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Changelog
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! 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
Files
Ebin-Resurrected-v1.1.zip(8.06 MiB) Primary Download
Details
Licensed AGPL-3.0-only
Published 5 months ago
Updated 17 days ago