PQS Main – Optimised With Fast Blend
Shader: Terrain/PQS/PQS Main - Optimised With Fast Blend · materialType = OptimizedFastBlend
The PQS Material { } drives the shader that paints a body's near-surface terrain — the real, subdivided quad-sphere you see from low orbit down to the ground. This is the counterpart to the ScaledVersion materials, which paint only the distant low-LOD sphere; the PQS material takes over as the camera descends and the two are cross-faded across the fadeStart / fadeEnd altitudes. Terrain/PQS/PQS Main - Optimised With Fast Blend is the lightest member of the "PQS Main" family.
Like the rest of the family it builds the surface procedurally and world-space triplanar — projecting tiling textures down the three world axes and blending them by the surface normal, so there are no UV seams. It blends three textures by elevation, layers a separate texture on steep slopes, crossfades between a fine and a coarse tiling by camera distance, and (on bodies with an atmosphere) folds in aerial-perspective haze and underwater fog.
This variant combines two economies. Like Optimized, only the mid elevation band carries a normal map (the low and high bands are flat-shaded), giving a lighter texture budget. And like MainFastBlend it uses the 1.8 "Fast Blend" path and drops the inline Gradient option for the fog ramp. Stock Kerbin falls back to this kind of build at the lowest terrain-detail settings. For per-band normal maps with the same fast blend, see MainFastBlend; for the pre-1.8 equivalent of this cut-down build, see Optimized.
We shall first see how to enable the material, then how the shader assembles the surface, and finally discuss each group of properties in turn.
Enabling
Select the material by setting materialType = OptimizedFastBlend in the PQS { } node. The Material { } node then accepts the properties listed below.
PQS
{
materialType = OptimizedFastBlend
Material
{
// Colour grading of the per-vertex colour map
saturation = 1
contrast = 1
tintColor = 1, 1, 1, 0
// How strongly the textures show, and the near/far crossfade distance
powerNear = 0.5
powerFar = 0.5
groundTexStart = 2000
groundTexEnd = 10000
// Elevation bands (only the mid band takes a normal map)
lowTex = MyMod/PluginData/sand_color.dds
lowNearTiling = 1000
lowMultiFactor = 10
midTex = MyMod/PluginData/rock_color.dds
midBumpMap = MyMod/PluginData/rock_normal.dds
midNearTiling = 1000
midMultiFactor = 10
highTex = MyMod/PluginData/snow_color.dds
highNearTiling = 1000
highMultiFactor = 10
// Where each band fades to the next (on normalised vertex elevation)
lowStart = 0
lowEnd = 0.3
highStart = 0.8
highEnd = 1
// Steep-slope overlay
steepTex = MyMod/PluginData/cliff_color.dds
steepBumpMap = MyMod/PluginData/cliff_normal.dds
steepPower = 1
// Atmospheric haze and underwater fog (only on bodies with an atmosphere)
globalDensity = 1
fogColorRamp = MyMod/PluginData/fog_ramp.dds
oceanFogDistance = 1000
}
}How the surface is built
The shader is a triplanar terrain surface assembled per pixel. There is no single colour map; instead a base colour, three elevation textures, a steep overlay, and fog are combined in the following order:
- Per-vertex colour grading — the PQS supplies a colour per vertex (
COLOR.rgb, usually from a colour map or LandControl). The shader desaturates that colour toward its luma bysaturation, mixes intintColor(whose alpha is the mix amount), and scales it bycontrast. The result is the base colour that the band textures then tint. - Three elevation bands —
lowTex,midTexandhighTexare blended by the vertex's normalised elevation (written intoCOLOR.wby the PQS height build).lowStart/lowEndset the elevation window where the low band fades up into the mid band, andhighStart/highEndthe window where the mid band fades into the high band — so low covers the bottom of the height range, mid the middle, high the top. - Near/far tiling crossfade — each band is sampled at two tiling scales and crossfaded by camera distance: a fine near tiling (
