Oh man here comes another big update! get ready fellas!
This update improves on many old issues and improves many previous features!
---Lighting---
- Greatly improved lighting at all times of day
- Fixed an issue that resulted in poor lighting on flat surfaces and glancing angles
- Improved distribution of blocklight
- Improved distribution of skylight
- All indirect lighting now takes on proper diffuse lighting distributions
---Atmosphere---
- Adjusted fog values to lessen the "blue tint" previously present
- Improved the rendering of godrays
- They are now softer and condensed at the sun which also now means no jarring transition when looking towards the other side of the screen
---Weather---
Weather has seen some major adjustments since previous versions!
- Adjusted the timings of all weather transitions
- The transition time from regular to weather is now much improved. Its slower and lingers longer after rain has stopped
- Rain wetness now samples from the texture roughness so rough reflections can utilize per pixel data
- To put easily, when using a resourcepack, rain reflections will look better as it can use the whole texture information now
- Adjusted the angle and size of rainfall
- Improved rendering and blending of rain fog
---Water---
- Fixed an issue with above ground sky reflections rendering on water while underwater, creating blinding visuals
- Water waves now fade out based on intensity and distance from the player's position
- Waves can now be toggled off
---PBR Features---
- Improved the handling of Subsurface scattering
- By default it should now be less blown out and affect blocks in direct lighting less oddly
- Adjusted how specular is applied to get better results on specular highlights
- Tweaked the emissive intensity of blocks in both hardcoded and labPBR modes
- Made some big adjustments to SSR
- Fixed an old bug with SSR that would result in a weird line moving around as you moved the camera
- Fixed SSR "stretching" and halucinations and glancing angles (thanks to a code snippit from Dr Desten and JBritain for providing said snippit)
---Post Processing---
- Restored tonemap operator settings
- Adjusted intensity of bloom
- Tweaked the values of FXAA to be a little less agressive
New update time! This one is quite smaller than previous updates but delivers some nice improvements to the shader overall!
---Lighting---
- Greatly improved lighting
- Added Lambertian diffuse lighting. Lighting is now properly physically based within a BRDF
- Adjusted the skylight intensity at most times of day
---Atmosphere---
- Improved the blending of fog between terrain and sky
- Improved sun fog visibility
- Added cave fog transitions
- Fog now fades out when entering a cave and a new fog will slowly roll in based on the current mood
- Improved godrays
- They now have a small cutoff range, making them look and feel less awkward
- Adjusted the MIE Scattering of the sky to be less intense
---Materials---
- Improved the handling of metals
- Fixed an oversight with emissives that resulted in them being less intense than intended and clipping to pure white
Small bugfix patch to adress a few issues
---Water---
- Added more wave options
- You can now edit the pull, octave count, randomness, and spftmess of the waves
- Added undewater fog density option
- Updated underwater lighting to now include the sun scattering
- Imprved the rendering of sky reflections and fog on water
---Fixes---
- fixed an issue that caused the sky to bug out during rain
- Due to an oversight, rain wetness wasnt applying correctly, this has been fixed
Welp so it begins. Welcome to what will probably be the longest changelog ever. Strap in for a really long ride fellas!
---Lighting---
Many many reworks to lighting have been done since the last version.
- Sunlight has recieved many tweaks and changes
- sunlight during the day is now much brighter and more intense
- sunrise and sunset have seen a full rebalance of sunlight coloring and intensity
- nighttime has been completely overhauled and looks completely new and fully stylized now
- Skylight has seen a few tweaks across the board.
- Skylight intensity has been increased at all times of day. Lighting should now feel far more natural.
- Block lighting has seen a complete revamp.
- Revamped the vanilla blocklighting system with a custom tuned falloff and intensity bias
- Block light now has a strong inner glow with a falloff to white.
- range of blocklight is lower than vanilla
- Reduced ambient light intensity
- Water has seen some big reworks to its lighting since its introduction.
- Water now recieves increased bloom when underwater
- Enabled "total internal reflection" on the water surface when underwater
- This means reflections will be cleanly visible on the water surface
- Water lighting paramaters are no longer hardcoded and are now fully editable by the user in game! Have fun!
- Resolved an issue with specular lighting on water going through water and applying to blocks underneath
---Atmosphere---
Atmosphere has been fully overhauled and should now deliver a much more immersive experience than before!
- Updated the sky model
- You all asked for a better sky so here it is!
- Added a rayleigh phase function to the sky calculation
- this simulates actual scattering within an atmosphere
- Reworked the mie scattering to be less jarring to look at
- Revamped the sky at all times of day
- The sky paramaters are now fully editable and all times of day can be changed as you please!
- Added Rayleigh Scattering option to increase or decrease scattering amounts
- Removed Vanilla MC Sun and replaced it with a shader-based sun
- This new sun looks more like the real sun and is baked into the shader
- NOTE: due to an issue, the vanilla MC moon is left enabled (this will be added as a toggle later)
- Weather recieved some big changes
- Atmospheric fog now rolls in slower and persists for some time after rain ends, making it feel more like a weather event took place
- Rain is now tilted and falls at an angle
- Rain is now output to the bloom buffer
- This allows rain to be manipulated by bloom and recieve illumination from it
- Rain puddles now fade in slower and persist for a short while after rain (if you want to just quickly reset it, just reload the shader with R)
- Fog has seen some big reworks since the last version as well!
