Changes:
- Cloud lighting has more depth and color during sunrise and sunset
- Cloud shape has been tweaked
- Global Illumination Denoiser Tweaks
- Sky is a lot less pink and more blue and gold during sunrise and sunset.
- Raytraced Ambient Occlusion is now written on a seperate texture so that it properly occludes the main color rather than just global illumination and it's sky contribution (fixes transparent ao and boosts its intensity)
Fixes:
- Fixed NaNs on sky and temporal filtering
- Fixed Nether and End Broken with Global Illumination turned on
- Performance improvements
- Denoiser tweaks
- Fixed Ambient Occlusion intensity in shader settings
Hotfix:
- Fixed reflections disappearing in higher shader setting presets
- Fixed Ambient Occlusion accumulating sky color rather than darkening
- Sky Contribution is now properly accumulating with rays
Tweaks:
- Less cloud sky color blend for more clarity on clouds
- Ambient Lighting changes to match sky contribution in RT
- Color Balances
Changes:
- Added Denoiser to help with image stability and noise
- Temporal Bilateral Blur to blur out individual rays/noise
- Temporal Filtering Improvements
- Raytrace logic and accuracy improvements
- Lighting and color changes to help Raytraced Global Illumination fit better with the scene
- Denoiser settings
- Raytrace Sample quality now effects the spread of spherical harmonics for RT
- Raytrace Steps now affect how far a ray can reach from its initial bounce
- Raytrace is now written onto a different pass and then sampled into a blur for the denoiser
- Color Boost for gi now gives more accurate colors
- Raytrace Global Illumination intensity balance between bright blocks, emissive, and normal blocks
Bug Fixes:
- Fixed extremely noisy Global Illumination
- Fixed improper blend weights for (Rough) Reflections' temporal filtering in screenshot mode
- Fixed Raytrace Ambient Occlusion rendered over Global Illumination, causing it to cut off the closer GI rays got to a corner geometry
- Fixed Global Illumination rendering under waving foliage like flowers and grass (mitigated rather than completely removing it entirely)
- Fixed Raytrace Occlusion not properly darkening the shaded area and subtracting off the sky contribution
RT fixes
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2.0.2 was using a older ssrt prototype by accident, switched to a more updated for 2.0.3 (may be a bit more demanding but a lot more accurate)
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GI colorboost was too weak in 2.0.2 so boost has been increased (gi should no be more vibrant and accurate to colors)
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Slight decrease in visual noise from RT
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Improved ray accuracy
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Added RT view for debug
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Stricter Global Illumination bouncing by color
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Sample Counts and Step Refinement options should now have an effect on the overall quality.
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Fixed gray noise appearing in the distance
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Increased saturation in post since colors seem a bit washed out
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no official denoiser for rt yet...
- Finished Global Illumination (from Bliss Shaders by Xonk)
- Finished Water Rework
- Tweaked Cloud Coverage
- Fixed issue where screen goes black during night time rainy/stormy whether
- Cloud Quality is now 1.0 by default due to clouds layer artifact
- Performance improvements
- Nvidia bug fixes
Changelog:
- Few issues in the shader settings
- Fixed cloud reflections being barely visible
- Fixed cloud shadow reflections being too dark
- Increased sunspot reflection intensity
- Water color, fog, and caustic tweaks (in preparation for a water update)
- Increased multiscatter intensity for clouds for better visibility in the sky.
v2.0 has received a massive overhaul on it's overall look, feel and atmospherics. Even though this shader is fairly young and hasn't received much updates, I began to feel as if the appearance was not going in a direction that I had originally intended. So I've spent the past couple of months revisioning what Allium should be, and what should have been. Although it's not perfect, I have been fairly happy with how it has turned out and wanted to share it with you all. Cheers! :)
Changelog:
- Overhauled Volumetric Clouds and it's lighting
- Temporarily removed Cloud Layers
- Crepuscular Rays
- Cloud Shadow
- New Sky
- Lighting changes
- Changed from ACES Tonemap to Lottes
- Bloom tweaks
- Applied SSS to new blocks such as sand, snow, etc (WIP)
- Removed Global Illumination and SSRAO
- Switched back to Complementary's SSAO
- Gas giant and space apearance in the End dimension
- Adjusted atmospherics for Distant Horizons
Sky Update:
- New Atmospheric Scattering
- Changed Cloud Shaping
- Changed Stars
- Changed Sun and Moon
- Added Milky Way Nebula
- Added Planetary Stars (brighter and sparse colored stars to represent planets)
- Added Shooting Stars
Other Changes
- Switched to Complementary's alternative subsurface scattering
- Generated Normals now on by default
- Lighting changes
- Disabled Middle Cloud Layer by default (can be turned back on but has not been properly tuned)
- Disabled Light Shaft Smoke by default (can also be turned back on)
- Atmospheric Fog Tweaks
- Preset Changes
- Shader settings adjustments
- Changed cloud layer names to Lower, Middle, and Top Cloud Layers

Release!
