Rodrigo-Donatelo Hybrid

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Author: donatelo200

Last revision: 11 Jun at 01:36 UTC

File size: 578.54 KB

On Steam Workshop

Description:

These are my personal terrain shaders. They are focused on giving planets ground level detail, improving planet variety and to add some sorely missing features to SE like Io-likes and lava worlds. Additional credit Centri, PlutonianEmpire, Sp_ce and Rodrigo himself who formed the basis of this mod.

Update: 6/6/2026 Gas Giant Overhaul

-Cyclone and Turbulence noise has been overhauled and randomized -Centri
-All colors on the Gas Giant Palettes are now used -Centri
-Colors and banding have been adjusted -Donatelo200
-Hot/Young Jovians now become turbulent and have minimal banding -Centri/Donatelo200 (tweaks only)
-Limb darkening has been added to hot gas giants to unify their look with brown dwarfs -Donatelo200
-Config added for additional customization of gas giants. (Default is Hard and Vibrant colors) -Donatelo200
-Compatibility mode added for .990
Note: Brown dwarfs have been updated alongside gas giants
Note Note: Please delete the cache for the update to take effect 🙂

Installation/Updates:

Delete cache for mod to function after installing. By default the cache is located here:
%LOCALAPPDATA%CosmographicSpaceEngine

Alternatively In the main-user.cfg set the following line to True.
IgnoreShaderBinary true // disable binary shader cache

Note: The main-user.cfg is located here by default.
%USERPROFILE%DocumentsCosmographicSpaceEngine

Configuration:

There is now a config for RDH (RDH_Config.glh) located in the following path if you have installed it on your C drive:
C:Program Files (x86)Steamsteamappsworkshopcontent3146503607302818shaders

To change the settings you just need to change the numbers to 1 or 0 depending on your desired settings and then delete the cache and launch SE.

If you have set “`IgnoreShaderBinary true“` you can change the settings in-game using the debug menu. To access the debug menu hit Shift+8 or * on numpad). Once in the debug menu you can alter the RDH_Config.glh as desired, hit save and then hit Ctrl+F5 to reload the shaders.

Note: The config is not inside the .pak

Recommendation:

I highly recommend that you increase the terrain resolution in the main-user.cfg via the following line. (find it before updating the value)
PlanetDetailTerra 0.005 // approx. per vertex detail on terrestrial planets (kilometers)

Features are as follows:

Terras and Selenas:

-Craters are suppressed on highly volcanic planets and color becomes more Io-like. (Aquarias get a different noise than terras with volcanism)

-Volcanism dramatically changes the landscapes and in extreme cases can form lava seas on arid terras, ferrias and carbonias.

-Lava oceans and lakes on arid terras, ferrias and carbonias. Lava lakes form from a planet being young, tidally stressed, from high stellar insolation or a combination of the three. Thermal creep from the lakes is dependent on coverage and the planets overall temperature.

-Adjusted hillsFreq for terras with liquids for .991. (Roughens up terrain)

-Terras are more tuned to look as they should at ground level and airplane heights.

-Snow line/climates smoothly changes with latitude and accounts for axial tilt and atmospheres vertical profile (mostly)

-Polar fog can generate on terras.

-Rivers are tighter and narrower to fit closer to a real world scale.

-Extra mountain and canyon types from PlutonianEmpire’s TPE shaders.

-Europa-likes have some tweaks to improves performance.

Gas Giants/Brown Dwarfs:

-Overhauled turbulence and banding with randomization

-Hot and/or young jovians lose their banding and have massive storms/turbulence

-Cyclones are now randomized

-Limb darkening has been added to further unify their appearance with brown dwarfs

-Overhauled colors with four different modes and overrides for custom planets.

-Hard color method uses the full palettes without restriction.

-Blended color mode uses a blend layer to smooth out the harshest of gas giant palettes

-Vibrant mode saturates colors to make them pop while muted is closer to real life. (Hard plus muted is the most realistic)

-Hard/Vibrant color method is the default mode

-All modes can be switched through using the RDH_Config

-Custom planets can force a color mode via craterOctaves. (1-4 corresponding to Hard/Vibrant, Hard/Muted, Blended/Vibrant and them Blended/Muted)