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v 1.7.5

New SEGI Emission shader. Now supports most of the emissive objects (map, studio items, clothing). Thanks KKUL & Vixi the Magnificently Spooky for the help. This allows the complete new approach for lighting the scenes, especially for the interiors without relying too much on the sky intensity and Directional Lights.

SEGI blueNoise textures has been replaced by more optimized IGN noise.

Small UI changes in the GI section.

New SEGI demo scenes has been added to the archive. Check them to see the the lighting setup.

Download:

https://www.patreon.com/posts/100653831

Demo:

 

Files

Comments

orco80

With GI on I'm having transparency on both the eyes and hair. Bayer used for hair shader and 2.0 shader for the eyes.

Hanmen

As I already mentioned, this isn't the bug. It's how it should be working. You can check the Default's Unity Legacy AO which is working the same... The only problem is the skin, it's not actually reacts to the lighting. Because applied after lighting calculating while on other objects it's applied before lighting. I could do something with it later maybe it's just too complicated.

Hanmen

I think you should disable the 'Do Reflections' in the SEGI section. Also, you could update the eyes to v2.5 it's should be working

orco80

Oh, I thought 2.5 was WIP, nice.

Blackrain

Would it be possible in the GraphicsMod UI to highlight or outline the currently selected cubemap? It would be a nice QoL tweak.

Hanmen

I will think about it.

Rochin

Will it be possible to use SEGI Reflections with hair in the future? It works great with clothes, eyes and all the rest.

Hanmen

SEGI not working with forward shaders, but I can remove the the transparent effect from it. Currently working on this.

shen

I personally suggest publishing some presets of different styles, which can lower the threshold for DHH users