Welp so it begins. Welcome to what will probably be the longest changelog ever. Strap in for a really long ride fellas!
---Lighting---
Many many reworks to lighting have been done since the last version.
Sunlight has recieved many tweaks and changes
sunlight during the day is now much brighter and more intense
sunrise and sunset have seen a full rebalance of sunlight coloring and intensity
nighttime has been completely overhauled and looks completely new and fully stylized now
Skylight has seen a few tweaks across the board.
Skylight intensity has been increased at all times of day. Lighting should now feel far more natural.
Block lighting has seen a complete revamp.
Revamped the vanilla blocklighting system with a custom tuned falloff and intensity bias
Block light now has a strong inner glow with a falloff to white.
range of blocklight is lower than vanilla
Reduced ambient light intensity
Water has seen some big reworks to its lighting since its introduction.
Water now recieves increased bloom when underwater
Enabled "total internal reflection" on the water surface when underwater
This means reflections will be cleanly visible on the water surface
Water lighting paramaters are no longer hardcoded and are now fully editable by the user in game! Have fun!
Resolved an issue with specular lighting on water going through water and applying to blocks underneath
---Atmosphere---
Atmosphere has been fully overhauled and should now deliver a much more immersive experience than before!
Updated the sky model
You all asked for a better sky so here it is!
Added a rayleigh phase function to the sky calculation
this simulates actual scattering within an atmosphere
Reworked the mie scattering to be less jarring to look at
Revamped the sky at all times of day
The sky paramaters are now fully editable and all times of day can be changed as you please!
Added Rayleigh Scattering option to increase or decrease scattering amounts
Removed Vanilla MC Sun and replaced it with a shader-based sun
This new sun looks more like the real sun and is baked into the shader
NOTE: due to an issue, the vanilla MC moon is left enabled (this will be added as a toggle later)
Weather recieved some big changes
Atmospheric fog now rolls in slower and persists for some time after rain ends, making it feel more like a weather event took place
Rain is now tilted and falls at an angle
Rain is now output to the bloom buffer
This allows rain to be manipulated by bloom and recieve illumination from it
Rain puddles now fade in slower and persist for a short while after rain (if you want to just quickly reset it, just reload the shader with R)
Fog has seen some big reworks since the last version as well!
Fog and Sky Rendering is now split. This resolves a weird bug when it would begin raining
Quick note, since fog and sky have now been split apart in rendering, the transitions between fog and terrain are a bit less clean than in older versions
Added options to adjust the fog density, this is split into two options, sun fog and air fog.
Sun fog is the fog nearest to the sun and is often a slightly different color tint
Increasing air fog density will increase godray density
this can get very intense so I recommend reducing godray density with this
Exposed the absorption factor for godrays, to tweak their color
Quick Note, currently atmosphere fog is based on the sky color, so changing that will also change the fog
---Materials---
Not nearly as much has changed here, however there are a few notable fixes and improvements
Added water waves
Currently you can adjust the speed, frequency and intensity of the waves
Fixed an issue with SSR where it would get cut off near the top
Improved the SSR Refinement search system making it higher quality
SSR no longer tips off its axis at extreme angles
Fixed a strange SSR artifact
Adjusted SSS parameters
SSS now mixes regular SSS and the old Phase Function SSS
This means SSS is now visible from all angles rather than just the sun, however its still stronger when in direct sunlight
---Post Processing---
Replaced the old AgX tonemapper with a new ACES tonemap
I do intend to bring back selectable tonemaps in a future update
Bloom... finally...
While bloom was in older versions, it was heavily incomplete
Fully implemented Bloom
---Misc---
Improved flickering artifacts with Pixelated Lighting
Added pixelated reflections as well
Reorganized the settings screen, things are cleaner and more organized now
Escheridia - стилизованный полуреалистичный шейдер для Майнкрафт, который добавляет естественную реалистичность в ванильный стиль. Требует Iris, не поддерживает Mac.