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Шейдеры/Plank Shader
Plank Shader

Plank Shader

It adds better shadows, reflections, and atmosphere to the game. Since this is the first version of Shader, there may be some bugs. You can report them to me via Discord. Discord: Cinar459

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!!!This is the first version of this shader, there may be bugs. You can report bugs via Discord.!!!

General Features Lighting Real-time shadows: Sunlight and moonlight cast shadows on blocks, trees, buildings, and objects. Shadow edges are softened. Shadow noise is fixed to the surface, not the camera, meaning there is no shifting or flickering at shadow edges while walking. Color according to sun height: Warm light close to white at noon, deep orange at sunrise and sunset, blue moonlight at night. Skylight curve: Light gently diminishes when entering enclosed spaces and caves. Outdoors, ambient light under the shade reflects the color of the sky, while surfaces facing the ground have a warm tone reflected from the ground. Direction shading: Top surfaces are the brightest, side surfaces are slightly darker, and bottom surfaces are the darkest. Leaf and grass lighting: Leaves transmit light and shimmer when viewed against the sun. Grass and flowers appear illuminated from above. Waving vegetation: Leaves and grass sway in the wind. Cloud shadows: Clouds in the sky cast shadows on the ground. Torch and block lights: The color of the light changes according to the light level; weaker lights appear more orange. During the day, block lights dim, and at night and indoors, they glow. When carrying a light: Items like torches, candles, or lava buckets illuminate your surroundings. The light flickers gently on and off in about half a second when the item is picked up and put down. Light source blocks: Candles, campfires, and other glowing blocks emit light on their own. The colors of the flames are perceived and drawn more brightly. Minimum light: There is an adjustable minimum light level for caves.

The Sky and Clouds The sky is rendered as a natural gradient, with a shimmer around the sun and an orange-red band on the horizon at sunset. The sun appears as a round disk instead of the square sprite in vanilla, while the moon retains its vanilla texture but is enhanced. The clouds have been completely rewritten. Vanilla cube clouds are obscured. In their place are cumulus clouds produced by distorted noise, resting on a plane in earth-space, with a second layer of thin cirrus threads on top. The clouds are shaded by light sampling towards the sun, with a bright line forming at their edges next to the sun. The perspective of the clouds changes as you walk. Sunlight (god rays) are visible through blocks and trees when looking towards the sun. Stars are visible at night. Water Waves: The surface of the water is rippled by normals derived from multi-layered wave height. Waves soften and dampen in the distance. Color and transparency according to depth: You can easily see the bottom in shallow water; as you go deeper, the water darkens and becomes opaque. Reflections: The water reflects shores, trees, and blocks with screen-space reflection (SSR). If nothing can be reflected, the sky and clouds are reflected. Reflection is stronger when viewed from an oblique angle and almost disappears when viewed from a perpendicular angle (Fresnel effect). Sunglow: The glint of the sun appears on the waves. Color adjustment: The water body is in shades of blue-green and gray-turquoise. You can decrease or increase the saturation of the reflection with "Water Saturation". Visibility and color underwater change depending on the day and night. Block Shine and Reflections Matte blocks such as stone, bedrock, concrete, polished stones, and obsidian have a soft shine that depends only on the direction of the sun. When viewed directly towards the sun, the floor will shimmer slightly, but this will disappear when you turn your back. Truly shiny blocks, such as iron, gold, diamonds, emeralds, copper, quartz, ice, and glazed terracotta, will reflect the surroundings very slightly when viewed at an angle. At a right angle, the reflection is almost nonexistent, meaning the floor will not appear mirror-like. Two settings (“Block Shine” and “Block Reflections”) allow you to dim or turn this off as desired. Block Shine and Reflections Matte blocks like stone, bedrock, concrete, polished stones, and obsidian have a soft shine that depends only on the direction of the sun. When looking directly at the sun, the ground will glow slightly, disappearing when you turn your back. Truly shiny blocks like iron, gold, diamond, emerald, copper, quartz, ice, and glazed terracotta will reflect the surroundings very slightly when viewed from an angle. At a right angle, the reflection is almost nonexistent, meaning the ground will not appear mirror-like. Two settings (“Block Shine” and “Block Reflections”) allow you to dim or turn this off as desired. Image Processing Toning, exposure, saturation, and slight vignetting with the ACES film curve. Bloom: Only really bright things (sun, lava, flames) will emit a glow. White blocks and snowy areas will not glow. Fog is off by default in the Overworld; you can turn it on with “Overworld Fog”. Nether

The Nether uses a separate, self-contained view with its own folder.

Ambient light is warm red, dark areas are readable. Lava, fire, glowstone, and torches cast an orange light and glow. A dense, reddish mist obscures the distance. There is a very slight heat flicker. Blood is kept narrow so as not to blur the bottoms of the fires. End

The End uses a completely redrawn sky instead of the noisy purple box of the vanilla End.

Stars, faint nebula clouds, and a milky dust band on the horizon against a dark space background. Black hole: Surrounded by a bright ring of photons and an orange accretion disk. Islands are illuminated from the direction of the black hole, casting true shadows. There is a dark mist in the distance. This eliminates the clear rectangular artifact caused by the overlapping faces of the vanilla End box.

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1.21.x

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