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Changes over r5.2_dev9:

- Changes regarding Advanced Colored Lighting:

  * Improved the accuracy of light colors around corners. Only applied when Detail Quality is set to High

  * End rods now emit magenta tinted light instead of pure white in the End dimension

  * Connected glass feature is now compatible with more resource packs including Programmer Art and Faithful

  * Connected glass feature now handles corners better if Detail Quality is set to High. Thanks to dbrighthd

  * Connected glass and Generated Normals now work together a little bit better

  * Further reduced the brightness of glow lichen blocklight

  * Reduced light fog brightness in caves

  * Fixed optional light sources still causing a slight light tint around them even when disabled

  * Fixed a couple tiny issues

- Changes regarding Distant Horizons:

  * Added support for the Nether dimension

  * Tweaked End Beams to work better with DH

  * Reduced the size of the cylinder that fades out DH chunks to allow more leeway

  * Fixed cloud distance becoming lower than intended if DH distance is set lower than 64

  * Fixed grass blocks and lava not having the intended shading in DH chunks

- Added Blocklight Intensity setting

- Reduced cave lighting to better match vanilla Minecraft levels

- Disabled waving leaves in snowy biomes because leaves waving with snow on top look broken

- Atmosphere color and moon phase influence settings no longer affect the stars

- Frogspawn now also waves if lily pad waving is enabled

- Fixed disabling waving water texture causing the visuals to break

- Fixed Texture Filtering causing the visuals to break in older Minecraft versions

- Fixed held items having thin temporal artifacts around them in some cases

- Fixed lily pads no longer waving

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Comments

DeeEmmCee

Thanks for taking the time to clarify! I’m sure as time passes and things optimise then some extra performance might be found. I’ll give it a try on my 3070Ti machine and see how it manages. On another topic, I was looking at how you did glowing ores without any texture/LUT (despite having done it with textures very early on)… are you just creating a new float texture variable for emission from the rgb texture in the shader? Is that more optimal? But a bit less flexible? Looked like redstone was based on red channel, and gold on green channel, etc. Mainly trying to figure out how you get the great looking damp ground reflections on hoe’d soil blocks but couldn’t find the shader for it. Kind regards

Caleb Caleb

Is it possible to adjust the water waves to look a bit nicer when using physics mod? I made a vanilla+ modpack for me and my friends and they love the shaders! Their only complaint was the stretched looking textures with the waves. I can send you a video to further explain what I mean if you have a discord server, thanks :)

Emin

Hello. Those material stuff are mostly in terrainMaterials.glsl file. I indeed use the rgb color values to do it