- Fog and Sky Rendering is now split. This resolves a weird bug when it would begin raining
- Quick note, since fog and sky have now been split apart in rendering, the transitions between fog and terrain are a bit less clean than in older versions
- Added options to adjust the fog density, this is split into two options, sun fog and air fog.
- Sun fog is the fog nearest to the sun and is often a slightly different color tint
- Increasing air fog density will increase godray density
- this can get very intense so I recommend reducing godray density with this
- Exposed the absorption factor for godrays, to tweak their color
- Quick Note, currently atmosphere fog is based on the sky color, so changing that will also change the fog
---Materials---
Not nearly as much has changed here, however there are a few notable fixes and improvements
- Added water waves
- Currently you can adjust the speed, frequency and intensity of the waves
- Fixed an issue with SSR where it would get cut off near the top
- Improved the SSR Refinement search system making it higher quality
- SSR no longer tips off its axis at extreme angles
- Fixed a strange SSR artifact
- Adjusted SSS parameters
- SSS now mixes regular SSS and the old Phase Function SSS
- This means SSS is now visible from all angles rather than just the sun, however its still stronger when in direct sunlight
---Post Processing---
- Replaced the old AgX tonemapper with a new ACES tonemap
- I do intend to bring back selectable tonemaps in a future update
- Bloom... finally...
- While bloom was in older versions, it was heavily incomplete
- Fully implemented Bloom
---Misc---
- Improved flickering artifacts with Pixelated Lighting
- Added pixelated reflections as well
- Reorganized the settings screen, things are cleaner and more organized now
Hey there! New update? Who this. This update brings some nice bug fixes to the shader, and even a few new features! Sit tight as there have been ALOT of changes.
---Lighting---
- Overhauled lighting
- There should now be far less cases of blocks being over exposed and too bright
- All times of day have seen fresh new lighting, not gonna list it all so get in there and check it out yourself!
- Adjusted the blocklight color to be less orange and more whitish orange
- Increased skylight intensity
- Increased ambient lighting
- Added experimental pixelated shadows option
- Note shadows can be rather flickery with this option enabled
- Note shadows can be rather flickery with this option enabled
---Atmosphere---
- Updated the atmosphere with a bunch of changes based off feedback and suggestions
- Reduced the strength of the fog in total.
- This change was made because the fog felt too overwhelming at most times of the day so its been pushed back
- Made an adjustment that stops the sun fog from clipping through enviroment close to the player.
- This should look a bit more correct now that the sun isn't clipping through nearby trees and mountains
- Updated the sky colors
- They arent too different but should look more natural now
- Improved the blending between the outside fog and the cave fog (its still bad)
- Adjusted the MIE scattering around the sun/moon.
- Slightly adjusted some values for fog during rain
- Adjusted the default intensity of the screenspace godrays
---Materials---
- Added roughness based SSR
- This allows reflections to be more or less blurry based on the block's current roughness (this will introduce some extra noise but the effect is optional)
- Added a new smooth transition for sky reflections
- Sky reflections now get occluded by most surfaces. If a block cant see the sky. It wont have sky reflection. It also now has a smooth blend as it decreases in intensity
- Updated the weather "puddle system"
- Occluded areas now smoothly increase roughness and decrease reflection intensity (yes this works with rough reflections too)
- The Sky is now properly ignored by SSR
- This will fix a problem where sky reflections would look entirely different once the fallback was initiated
- Improved sky reflections
- They are far less intense on metals and are affected by roughness (with rough reflections)
---Post Processing---
- Correctly implemented the color adjustments option.
- You can now edit brightness, saturation and contrast again
- Updated tonemapping
- The tonemapping should be far more balanced now and things that would previously be too intense are no longer too intense
- Tweaked a few bloom settings
---Misc---
- Renamed a few settings to either align with in dev features/what they do
- Godrays setting has been renamed to Volumetric Lighting. Options changed from on/off to Screenspace/off
- Updated the emissive intensity option to be a slider
Welcome to another new update for Escheridia, this one is a massive one, so sit back, strap in and get ready for what might be a giant changelog
---Lighting---
- Improved lighting across the board, making it feel less awkward and more natural at all times of day
- Sunrise/Sunset - new warm lighting at sunrise and sunset, making it feel more cozy than before.
- Daytime - Lighting is now much more balanced and less blue hued. More shifted towards a yellow tone
- Nighttime - Didnt change much however its a bit darker now
- Water lighting recieved a few adjustments as well
- Adjusted the lighting of water to make shadows visible on its surface, as well as underneath
- Vanilla texuture now renders at certain angles, allowing for cleaner visuals without a normalmap
- Improved specular highlights
- Specular highlights were previously rendered with the reflection pass which resulted in their color (primarily on metals) to look incorrect.
