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Notable changes

  • different tone map (again)
  • rebalanced lighting & sky colors (again)
  • new water waves
  • removed RTAO
  • possibly improved compatibility with some hardware

Forget-me-not v0.7.2

Notable changes

  • different tone map (configurable)
  • more accurate fog
  • 20+ post-processing & editing options
  • balanced exposure (again)
  • improved sky & clouds

Comparison to v0.7.1: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=ed757132-22a5-11ee-b5bd-6595d9b17862

Notable changes:

  • reworked exposure to be more balanced
  • improved TAA implementation to be sharper
  • balanced lighting colors
  • removed metals support by default (configurable, default off)

Hi everyone!

v0.6.0 was originally planned to be a small update, but it's turned out to be quite phenomenal. Here are some of the changes:

  • Added seasons! Everyone's world is going to be a little more magical with the first-ever implementation of seasons in a Minecraft shaderpack
  • Added material shaders for most vanilla materials. Are you a Lumi Lights, Lomo, or Canvas Standard user? You can still enjoy your favorite pipelines as usual, but if you activate Forget-me-not's resource pack, you'll get some pretty emissive lights
  • Added water refraction
  • Adjusted bloom
  • Adjusted fog scattering / bloomy fog

API changes (FMN PBR version 3):

  • When fmn_isFoliage is set to 1 and the material uses vertex tint, seasons will dynamically change the color of the material
  • When fmn_isLeafBlock is set to 1 and the material uses vertex tint, trees will get some additional color changes based on noise

Forget-me-not is in the need of a major rework for both performance and ease of use, so that's probably what I will work on next. Unless I get another idea similar to seasons. Enjoy!

Hey!

v0.5.0 is a smaller release but still adds a couple of very nice things.

  • Improved bloom
  • Improved ambient occlusion
  • Improved held light occlusion
  • Improved end sky
  • Improved weather atmosphere & VL
  • Added fog scattering effect, also known as bloomy fog

API changes (FMN PBR version 2):

  • Control water fog color by changing the water albedo using either a texture or a shader.
  • When fmn_isPlayer is 1, fragment will be discarded when making the depth image to trace for held light occlusion.

Initial Modrinth release


Project members

ambrosia

Owner

Details

Licensed LGPL-3.0-only
Published 2 years ago
Updated 8 months ago