Thanks Bjarne.
I use your gfx.gtr from Sommer 2020 (dont know wish Version this is 1.9 ? )
And the look in GTR2 - P&G - GTL-converts to GTR2 really impressive.
With the Shader-Change - i cant understand till today correct
.
Open a lot of tracks in 3dsimed 3... and reworked the grass complete in t1-multt2-addt3 with the grass_add from the vlm-team, better i cant find or do myself (32bit with alpha-channel).
In 3dsimed- its look a little to dark, than in GTR2 its o.k. and the grass have with the vertex-shader of the polygons a good "Shine-effect".
If this will be correct ? - i dont know, but the look from the terrain was for me often disappointing and after a lot of work it will be better-in my opinion.
Very interesting will be to use for the terrain (grass-mountains, Fields etc. T1lerpT2multT3addT4 - a commercial "test" was Silverstone from rF1 - if i remember correct).
But the blending effects from texture to texture-at this shader mystery for me.
If this is allowed here, i can upload the Nordschleife from EEC after Years from updates,
but this is a GTR-Evo convert, dont know if this will be o.k.
Have a look in the new Night-Skies from the GTR233 Collection-packs.
This are also a huge step forward - looks for me very nice (but my claim are not very high, because i dont play newer Sim-Race-Games - better for my relationship to the ISI-Moto- 1 + 2 - Titles
)
The srpl-shaders from the hope-track was basic for the AMS1 Sun atmosphere.
I havent a real result to implementation this in rF1-Tracks (main problem at last the correct Sun-position. Sunshine in the Night at 1 00 clock isnt real
)
Possible that this will be better in GTR2 - here we have separat Sun and Moon - Models