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  • Tweaked lightmap falloff
  • Removed redundant sunlight calculations
  • Made lava/powder snow fog a lot denser
  • The shader no longer causes Iris to spit 50 million warnings in the chat when loaded

bruh

Fix issue where zipped versions of the shader would not load.

  • Optimises and improves volumetric fog significantly.
  • Optimises shadows somewhat.

Fixes an issue where reflective surfaces would be extremely dark in shadow.

Release 1.4

by jbritain on Aug 12, 2024
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Release 1.4

Shadow Rewrite

So, you know how PCSS is an option in the shader settings? Turned out it never actually worked. Anyway, now it does. This also fixes an issue where edges on some blocks would be darkened. Shadows should also appear generally softer. 2024-08-13_00 48 15

Transparent Entity Support

Transparent entities now render correctly. This fixes issues with blocks like banners and player heads as well.

Performance

The shader should now run better

Other Stuff

  • Improved rendering of water behind translucents

Fixes a small issue where fog would not apply to reflections on solid surfaces

Ebin Resurrected v1.3

All about the water, vapour included!

Volumetric Clouds

Although the option for volumetric clouds has existed in Ebin for quite some time, they haven't ever actually worked...until now!

2024-08-05_00 09 15

The clouds are enabled by default in the 'high' and 'ultra' presets. Depending on the humidity of the biome, the cloud density also changes, although this can be disabled, of course.

2024-08-07_19 19 30 Dense clouds over a rainforest

2024-08-07_19 20 32 Sparse clouds over a desert

Volumetric Water

Volumetric fog now also applies to water. This also works with caustics. 2024-08-07_19 17 37 2024-08-07_01 13 33

Water Biome Tint

Water is now tinted based on the biome it is in. 2024-08-07_23 31 23

Other stuff

  • Re added a bunch of tonemaps from old Ebin, and set the default to Burgess.
  • Water fog is no longer applied when the player is not in water.
  • Rain no longer makes surfaces wet or causes clouds to get denser in biomes where it can't rain.

Ebin Resurrected v1.2

I swear I'll make these less frequent in the future.

Volumetric Fog

I managed to get the volumetric fog code left behind from before Bruce added the precomputed atmosphere working again! Note that on higher render distances you may need to decrease the fog curve for it to be noticeable. I am hoping to get this working with water as well at some point in the future. 2024-08-01_23 41 16

Glowing Ores

Ores now optionally glow in the dark, so you can see them better. 2024-08-01_12 59 27

Shiny Rails + Fixed Redstone Emission

Rails are now nice and shiny. I also cleaned up the emission for redstone components. Observers now have emission when activated, and it's easier to tell the power level of redstone dust. 2024-08-02_00 47 23

Stuff

  • Using the shaderLABS modded block ID list, I've added waving leaves to mods like Biomes O' Plenty. Since this list is not exhaustive and somewhat outdated, some blocks will definitely have been missed.
  • The shader will now load on hardware which doesn't have custom image support. I've no idea if there is such a thing as a GPU that supports openGL 4.3 but not custom images, but if there is, now you have compat!

Release 1.1

by jbritain on Jul 31, 2024
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Ebin Resurrected v1.1

Coloured Lighting

Gone is the screen space coloured lighting from BSL which never worked properly anyway! Coloured lights now use a voxelised floodfill system. This means that even lights that are offscreen can contribute to the colour of light sources! 2024-07-31_16 29 19 Note that currently, light colours can leak through walls. I am aiming to fix this in the next release

Reflection Improvements

  • Reflective surfaces now use a GGX distribution when sampling rough reflections. This is not only more accurate, but faster than the old method.
  • Reflective surfaces will no longer mix the reflected sky with black based on the light level. Instead, they will blend with the original colour, meaning that reflective surfaces look non-reflective instead of extremely dark when underground.
  • Rough surfaces now look rougher in reflections as it turns out the roughness was being incorrectly squared twice.

Other Changes

  • Fixed issue with capitalisation on water fog include which would cause the shader not to load in most cases
  • Improved water fog (again)
  • Improved iPBR for light sources
  • Removed directional lightmapping on skylight as it does not work well in the current state
  • Tweaked directional lightmapping

Release 1.0

by jbritain on Jul 24, 2024
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Ebin Resurrected v1.0

It's fully released! Not many things have been added since Beta 1.13 but there are a couple.