*NearTiling) for close-up detail and a coarse far tiling (*MultiFactor) for the distance, blended between thegroundTexStartandgroundTexEndview distances.powerNearandpowerFarset how strongly the near and far textures show. Because the triplanar coordinates are world position scaled by 10⁻⁵, the tiling numbers are large (the defaults are 1000 near, 10 far). - Texture vs. flat colour — the blended band texture does not replace the base colour, it modulates it: the final albedo is
lerp(baseColour, baseColour × bandTexture, texMix), wheretexMixis driven bypowerNear/powerFarand the near/far mix. Where it falls to zero — far away, or with both powers at 0 — you see the flat graded colour map; where it is high you see fully textured terrain. - Steep-slope overlay —
steepTexandsteepBumpMapare blended over the result on steep terrain. The per-vertex steepness is multiplied bysteepPowerand clamped, so highersteepPowermakes the cliff texture reach onto gentler slopes. The overlay has its own distance fade betweensteepTexStartandsteepTexEnd, and its ownsteepNearTiling/steepTiling. - Normal mapping — as in the Optimized shader, only the mid band (
midBumpMap) and the steep overlay (steepBumpMap) carry normal maps; the low and high bands are flat-shaded by the geometric mesh normal. The blended normal is transformed into world space through the mesh's tangent frame, and the surface is lit with a plain diffuse (Lambert) term plus spherical-harmonic ambient — there is no specular highlight. - Aerial-perspective & ocean fog — on a body with an atmosphere, a distance haze is mixed in last. Its colour is read from
fogColorRampindexed by the sun angle, and its strength grows with distance andglobalDensity. A second, underwater ocean fog term reads the same ramp at a different row and fades over theoceanFogDistance. On an airless body the whole fog stage is compiled out and these properties do nothing.
The triplanar projection means the band textures need no UV mapping on the mesh, but the normal mapping still needs mesh tangents, which the PQS quad-sphere provides. Because the colour, elevation and slope all come from the PQS build, the final look depends as much on your PQSMods (height, colour, LandControl) as on the textures set here.
Properties
The properties fall into five groups, which we shall take in turn:
- Colour grading — how the per-vertex colour map is processed before texturing.
- Texture blend & distance — the near/far strengths and the crossfade distances.
- Elevation bands — the three height textures (only the mid band normal-mapped) and their transition windows.
- Steep-slope overlay — the cliff texture for steep terrain.
- Fog & opacity — the atmospheric haze ramp, ocean-fog distance and the PQS fade scalar.
Colour grading
| Property | Format | Description |
|---|---|---|
saturation | Decimal | Saturation of the per-vertex colour map: 0 collapses it to greyscale (luma), 1 leaves it unchanged, higher oversaturates. Default 1. |
contrast | Decimal | Contrast multiplier applied to the graded colour. Default 1. |
tintColor | Color | A tint mixed into the base colour; the alpha is the mix amount (0 = no tint). Default (1, 1, 1, 0) — i.e. no tint. |
Texture blend & distance
| Property | Format | Description |
|---|---|---|
powerNear | Decimal | Strength of the fine near texture tier. Drops the textures out toward the flat colour map as it approaches 0. Default 0.5. |
powerFar | Decimal | Strength of the coarse far texture tier. Default 0.5. |
groundTexStart | Decimal | View distance (m) at which the near→far tiling crossfade begins. Default 2000. |
groundTexEnd | Decimal | View distance (m) at which only the far tiling remains. Default 10000. |
Elevation bands
Each band has an albedo texture with near/far tiling; only the mid band additionally carries a normal map (with a single tiling). The band weights come from the vertex elevation and the four transition values at the end of the table.
