Tags
Creators
Details
1.0.0
Compatibility
Required content
Changes

It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
Fixes
- Fix off-by-one error in addition of
colortexbuffers - Fix shaders not being applied to
suppsquared:copper_lantern - Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for
caverns_and_chasms:floodlightand related blocks - Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for
mynethersdelight:powdery_torch - Fix missing shaders for
netherexp:wall_ancient_torchandnetherexp:ancient_campfire - Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
Additions
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option
DARK_ES_END_FLASHto configure End Flashes to reduce ambient lighting instead of increasing it - Add options
SOFTEN_END_SHADOWSandSOFTEN_END_SHADOWS_Ito soften shadows from top-down End ambient lighting. Setting to0removes shadows entirely - Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at
y = 0andy = 230 - Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Add option
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @mpustovoi
Changes
- Updated to Minecraft 26.1 and Minecraft 26.2
- Updated to Complementary Shaders r5.9 + Euphoria Patches 1.10
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to
Supplemental Patches <version number> - Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
Breaking Changes
- Standardise all folders to use plurals
entity->entitiesblock_entity->block_entitiestranslucent->translucents
- Modify the way that colours are specified within material shader JSONs
- Field
coloris renamed toblocklight - Field
conditionsis moved underblocklightto allow differentcolors based on differentconditions - See the rewritten shaders within the built-in resource-pack for examples
- Field
- Resource-packs now require an
entrypoint.jsonwithin thesettingsfolder for shader settings to work- Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function
minecraft:waving_tall_foliage_2->waving_tall_emissive_foliage
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:7G5M8xtj:jRERK0IA"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:7G5M8xtj:jRERK0IA"
}

