This is a preview build for the raymarched volumetric clouds of EVE. Thank you for the support!

Installation instructions:
	1) Install volumetrics
	
		Remove any existing config packs for EVE (BoulderCo, AVP, SVE, Spectra, 64k clouds, KSRSSVE, etc), remove any existing versions of Scatterer and EnvironmentalVisualEnhancements, then merge your GameData folder with the one included in the zip (drag and drop the included GameData in your KSP directory and they will get merged, do not put GameData inside GameData). Do not reinstall Scatterer or EVE via CKAN.When done you should see the following folder structure
	
		```
		Kerbal Space program
		└─ GameData
		   ├─ EnvironmentalVisualEnhancements
		   ├─ Scatterer
		   ├─ StockScattererConfigs
		   ├─ StockVolumetricClouds
		   └─ Blackrack_TUFX
		```

	2) (Optional but highly recommended) Download and install deferred

		This will make puddles work, add screen-space reflections, and generally better lighting. Get CKAN https://github.com/KSP-CKAN/CKAN/releases and use it to install Deferred. CKAN is recommended because it automatically handles dependencies and mod conflicts. If you want to install it manually go here https://github.com/LGhassen/Deferred?tab=readme-ov-file#manual-installation and follow the instructions.

	3) (Optional) Install TUFX

		Optional but the ambient occlusion added by TUFX works well with Deferred and is important for good lighting. Use my TUFX profile or your profile of choice with ambient occlusion enabled. If you downloaded my TUFX profile put it in GameData and select the profile ingame from TUFX menu

	4) (Optional) Install Parallax
	
		Optional but will make the terrain look amazing and add dense vegetation.
		

Notes:
	- Quality settings:
		- Check the documentation if you want to change quality settings: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki the main one to change is temporal upscaling: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling#temporal-upscaling

	- Known issues
		- Cubemap type 2_1 (the one with 2 textures each containing a face in each RGB channel) isn't supported for the Volumetrics, equirectangular and cubemap with 6 textures are supported.
		- Maps for each volumetric layer (coverage, cloud type, color) need to use the same cubemap/texture type