| Property | Format | Description |
|---|---|---|
lowTex | File Path | Albedo for the low elevation band. Triplanar, world-tiled. Default "white". |
lowTexScale / lowTexOffset | Vector2 | Tiling and offset of lowTex. |
lowNearTiling | Decimal | World tiling of the low albedo at the near tier. Default 1000. |
lowMultiFactor | Decimal | World tiling of the low albedo at the far tier. Default 10. |
midTex | File Path | Albedo for the mid elevation band. Default "white". |
midTexScale / midTexOffset | Vector2 | Tiling and offset of midTex. |
midBumpMap | File Path | DXT5nm normal map for the mid band — the only band that has one. Default "bump" (flat). |
midBumpMapScale / midBumpMapOffset | Vector2 | Tiling and offset of midBumpMap. |
midNearTiling | Decimal | World tiling of the mid albedo at the near tier. Default 1000. |
midMultiFactor | Decimal | World tiling of the mid albedo at the far tier. Default 10. |
midBumpNearTiling | Decimal | World tiling of the mid normal map. Default 1. |
highTex | File Path | Albedo for the high elevation band. Default "white". |
highTexScale / highTexOffset | Vector2 | Tiling and offset of highTex. |
highNearTiling | Decimal | World tiling of the high albedo at the near tier. Default 1000. |
highMultiFactor | Decimal | World tiling of the high albedo at the far tier. Default 10. |
lowStart | Decimal | Elevation (normalised 0–1) at which the low band begins fading into the mid band. Default 0. |
lowEnd | Decimal | Elevation at which the low band has fully given way to the mid band. Default 0.3. |
highStart | Decimal | Elevation at which the mid band begins fading into the high band. Default 0.8. |
highEnd | Decimal | Elevation at which the high band fully takes over. Default 1. |
Steep-slope overlay
| Property | Format | Description |
|---|---|---|
steepTex | File Path | Albedo blended over steep slopes (cliffs). Default "white". |
steepTexScale / steepTexOffset | Vector2 | Tiling and offset of steepTex. |
steepBumpMap | File Path | DXT5nm normal map for the steep overlay. Default "bump". |
steepBumpMapScale / steepBumpMapOffset | Vector2 | Tiling and offset of steepBumpMap. |
steepPower | Decimal | Multiplier on the vertex steepness before it is clamped to the overlay weight. Higher values push the steep texture onto gentler slopes; 0 disables it. Default 1. |
steepTexStart | Decimal | View distance (m) at which the steep overlay's near→far tiling fade begins. Default 20000. |
steepTexEnd | Decimal | View distance (m) at which the steep overlay reaches its far tiling. Default 30000. |
steepNearTiling | Decimal | World tiling of the steep overlay at the near tier. Default 1. |
steepTiling | Decimal | World tiling of the steep overlay at the far tier. Default 1. |
Fog & opacity
| Property | Format | Description |
|---|---|---|
globalDensity | Decimal | Density multiplier for the aerial-perspective haze. Only has an effect on bodies with an atmosphere; higher values thicken the distance fog. Default 1. |
fogColorRamp | File Path | 1-D colour ramp for the fog. The aerial haze is read from it indexed by the sun angle (so the fog can be tinted differently toward and away from the sun); a second row supplies the underwater ocean-fog colour. Default "white". |
fogColorRampScale / fogColorRampOffset | Vector2 | Tiling and offset of the fog ramp. |
oceanFogDistance | Decimal | Falloff distance (m) of the underwater ocean fog — the distance over which the surface fades into the ocean-fog colour when seen from below the waterline. Default 1000. |
planetOpacity | Decimal | Opacity of the PQS material, used by KSP to fade the terrain against the scaled-space sphere across the fadeStart/fadeEnd transition. Normally left at 1. Default 1. |
Notes
- These are the body's near-surface terrain materials. The body simultaneously has a ScaledVersion material for the distant sphere; KSP cross-fades between the two across the
fadeStart/fadeEndaltitudes, so the two should be tuned to match where they meet. - This is the leanest of the family: only the mid band is normal-mapped, and (being a "Fast Blend" build) it does not offer the inline
Gradientform of the fog ramp. If the low or high bands need surface relief, use MainFastBlend. - The textures are world-space triplanar, so they need no UVs and the tiling values are in world units scaled by 10⁻⁵ (hence the large defaults). The shader still requires mesh tangents for its normal mapping, which the PQS quad-sphere provides.
- The band colour, the per-vertex elevation that drives the band blend, and the slope that drives the steep overlay all come from the PQS build — your height, colour and LandControl mods shape the input this shader paints.
- The fog stage (
globalDensity,fogColorRamp,oceanFogDistance) is only compiled in for bodies with an atmosphere; on an airless body it is removed entirely and those properties have no effect. - Several shader inputs are driven by KSP at runtime and are not config properties: a floating-origin offset that keeps the world-space triplanar coordinates stable as the game shifts the origin around the craft, and the sun direction, camera altitude and viewer air density used by the fog.
- The surface is lit with a diffuse (Lambert) term only — there is no specular response on this shader.
materialType = OptimizedFastBlendis also accepted under its older aliasAtmosphericOptimizedFastBlend, which you may see in existing configs; the two select the same shader.