RenderPearl

RenderPearl

Shader

Clean, high performance shaders for modern hardware

AtmosphereBloomColored LightingHighLowMediumPBRPotatoScreenshotSemi-realisticShadowsVanilla-like

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v2.3.0-beta.0

Changelog

New Features

  • Basic ambient occlusion material data is now automatically generated
    • LabPBR 1.3 ambient occlusion map support is planned too
  • Indirect Sky Light and Fallback Block Light options have been added
  • A Subgroup Operations compatibility option has been added

Improvements

  • Block light falloff now follows the inverse square law more accurately by compensating for Manhattan distance falloff in the Vanilla lighting, down to some light level (defined by the new Falloff Margin option)
  • Indirect sky light brightness now follows direct sky light brightness through the daylight cycle
  • Ambient occlusion is now applied to indirect block and sky light
  • Extension support assumption is now more accurate, and has been enabled by default for all compatibility options
  • Negative Sun Path Rotation values are now allowed
  • Fragment shader outputs are now 16-bit when writing to 16-bit targets

Other Changes

  • The shader pack options menu has been completely redesigned
  • Chorus flower blocks are now emissive, just like chorus flower items
  • RenderPearl now prints a warning when used with Oculus
    • Oculus support is not tested and may be incomplete or broken

Fixed Issues

  • Undefined values are read at work group/tile corners in SMAA and Volumetric Light (Closes #3. Also reported by Timø on Discord)
  • Some translucent particles hide what is behind their fully transparent parts
    • Enabled alpha checks
  • Resource pack normal maps are interpreted incorrectly
  • 3D bounding boxes of deferred lighting tiles are computed with incorrect rounding

GitHub Release

Files

RenderPearl v2.3.0-beta.0.zip(609.15 KiB) Primary Download

Project members

Luracasmus

Owner

Details

Licensed MIT
Published 2 years ago
Updated 10 days ago