Water Refraction and Caustics

Water now bends when entering and leaving water, and caustics are once again available as an option 2024-07-24_15 52 10 2024-07-24_15 53 29

My god, it's full of stars...

End portals are no longer blandly black. 2024-07-24_15 55 05

Other Stuff

  • Subsurface scattering on grass now works better
  • Added 'animal crossing' terrain deformation option (it was advertised in the description, after all)
  • Culling is now disabled when terrain deformation is enabled
  • Directional lightmapping applies to skylight as well
  • Fixed sunlight when shadows are disabled

Beta 1.13

by jbritain on Jul 21, 2024
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  • Water now renders behind glass! (this is harder than most people realise) image

  • Specular highlights are now calculated using the IOR of water when the player is underwater image

  • New directional lighting method adapted from NinjaMike's works on NVIDIA

  • Ambient Occlusion and Global Illumination now Actually Workâ„¢

  • Added a refraction option you shouldn't use because it looks weird

  • New 'experiments' section in the settings where the stuff you shouldn't use is

Beta 1.12

by jbritain on Jul 19, 2024
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The Big Beta

I'd call this version 1.0 but it's not quite there yet.

Resource pack? Never heard of 'em!

I've implemented a new integrated PBR system which lets me much more easily set parameters for blocks. So far added are all metal blocks and gemstones, as well as foliage, grass, and sand.

2024-07-19_00 52 46

Inspired by Photon, leaves have a subtle specular sheen as well as...

Scattering of the subsurface variety

This was easier than expected. Thanks to Tech for helping me out with it!

2024-07-18_01 26 03

Specular Highlights

Why weren't these here in the first place? Ask Bruce, but they're here now! This means reflective surfaces will now look a lot better, even without SSR applied to them. 2024-07-16_01 46 21

Slippery When Wet

When it's raining, the rain itself is now actually visible, although it doesn't look amazing so I may replace this with something procedural in the future. Blocks will now appear wet in the rain, even without a resource pack. 2024-07-18_14 58 05

Directional Lighting (experimental)

Why's it experimental? Because it doesn't work on NVIDIA GPUs and I haven't had a chance to fix this. Thanks to CyanEmber for getting me started on this. 7B2CEA5AF5-9433-4310-83CD-E18D3AED1E6B7D

And more!

  • Complete overhaul of the settings menu, including some profiles.
  • The second composite pass was completely overhauled, allowing transparent stuff which doesn't write to the depth buffer to render.
  • Improved water and nether fog significantly.
  • Added a basic end skybox.
  • Rough reflections now use Interleaved Gradient Noise for microfacet generation.
  • Metals now use F82 values with the Lazanyi Schlick function, giving better Fresnel coefficients.

Beta 1.11.2

by jbritain on Jun 25, 2024
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  • Fix hand lighting
  • Fix hand masking on motion blur

Beta 1.11.1

by jbritain on Jun 23, 2024
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  • Fix hand lighting

Beta 1.11

by jbritain on Jun 23, 2024
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  • Multicoloured blocklight, ported from BSL
  • Disabled custom shadow culling as it caused issues at very low altitudes

Beta 1.10

by jbritain on Jun 22, 2024
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  • Enable underwater reflections
  • Add emission to spider eyes and other glowing mob eyes
  • Disable PBR on particles
  • Fix artefacts on transparent objects with parallax
  • Tone down material AO
  • Change terrain deform to warp shadows
  • Disable sunspot reflections on rough surfaces to prevent noise
  • Change predefined metal f0 values
  • Change how shadows and reflections interact
  • Change blocklight colour (again)
  • Add emission to light source blocks

Beta 1.9

by jbritain on May 8, 2024
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  • Fix sky not rendering through water
  • Fix particles not rendering in front of sky
  • Increase emission strength
  • Make artificial lights a more neutral colour

Fixes a number of mistakes I had previously made in development which were not picked up in my environment but prevented the shader from loading in other circumstances.

Beta 1.8

by jbritain on May 5, 2024
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  • Add emission support
  • Add option to override texture resolution for parallax since the auto detection is not perfect

Project members

jbritain

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Details

Licensed AGPL-3.0-only
Published 5 months ago
Updated 17 days ago