fixed
- fixed an issue where when playing at a high window resolution like 4k, random sparkly colors would appear, or lighting in caves/indoors would break
- fixed it being oddly bright at night during rain
- fixed the "coverage while raining" setting. it was non functioning
- fixed border fog when viewing it through glass and stuff
improved
- updated russian translation. thank you mpustovoi for making it!
PLEASE NOTE
this version is rough, messy, inconsistent. its in a transition of style changes, and it IS NOT in a place i like technically, and visually. i am uploading this version for the people who want this version, as its has been fully accessible via my github for the entire 2 years time, and some have come to enjoy it. i dont want to take that away as github is hard to use for the average person. i REALLY like soft, mellow lighting. calm on the eyes, nothing intense or crazy. to really get there i needed LOWER contrast, but i did not want it to get washed out, changing the tonemapping operator to AGX got me to a place i liked there. the bloom is the second piece, it would really make it mellow i changed it to be more and less apparent. on bright things it will be more visible, but it will spread around less in general.
im a slow worker, i have procrastinated so much, and my standards are too high for myself, which is 90% of the reason why i havent made a release version in 2 years lmfao this version has many changes, alot i cannot even remember, it has a massive internal reorganization, so heres my best attempt at recalling it all
added
- added Distant Horizons support. huge thanks to Null, for massively helping everyone figure out how to do that.
- added Floodfill Colored lighting for light sources. it also can illuminate the fog as well. All credit and thanks goes to Null for implementing this feature!
- added a blur filter for SSAO and some shadow filtering effects, they should look cleaner now
- added new cloud rendering. a second cloud layer, a large fluffy layer higher up
- added the ability for clouds to interact with the world. however this was a tradeoff, and clouds have become quite blurry and noisy. this will be fixed in the next update
- added damage indicator screen effects when getting hurt
- added health indicator screen effects when low on health
- added water on screen effect for entering and exiting water
- added motion blur
- added and improved all depth of field settings (DOF), All credit and thanks goes to Womspace for implementing and improving these features!
- added the AgX tonemapping operator and set it to the default tonemap
- added support for labPBR AO
- added limited resourcepack sky support. its very difficult to support such a thing and blend it with the detailed shaderpack sky.
- added mod support submenu
- renamed misc submenu to debug/experimental submenu
- added "atmosphere ground" setting. as the darker lower sky area is meant to encapsulate the player under the clouds, it really improves overcast days
- added translucent colored shadows; sunlight can be tinted by stained glass.
- added "editing" submenu with color curve control of the image color. this allows lots of control over the screen color in areas that are dark or bright
improved
- improved indirect SSS
- improved bloom weights, it has a sharper peak brightness and less glowing area. this will make the image much softer which i wanted.
- improved waving plants and added new blocks
- improved all the lighting colors and balance across time, and dimensions
- improved the nether shader. visibility is better and it is more gameplay friendly. it has shader settings to control its various fog types
- improved the end shader. visibility is better and it is more gameplay friendly. it has shader settings to control its various fog types
- improved lightning flash in the end, and should feel more natural. it also can be turned off now
- improved lightning flash (iris exclusive feature)
- improved rendering for translucent entities such as slimes, banners, horses, piglins, ect
- improved water rendering
- improved the lighting balance, torche/placed lightsources should be easily visible in all lighting conditions now. however this was a tradeoff and can cause the light brightness to visibily shift in some cases. will be fixed in the next update
- improved the TAA, it should be a little bit better in a few cases
- improved POM, it now looks higher quality with the dynamic quality feature.
- improved labPBR emissives support. translucent things now can glow via labPBR
- improved fog lighting and rainy weather.
- RELABELED "RTAO" and "SSGI" to "SSRT", as it was misleading before, they were both the same effect, but one was just an extention adding GI to the AO.
fixed
- fixed fog not appearing behind glass
- fixed issue where puddles were always active when rain wasnt even falling
- fixed issue where many things would be offset incorrectly when TAAU was enabled, this includes the volumetrics in the end/nether and some geometry for mobs and glass
REMOVED
- temporarily removed physic mod support. it has many problems i need to address.
THANKS
for all the translators volunteering to do such work, to Null for all his work and help, to Womspace for her work on the DOF, and to many many people for pointing out bugs
It's been a little bit. i got a couple things to show off...
ADDITIONS
- A completely new nether shader. plumes of smoke lit up by the lakes of lava fill the air. the lighting is dynamic for the scene you stand in. i tried to find a sweetspot of thick fog but not too obtrusive for gameplay... i hope i found it.
- Redid underwater lighting completely. it has better visuals, on top of being easier to see in for gameplay. you can now actually see in underwater caves
- Redid RTAO/SSGI slightly and added a new option for them, "high quality ambient lighting"
- Added RTAO/SSGI to the end and nether.
- Added auto-exposure to the end and nether.
FIXES
- fixed a bug in the end where there would be a weird line when specular reflections were enabled.
- fixed water in the end not having reflections when using iris.
- fixed multiple small misc bugs i cant remember.
First modrinth release!
this isn't the first version of the shader that ever existed but it's the first to exist here!