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Vacuum shader - #46038

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insoPL wants to merge 12 commits into
space-wizards:masterfrom
insoPL:vacuumShader
Open

insoPL wants to merge 12 commits into
space-wizards:masterfrom
insoPL:vacuumShader

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@insoPL

@insoPL insoPL commented Sep 15, 2026

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About the PR

Adjustable shader that grays out spaced tiles. It's does not gray out space outside station.

Why / Balance

Mainly for new players. It's a warning against going into spaced areas.

Technical details

New shader. Similar to heat blur shader.

Test plan

Space few areas, preferably on actual station to check how colors look there.

I checked planet map and it was not gray.

Media

image

https://www.youtube.com/watch?v=HHZNkgiCqqM

Requirements

  • I have read and am following the Pull Request and Changelog Guidelines.
  • I have tested this pull request and written instructions on how to test it
  • I have added media to this PR or it does not require an in-game showcase.

Breaking changes

Changelog

🆑

  • add: Adjustable desaturation shader on spaced tiles.

@Space-Wizards-Bot Space-Wizards-Bot added S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. Changes: UI Changes: Might require knowledge of UI design or code. S: Needs Review Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved. Changes: Shaders Changes: Might require knowledge of shaders. size/M Denotes a PR that changes 100-999 lines. labels Sep 15, 2026
@themias themias added P2: Raised Priority: Item has a raised priority, indicating it might get increased maintainer attention. T: New Feature Type: New feature or content, or extending existing content A: Graphics Area: Related to visuals, which does not involve art direction. A: Shuttle / Space Area: Related to shuttle or space gameplay. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Sep 15, 2026
@JiyuSoftware

JiyuSoftware commented Sep 15, 2026

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I spot an issue with the wallmounted fire extinguisher in the preview image. I don't think this a very good idea because this feature does not work for the colourblind and it can result in important details lost for people who are not colourblind.

EDIT: I realized this can be turned off with accessibility settings. That makes it fine actually if it stays optional.

Also we used to have floor tiles being ripped up if a room was spaced which was an immediate obvious tell and is actually in-universe. Why don't we bring that back? I thought that was a great and fun feature.

@Ikersain

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. I don't think this a very good idea because this feature does not work for the colourblind and it can result in important details lost for people who are not colourblind.

Could there be an optional accessability feature version that overlays a 20% hash/hatch pattern in a medium grey to convey the same information without relying on color saturation?

Also, I would love the see the effect fade in once atmos pressure meets a threshold then intensify as the pressure approaches vacuum.

@K-Dynamic

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Exterior tiles should be desaturated too for consistency.

@ProPeperos

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Im not a fan of this

Spacing are one of the gameplay features, invisible death, causes you to take risk taking and just overall thinking
Having this just will cause everyone to crank it up to see spacing without gameplay implications
idk what this supposed to solve even, ive never seen anyone complaining that they can't see spaced areas
Besides that, there are so many different queues that aren't that straight forward that you can fallow to detect spacing:
Something like firelocks flashing lights, or the sound that fire alarms make, the sound of space wind passing by or even you just taking damage and gasping during that period you are in there and UI elements that the area is unpressurized.

I only see this being abused by "robust" players to just gain an advantage and trivializes the most common dangers of space stations, that normally you have to learn how to avoid.

Also, the implementation isn't perfect.
The shader going off of tiles that aren't marked as spaced causes any plating tiles outside the station make anything on them desaturated, but stuff around it like space itself and lattice are still very much in color. This might cause a quite strange inconsistency between some stuff having color and some not.

Overall i dont want this in the game

@K-Dynamic

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It's a bit crude but generally invisible hazards are not particularly fun, otherwise we wouldn't have firelock lights or pressure UI alerts.

@ProPeperos

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What i meant by "invisible" doesn't mean it's undetectable
I really don't like the idea of just seeing spaced tiles from a far
Taking the environmental ques that a spacing is there is much more engaging and fun rather then just seeing the danger itself
It makes you think, it makes you more engaged, its just so much better designed wise.

So yea, undetectable hazards are not fun, not invisible

Also, because ive seen it being pointed out before "Then why hot air has a shader and not space?"
I think this might come from a fact that that first, irl hot air also distorts your vision, so its more realistic, and second that if the air is hot enough you could get ashed and round removed, which is REALLY not fun. At least with space being cold your body gets preserved and be revived.

@Mot2332

Mot2332 commented Sep 15, 2026

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what if instead of a vacuum shader, it was a cold shader, so you fix both cold air and spaced areas with some icy looking air or some snow or whatever.

Unless we're about to have both a cold shader and a grey scale shader combine into some grey icey floor tiles

@ProPeperos

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what if instead of a vacuum shader, it was a cold shader, so you fix both cold air and spaced areas with some icy looking air or some snow or whatever.

we have thermal goggles for that and they are integrated in to gameplay

@Mot2332

Mot2332 commented Sep 15, 2026

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so the hot shader is only supposed to work with the thermal goggles when those are all good to go ?

@insoPL

insoPL commented Sep 15, 2026

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Added serverside Cvar toggle for downstream

@s27jgould

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Personally, I feel like a warping shader (simillar to the heat one) would be cool if it was only as a room was being spaced, showing the air getting sucked out of a room, which can also provide some direction towards the pressure difference, but once the pressure's equalised the air warp effect would fade. probably a) out of scope of the pr, and b) would need a reduced motion accessablility option, but it'd allow people to see which way the spacing is coming from, and understand a bit better why a room is spaced

@Morp9x

Morp9x commented Sep 16, 2026

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Even if the development team decides this change is unnecessary, consider making it just for ghosts. That's a really cool pull request!

Comment thread Content.Client/Atmos/EntitySystems/GasTileVacuumOverlaySystem.cs
Comment thread Content.Client/Atmos/Overlays/GasTileVacuumOverlay.cs Outdated
Comment thread Resources/Textures/Shaders/vacuum_desaturation.swsl Outdated
Comment thread Content.Client/Atmos/Overlays/GasTileVacuumOverlay.cs Outdated
Comment thread Content.Client/Atmos/Overlays/GasTileVacuumOverlay.cs
Comment thread Content.Client/Atmos/Overlays/GasTileVacuumOverlay.cs Outdated
Comment thread Content.Client/Atmos/Overlays/GasTileVacuumOverlay.cs
@Djungelskog2

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Rimworld did a thing where based on the vacuum a kind of dusty-looking filter gets applied over rooms and tiles that are all or partially spaced. Its probably even easier for us since we already have atmos stuff coded.

@insoPL

insoPL commented Sep 16, 2026

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@metalgearsloth It's ready for re review. I think I addressed everything. Thanks for feedback!

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Labels

A: Graphics Area: Related to visuals, which does not involve art direction. A: Shuttle / Space Area: Related to shuttle or space gameplay. Changes: Shaders Changes: Might require knowledge of shaders. Changes: UI Changes: Might require knowledge of UI design or code. P2: Raised Priority: Item has a raised priority, indicating it might get increased maintainer attention. S: Needs Review Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved. size/M Denotes a PR that changes 100-999 lines. T: New Feature Type: New feature or content, or extending existing content

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