Cities: Skylines

Cities: Skylines

[DEPRECATED] Additive Shader
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.
Machinomancer 6 Jan, 2022 @ 8:36pm 
Prop Anarchy mod is still buggy as most (not all) assets are not showing up. Particularly props that use the Procedural Objects mod.
StayHungryStayFoolish 28 Dec, 2021 @ 12:12am 
You are a great author, aubergine18. Would you be kind to add [DEPRECATED] instead of [TEST] remark? I would also recommend adding your comment to the main description of this mod. This will help other gamers, too. Thank you.
leftbehind  [author] 27 Dec, 2021 @ 4:52pm 
Prop Anarchy mod is now full released with a greatly improved Additive Shader feature built in - give it a try (but be sure to create backup and read mod description carefully as it replaces entire prop framework): https://steamproxy.net/sharedfiles/filedetails/?id=2696146766
Francis 21 Dec, 2021 @ 4:33am 
This title should be: Additive Shader 2! [/b]
leftbehind  [author] 30 Nov, 2021 @ 9:34am 
I'll try and update this with some of the enhancements made by Quistar in his Prop Anarchy mod; should fix the remaining issues with some assets not working.

@Delta thanks for bug report, I'll see if I can fix that too. Sorry for taking so long to reply, been away for quite some time due to RL issues.
StayHungryStayFoolish 30 Nov, 2021 @ 2:35am 
The author has the name "Additive Shader" however the official title has no [BETA] at front of the mod name...
Yangxuzhu 22 Jun, 2021 @ 4:26pm 
looks like this beta become obsolete, the author is no longer active for a while.
rnealj62 28 Apr, 2021 @ 9:35pm 
Is this still a valid mod? Doesn't seem to be working. loaded a save that had buildings using this mod but the buildings no longer light up like before.
[Delta ²k5] 6 Feb, 2021 @ 4:25pm 
@aubergine18, I found some bug in the current version of your mod regarding the control using keywords:

Despite your documentation says "NightTime" will toggle the shader on during night the logic seems to be reversed (the shader shows up during daytime).

The same applies to "DayTime" - using this keyWord the shader shows up during night time ;)

So either the documentation is off or the logic is inversed.

Best regards!
DeFubaco 31 Jul, 2020 @ 7:27am 
You dont understand how much I wanna thank you! Now all the holograms in my city works. They wouldnt show up before but with this updated Additiv.Sh. it does. Thank you!
Mulher é merda 20 Jul, 2020 @ 8:56pm 
Thanks!!
leftbehind  [author] 7 Jun, 2020 @ 11:00pm 
YESSSSSS!!!!!
ⒸⒶⓁⒸⒾⓊⓂ 7 Jun, 2020 @ 9:38pm 
yes, it works flawlessly now! the glitch has been solved.
leftbehind  [author] 7 Jun, 2020 @ 5:55pm 
@ⒸⒶⓁⒸⒾⓊⓂ: See if it works any better now. I've set it to refresh render groups when render distances change, so should hopefully be much more compatible ULOD and also show correctly after loading a save.
leftbehind  [author] 7 Jun, 2020 @ 9:39am 
Should it respect ULOD, or should it override for addive shaders? I've just worked out why it isn't showing them on load - despite setting their render distances higher. If I fix that, it will override ULOD (but only for stuff that uses additive shader).
ⒸⒶⓁⒸⒾⓊⓂ 7 Jun, 2020 @ 2:57am 
here's the paste of the additive shader assets report bit: https://pastebin.com/sbRQ0YR1 , additive shader is detecting them correctly.
I think my "issue" is a non-issue by now...additive shader is working as it should. since the shader asset used by those buildings are props, I tried to increase the prop render distance on ULOD and the lights can be seen from distance now. It might be ULOD overriding the render distance of shader asset props on next load. thanks a lot for supporting mate
leftbehind  [author] 7 Jun, 2020 @ 12:32am 
@ⒸⒶⓁⒸⒾⓊⓂ: Just uploaded an update which might fix those buildings - let me know if it works.
leftbehind  [author] 6 Jun, 2020 @ 1:37pm 
If you search your output_log.txt for `[AdditiveShader] Assets` you'll see a report on all the shader-using assets. Those Dubai buildings will be `BuildingInfo[C]` indicating they are container buildings - unlike your other buildings they don't have their own shader, but use props within the buildings and have to set the max prop distance for the building to prevent the props LODing.

Can you upload your output_log.txt (or just that assets report bit) somewhere? I want to see if the props are being detected properly (they should be listed in the report as `PropInfo`).
ⒸⒶⓁⒸⒾⓊⓂ 6 Jun, 2020 @ 8:24am 
I had a deep look using mod tools again, and found some differences between the buildings that suffer the issue e.g. Marina Torch - Dubai and buildings that don't e.g. CITIC Tower Beijing .

