🌟 300k Downloads Milestone & Public Beta Release! 🌟
It feels unreal – it feels like we just passed 200k downloads last week, and 100k the week before that. The growth has been nothing short of amazing, and I’m incredibly grateful for every single download.
Please note: This is a public beta release and an experiment in delivering the shader into everyone’s hands just a bit earlier. While it’s packed with new features, it still needs a bit more work before it can be called a full release, including thorough verification on all platforms. Feedback is greatly appreciated!
Discord invite, look for espens-shaderpacks
What’s New in This Release
Experimental SSR Modes
I’m excited to introduce three levels of SSR for both translucent and solid materials:
Sky Only SSR: Perfect for adding a subtle shine to metals or polished blocks. Reflects only the sky, delivering a clean, atmospheric effect.
Simplified SSR: Designed for everyday use with proper reflections and roughness. Takes a few creative liberties in accuracy, but the results are just fine – more than good enough that you might not even notice the trade-offs!
Accurate Reflections: Built of the old SSR solution but with reduced noise and improved speed. Doesn’t take as many shortcuts as the simplified method – ideal for powerful rigs or when you need that perfect screenshot.
Optimized Performance:
I’m thrilled to report that performance has improved significantly over the previous release, especially on the default Medium profile. Bloops’ lowest-end profile remains as fast and beautiful as ever, and it keeps up the reputation of being built in a scalable way that doesn’t compromise lower-end devices.
Bug Fixes & System Tweaks: This release also fixes several bugs – notably with distant horizons and the Global illumination system – ensuring a smoother experience across the board.
As the shader has matured, I’ve added a lot of extra visual flair that really shines on higher-end computers. My main goal remains to bring these features to everyone, regardless of their hardware... This release now allows more people to experience proper screen space reflections for blocks, I hope you all enjoy it.
Thank you all so much for your incredible support. It’s been a wild ride watching this project grow, and I’m excited for what’s to come!
🌟 Bloop recently hit 200k downloads! 🌟
It feels like we just hit 100k yesterday — time really flies! I want to extend a heartfelt thank you to everyone who has supported and enjoyed this shader since the beginning. Special thanks to the amazing communities in shaderLabs and the Iris Discord <3.
Thank you again for your continued support. Here’s a nice lil update to celebrate this milestone:
This update is absolutely massive on the inside. Performance should be about the same, but if you are on a very low end device, you might want to try out older builds if this update isn't fast enough C:
The next updates should be more performance than feature focused!
Raspberry Pi 5 Support!
Enable this under Beta settings (you’ll get an error, but it should work).
Massively Improved PBR System
Now properly supports translucent materials, and hard-coded metals!
Beta: Water Fog Density
Adjust the density of water fog to suit your preference.
Beta: Screenspace Shadows Beyond Shadow Range
Extend screenspace shadows for a more immersive experience.
Improved Depth of Field
More accurate settings, chromatic aberrations and new tilt-shift options.
Volumetric Fog Enhancements
Fewer visual glitches and improved overall quality. Customize fog to your liking with time of day and strength options!
Vanilla Sky Color Option
For those who want a more classic look, the sky will be tinted to match the biome
Floodfill Lighting Updates
New option for dynamic lights to interact with it.
SSR Updates
Screen-space reflections now "stick" better to the ground. The reflections look better at lower settings. SSR is generally faster and of a higher quality than before. Vanilla clouds can now reflect when no custom clouds are enabled.
Enhanced Distant Horizons Water Rendering
Closer to normal water, with better blending.
And More!
Including a ton of bug fixes and smaller tweaks I probably forgot!
I hope you enjoy these updates as much as I enjoyed creating them. Here's to more improvements and exciting new features ahead!
Thank you all once again! 💙
Bloop just hit 100k downloads!!! Absolutely insane!! I don't have much to say beyond thank you to everyone who has enjoyed this shader since the beginning, to everyone in shaderLabs and the iris discords who have given support and assistance in getting Bloop to this point.
I hope you continue to enjoy this shader as I continue to improve upon this still growing project.
I am currently working on a larger cleanup of Bloops code which should unlock more exciting effects for the nether and the end in the future, as well as optimization opportunies for some of the heavier effects.
I also hope this will allow for better support on funny platforms such as the raspberry Pi 5 enjoyers, igpus and even phones in the future!
Thank you all, and for now, here is a modest update:
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Improved the fog system (fog settings coming soon).
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water fog now renders correctly behind glass.
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water refraction will now refract translucent blocks underwater.
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New option to denoise water reflections.
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No more weird dark areas on elytras, skeletons etc. all one sided geometry now work correctly with ssao and other effetcs.
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Improved distant horizons water rendering.
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DH shadows should be slightly less prone to glitches.
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Works on Mac silicon again!
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PBR reflections work better now.
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a ton of bug fixes.
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higher fps at default settings!
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Colored shadows.
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Cleaner shadows.
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Improved SSS.
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Slightly warmer ambient light.
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Better noise for DH.
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Adjusted water waves.
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LabPBR now has a fallback for packs that assume the shader will do certain effects.
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Fixed an issue that broke PBR reflections.
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Misc stuff and whatever I might not remember
Fixes some issues and oversights found in 1.2.3
Fog now works properly with transparent objects Fixes an oversight with the new "Textured water" option
fixes an issue where Distant horizons exclusive uniforms could trigger an error when not using Distant horizons.
Fog is now a bit denser as well
Better Beta clouds