dymanoid!)
- Fixed: Render distances not updated when Level Of Detail setting changed
- Fixed: Render distances sometimes smaller than what asset defines

Version 1.5.0 Beta-1

- Added: Now works in new games started from a scenario!
- Added: New keywords for common times (DayTime, NightTime, AlwaysOn)
- Added: Detection of legacy NightTime shaders (on at dusk, off at dawn)
- Added: Compatible with Real Time dynamic sunset/sunrise times (NightTime/DayTime)
- Added: Folksonomic shader tagging and filtering (getting ready for v2.0 release)
- Added: Code analyzers (Roslynator, StyleCop, Microsoft, Humanizr, Unity...)
- Added: Code documentation for essential members
- Added: Extended error checking and logging
- Added: Cross-compatibility with PloppableAsphalt+ building prop render distance
- Improved: Eradicated grindingly slow CPU load in `Update()` method
- Improved: Hugely optimised token detection performance
- Improved: Optimised logging memalloc/gc footprint during startup
- Improved: Batch shader assets report in to single Debug.Log() call
- Improved: Accurate detection of always-on shaders
- Improved: Always-on shaders removed from Update() loop
- Improved: Cache OverlapsMidnight check per shader
- Improved: Use enum for faster/better asset type switching
- Improved: Only set render distance once per asset on Start()
- Improved: Disable Update() if no dynamic shaders found
- Updated: Heavy code refactoring; split in to separate files
- Updated: Changed csproj to SDK format
- Updated: Split managed dll and publish folder locations in to props file
- Updated: Use enum for faster asset type identification
- Updated: Tidy up properly on level unloading
- Removed: Redundant legacy code
- Meta: New source repository https://github.com/CitiesSkylinesMods/AdditiveShader

Links
43 Comments
yao_zhou 25 Mar, 2023 @ 4:24am 
Use Prop Anarchy Temp Fix For Hubs & Transport update (patch 1.16.1-f2)
yao_zhou 22 Jan, 2023 @ 10:46pm 
Deprecated. Use Prop Anarchy instead.
sorete83 10 Oct, 2022 @ 7:34am 
no funciona para la ultima actualización plazas y promenades
THE NEÁTITY 18 Aug, 2022 @ 12:45am 
Please help! By using just Prop Anarchy, Additive Shader assets disappear after reloading, but the same happens when using this. I really don't know what to do:/
darcula2000 1 Aug, 2022 @ 9:45pm 
if you play a new save, you can use Prop Anarchy, but if you play with old save, eml have some bugs. i am not sure why,but it is the bug of eml.
Chamëleon TBN 28 Jun, 2022 @ 6:39am 
@†Archangel† what do not work with Prop Anarchy? It works smooth for me... @oshawotta737 nearly use no RAM .....
†Archangel† 20 Mar, 2022 @ 1:45am 
I dont understand what the heck is going on around this mod? Prop Anarchy by quistar doesnt work at all. Most of additive shader things doesnt shown up. The rest that shown up correctly disappears after reloading the game. How to fix that? I want to use prop anarchy. Help me please
oshawotta737 4 Feb, 2022 @ 9:50pm 
@aubergine18 I tried the prop anarchy mod and it took up too much RAM for me. Does this still work?
Machinomancer 7 Jan, 2022 @ 3:46am 
Well props work now I just need to replace them again. As for some vehicle assets some illuminate and some don't.
leftbehind  [author] 6 Jan, 2022 @ 9:59pm 
@Machinomancer I'm using Prop Anarchy with Procedural Objects and it seems to be working - sub the "Compatibility Report" as it might find an incompatible mod.