Apologies for the bump, I've been following this and the shadows build for a little while -
There seems to be a major difference in the sun's ordinary lighting effect in this build, compared to the RC5 or Antipodes Shadow build; that is, the specular highlighting that gives eveything 'sun-side' a lit-up appearance is present in the others, but missing here. I've been using the same lighting settings for both. Is this build disabling some portion of the typical sunlight behavior in order to generate crepusculars on the 'dark-side'?
Oh, and by the way, above issue aside, the lightshafts looks absolutely breathtaking in asteroid fields and debris patterns - an exploding TC1 splashed debris across the star while I passed a few asteroids during The Place of Chariots (which I use in combination with a later mission to test new lighting configs), and I crashed into another asteroid because I was too busy drooling over the scenery!
Edit: Hmm, actually, it's possible that the shadow alpha has spoiled me - was there a significant lighting change between that build and 14 RC5? why am I seeing good light reflections (in lab and mission) with the shadow build, but not R5 or this sunshaft build? Am I completely misunderstanding the effect of the cmd line lighting parameters? here are mine:
-fov 0.55 -no_emissive_light -ambient_factor 120 -ogl_spec 90 -spec_exp 10 -spec_point 2.0 -spec_static 1.25 -spec_tube 1.5 -bloom_intensity 90 -fxaa_preset 5
Last question : The last build posted here is not the combined shadows/lightshafts ones available before (so it seems to me), and that one was deleted by a bastard.... Anyone still have it, or know which one I can use to achieve both effects? I've had no stability issues with either one, so I would love to stick to the bleeding edge, having seen just how good some of these shader effects are starting to look. Valathil, you are quite the artist!