- 3 Cloud Layers
- Cumulus
- Cumulonimbus
- Altocumulus
- Cloud shaping
- Cloud optimizations
- New water waves/normals/caustics
- Water parallax
- Specular highlights (ggx from complementary)
- New shader settings for clouds
- Clouds now have proper directional lighting and scattering
- Fluffier clouds
- Cloud shaping changes
- Atmospheric Scattering Changes
- TAA tweaked to help with cloud noise (works only a little bit, WIP)
- Preset changes
- Shader settings changes
- Optimizations and no more worley clouds
- Lava color tweaks
- Nether tweaks
- Fixed bug where horizon is super green during really early trom time set 23300 to 1000
- Tweaked blocklights so they aren't too bright
- Increased amount of volumetric fog and lightshafts appear at night
- Adjusted night time brightness
- Adjusted cave brightness
- Adjusted sky lightmap in GI
- Tweaked sunrise and sunset colors
- Tweaked lighting and brighness when raining
- Sky Illumination (from GI) now enabled in the end
- Adjusted emissive brightness being overly bloomy (cough cough... lava...)
- Adjusted lava noise/waves in nether and overworld
- Fixed Nvidia GPU issue where cumulus clouds don't show due to float point instability.
- Fixed blinding specular light on iron golem
- Tweaked cloud shapes
- Tweaked grainy-ness of clouds
- Water specular tweaks
- Fixed Shader Settings -v0.8-----------------------------------------------------
- Nether and End shaders
- Screen spaced global illumination
- Cloud shadow adjustments
- Sun and moon changes
- Sky is now more vibrant
- SSS adjustments for foliage
- SSAO and SSRAO adjustments
- Use seperate LUTs for each dimension
- Nether color adjustments
- Cloud visual changes
- Shader settings changes
- Added settings and sliders for global illumination
- High preset now uses SSAO by default
- Brought back a slight amount of vanilla AO
- Changed Cinematic preset name to Screenshot
- Added a screenshot mode for clouds when preset is changed to Screenshot
- Optimizations
- Fixed NaNs on reflections when raining in snowy biomes
- Fixed cutoffs from the top of clouds
- Nether and End shaders
- Screen spaced global illumination
- Cloud shadow adjustments
- Sun and moon changes
- Sky is now more vibrant
- SSS adjustments for foliage
- SSAO and SSRAO adjustments
- Use seperate LUTs for each dimension
- Nether color adjustments
- Cloud visual changes
- Shader settings changes
- Added settings and sliders for global illumination
- High preset now uses SSAO by default
- Brought back a slight amount of vanilla AO
- Changed Cinematic preset name to Screenshot
- Added a screenshot mode for clouds when preset is changed to Screenshot
- Optimizations
- Fixed NaNs on reflections when raining in snowy biomes
- Fixed cutoffs from the top of clouds
Changelog
- Added altocumulus clouds
- Added shader settings for altocumulus
- High Shadow Res: 4096 => 3072
- Ultra Shadow Res: 6144 => 4096
- Cinematic Shadow Res: 8192 => 6144
- SSAO quality and steps turned down by default
- Re-enabled rain puddles and generated normal maps
- Fixed nvec3 error at low and medium preset
- Adjusted very low, low, and medium presets
- Finalized cloud appearance, edges are a bit more bold and shaping is puffier
- Underwater color tweaks
- Light Rays underwater now match the water color
- Water refraction strength increased
- Water refraction size is now smaller making it fit more with the water waves and caustics
- Enabled SSAO
- Fog smoke tuned down
- Only 1 set of LUTs (for now)
- Performance uplift (hopefully) with clouds, water, and reflections
- Added Very Low, Low, Medium, High, Ultra presets in the shader profile settings for Allium
- Added Cinematic preset for some picture taking
- Depth of Field and Chromatic Aberration now disabled by default, but enabled in the Cinematic preset or by choice in shader profile settings
- Shader profile settings are now up to date on most features that have been added and removed
- SSRAO, similar to screen spaced ambient occlusion, but uses a screen spaced reflection method to handle occlusion



