This update has been a long time coming, but I feel its finally ready for the public.
---Lighting---
Completely overhauled lighting from the ground up
There was a lot of feedback that the shader felt both too bright and too saturated so I've taken big steps to improve that
Sunlight has been adjusted at all times of day
Revamped nighttime lighting
Ambient lighting has now been reworked.
Ambient lighting used to be a fixed value, now it adjusts itself to be stronger while in a cave, allowing dimly lit areas to be more playable without messing with outdoor visuals
Adjusted the shadow filter parameter, shadows should now be less mushy
Updated shadow bias
fine tuned the shadow bias to get the least amount of visual artifacts and best quality
!lighting showcase
---Atmosphere---
Added Volumetric Fog!
Volumetric fog is like the old screenspace godrays technique but doesn't disappear when you look away! Don't worry though, screenspace godrays are still in the shader if you prefer that method :)
New and improved sky model
Previously, the sky worked off a slightly modified vanilla sky calculation. The sky is now calculated with fully custom implementation! As a user you can customize the blending points of the horizon, zenith and ground components, as well as increase/decrease the rayleigh scattering coeficcient
Improved the shader sun
The sun now properly sets and rises and doesnt awkwardly flip positions.
Fixed a strange bug with the sun where it could have black pixels in it
Made the sun larger
The moon no longer has a small glowing bit at night
Star twinkle speed has been slightly tweaked
Improved how bright the area around the sun is, it should now be perfectly visible on default settings (will account for other options at a later point)
Reworked static fogs
Base enviornment fog is no longer tied to the sky color. This change was done to prevent a visual issue
Removed the static sun fog
Border fog now cleanly blends with the enviornment
Improved the blending and lighting of vanilla clouds
!fog
---Water---
Improved reflections on water
Updated wave pattern to be more wave-like
Updated water fog while volumetrics are enabled
The rays underwater are now fully volumetric and function more "realistically"
Updated underwater fog rendering
---Materials---
Improved SSS handling further
Improved normalmap "handedness", they should be much less agressive and far more natural
Added integrated PBR
This feature is a very rough implementation and requires a lot of reworking but is functional, if using a resource pack, change RP mode to labPBR if its a pbr pack, if not leave it on hardcoded and the shader will handle it
---Post Processing---
Updated bloom to be less intense
Updated default colors
Adjusted some internal tonemapping configs
Default tonemap operator has been changed to Uncharted 2
AAAAND thats it folks. Another massive changelog for a nother massive improvement to the shader!
Escheridia - стилизованный полуреалистичный шейдер для Майнкрафт, который добавляет естественную реалистичность в ванильный стиль. Требует Iris, не поддерживает Mac.