CITIC has the light as part of its sub-buildings (setting is 22 6 20 1): https://imgur.com/QKGVfZL , all in 1 crp archive
Torch however has the lights attached as props instead (setting is 18 6 420 3.2): https://imgur.com/FGx6vYX , where the main building is one crp, and the light shader mesh is in different crps (different light color different crp)

So I played around and plop one of the lights used by Torch via Find It! since it's a prop, and the building lights up! Reloading save goes into the same glitch faced initially, but removing the lights light the building up again. Do you think it's the problem with asset's design instead?
ⒸⒶⓁⒸⒾⓊⓂ 6 Jun, 2020 @ 6:21am 
yup the same problem occurred in the original version of additive shader as well.
tried to peek via mod tools but I don't see any difference in properties other than general stats. not sure if it's the problem with the building mods themselves or not, like the variables to be used for shader being defined wrongly or something. but since you can't reproduce it I'm not even sure now. maybe some mod conflicts that we aren't aware of.
leftbehind  [author] 6 Jun, 2020 @ 4:36am 
Hrm, I can't reproduce that glitch. If you have Mod Tools can you try and work out what properties are different between it working and not working? Does the same issue occur with the original version of Additive Shader?
ⒸⒶⓁⒸⒾⓊⓂ 6 Jun, 2020 @ 3:39am 
@aubergine18 I've managed to narrow down the reproduction step for the issue, so yeah I think it's not completely fixed (using the latest build)

https://imgur.com/a/RaByA5V
the buildings I've highlighted previously still aren't being lit up viewing at distance. so I've tried re-plopping a building with such issue and as it turned out the new building worked fine, until the game is reloaded (save -> exit to desktop -> reload game -> load save) where same issue persists on the new building as well.
leftbehind  [author] 6 Jun, 2020 @ 1:05am 
ⒸⒶⓁⒸⒾⓊⓂ See if its fixed now. Just tested in game and with building in middle of map I could still see the additive shader from corner of map.
leftbehind  [author] 6 Jun, 2020 @ 12:38am 
Updated to 1.5.0 Beta-2:

- Asset scanner 2x faster
- Asset report 3x faster (thanks dymanoid!)
- Fixed render distances being overwritten by Level Of Detail game setting
- Fixed render distances sometimes being set smaller than asset defined
ⒸⒶⓁⒸⒾⓊⓂ 6 Jun, 2020 @ 12:08am 
@aubergine18
most of these assets that turn off away from default LOD distance were usually created by OFFICIALSAURON. https://steamproxy.net/id/gby0221/myworkshopfiles?appid=255710&p=1&numperpage=30

notably:
Elite Residence - Dubai
Ocean Heights - Dubai
Damac Residenze - Dubai
Marriott Hotel & Suits - Dubai

for performance, i've recorded around ~1fps increase on new game due to many other mods that impact performance from other areas resulting in some forms of diminishing returns, but a performance increase nonetheless.
leftbehind  [author] 5 Jun, 2020 @ 5:08pm 
@Delta: Try using that existing approach but with this beta version of Additive Shader. I suspect it might now work as expected.

Reason: Old additive shader would update every shader every frame. So if a shader was always on, it would get re-set to on every frame. This beta version doesn't do that: for always on shaders, it only sets on at the start (when city is loaded) and doesn't alter them again for rest of game.
[Delta ²k5] 5 Jun, 2020 @ 4:39pm 
@aubergine18:

On props the effect is toggled using the following parameter:
Tool Controller > ToolController > m_editPrefabInfo > m_illuminationBlinkType

There are some blinking speeds/types available like None, Blink_050_050, Blink_025_025 and probably other values.

Background: I'd like to use the blink type on my vehicles submeshes to create more realistic beacon/strobe light effects (like you got from LEDs irl :) )

Thank you for looking into this!
leftbehind  [author] 5 Jun, 2020 @ 4:27pm 
@ ⒸⒶⓁⒸⒾⓊⓂ : Could you post a link to one of those assets that's turning off at distances and I'll check to see what problem is.

@ [Delta ²k5] It might be possible, I'd have to check. If you can provide details of how normal props achieve that effect I'll take a look. Also, in v2 (already in development) I've added ability for _moddable visibility toggles_ - for example, shaders could be turned on/off based on weather or other factors. It would be trivial (once v2 is done) to add a blinking effect, although not sure yet how to handle ratio of on vs. off time...

@ garfield007 w00t! that's a decent fps increase!
garfield007 5 Jun, 2020 @ 10:11am 
@aubergine18 as for now everything works for me and i would say i get like 4fps more
[Delta ²k5] 5 Jun, 2020 @ 1:51am 
Hey there, I got a question - is it possible to set a blinking mode (like you got on props) using the additive shader? I researched a bit but didn't find an actual answer or script to set it up.

Also thank you for improving this mod! :)
ⒸⒶⓁⒸⒾⓊⓂ 5 Jun, 2020 @ 1:51am 
the bug you've mentioned, do you think I'm looking at the same problem as well? or is it solely dependent on shader config of each building?
https://imgur.com/a/USwtZNf
leftbehind  [author] 4 Jun, 2020 @ 11:33pm 
I think I found one bug - if the level of detail is changed it resets the lod distances, so I'll have to hook that and refresh the shader props/decals/etc. Luckily I know how to do that already so should be quick fix.

Did you notice any performance improvement over the original mod?
ⒸⒶⓁⒸⒾⓊⓂ 4 Jun, 2020 @ 10:44pm 
nice! been running off latest dll build via git repo since yesterday and no bugs so far.