- Specular highlights were previously rendered with the reflection pass which resulted in their color (primarily on metals) to look incorrect.
---Atmosphere---
- Many changes have been done to the atmospheric effects to enhance your immersion within the world!
- Upgraded the sky model completely
- Sky now supports MIE scattering around the sun. The sun will now displace the colors around it in the sky
- Improved the colors of the sky to feel far less uncanny like in previous versions
- Upgraded the fog model
- Added an atmospheric fog to the environment
- Fog is influenced by the sun MIE scattering
- Fixed various issues with fog rendering over metals. they should now render correctly
- Added a new indoor/cave fog. It mostly smoothly blends between the outside atmoshpere and cave fog (it is a little strange)
Resolved an issue with night fog being an incorrect brightness with the sky
---Materials---
- Improved sky reflections on metals
- It now behaves a bit more accurately for how it should look
- Updated sky reflections to include the sun MIE scattering and atmospheric fog
- Fixed an issue with reflections being slightly offset on water
- Added new Perfomance option for SSR. It uses faster calculations at the expense of accuracy.
- Added subsurface scattering. Leaves and more now allow the light to shine through them
- This has both a hardcoded and resourcepack mode. Currently you cannot mix labPBR and Hardcoded
- Reintroduced hardcoded emissive materials. These will now be in use if resource pack mode is set to hardcoded
- Added a new option to utilize hardcoded or labPBR materials
- Added a hardcoded metals option (not functional atm).
---Post Processing---
- Added Bloom
- currently bloom is non-configurable
- Added options to control contrast, saturation and brightness but they are currently not functional unfortunately.
And thats all! sorry for the potentially long read but this update was huge. Please jump in and give it a go!
Escheridia V2.0.1
---Atmosphere---
- Clouds now extend past the fog and properly render within SSR
---Materials/PBR---
- Fixed an issue that resulted in both specular and reflected lighting to go through water instead of be placed on its surface. This would cause rendering issues with underwater blocks.
- Fixed an issue that would result in metals being pure black underwater
- Removed the sky from SSR rendering to fix inconsisitencies between the reflected sky and fallback sky reflections
- Specular highlights from blocks now properly renders within SSR
Escheridia V2.0.0
Why such a big number jump? Well, the shader has been completely redone from the ground up! I've been hard at work to make this shader the absolute best it can be within the visual style its tying to achieve!
---General---
- Complete rewrite from scratch
- Some previous customization settings have been removed but will eventually be reimplemented
- removed all hardcoded pbr options. hardcoded emissions will return
- removed tonemapping options (for now)
- removed bloom
- removed fog distance (will return)
- sunlight, moonlight and godray color customizations have been removed (will return)
- color grading (saturation, contrast brightness) have been removed (will return)
- blocklight, sunlight, skylight and moonlight intensity have been temporarily removed Sorry for removing so many options but I promise they will return.
---Lighting---
- Completely overhauled lighting
- Fixed cases of extreme over exposure on bright blocks
- Overhauled the water lighting system
- It behaves much more accurately and should look much better
- Fixed an issue that caused the shadowmap quality setting to not work
- Added an option to completely disable lighting (basically fullbright mode)
- Added weather lighting support. During rain there is now a proper transition to weather visuals and lighting.
- Sunlight in water is now affected by the fog absorption and scattering and gets tinted based off the value.
---Atmosphere---
- Reworked the fog system.
- Fog now seamlessly blends with the terrain and also acts as the sky color (currently the regular sky color and fog color do not match so disabling fog will result in a different sky color)
- Clouds now fade their alpha at the render distance, allowing them to seamlessly fade in and out regardless of fog.
- Godrays now work on a more accurate scattering/absorption algorithm. Options to customize this will be added in a future update
---Weather---
Weather gets its own section because of how its been changed
- A thick white fog will roll in causing sunlight to become more white as well
- godrays get tinted the color of the fog as well
- the world will now get a wetness effect applied to it during rain
- This effect will fade in and out with the start/end of weather (so dont worry about some harsh change from wet to dry vise versa)
- objects that cover the sky will have less wetness/no wetness at all depending on how far in they are. The effect isnt super well implemented but it looks good enough for now :)
---Materials/PBR---
- Added Screenspace Reflection. This option is applied by default to water and will apply to blocks depending on their LabPBR values.
- currently, only mirror-like reflections are supported.
- SSR currently has an issue where on one side of the screen, it will dip downward if parallel with the surface
- Improved the handling of metal materials
- If a block is defined as a metal, it will now behave with realistic properties of metals (albedo darkening and strong reflection)
- Improved specular highlights
- They are now much more powerful and more accurately represent varied roughness values.
- Fixed an issue with the specular BRDF function that also affected the diffuse lighting component, causing brighter surfaces than intended
- Fixed some major issues with the calculation of Fresnel Reflectance
---Post Processing---
- Added Fast-Approximate Anti-Aliasing (FXAA)
Escheridia V1.5.0
---Lighting And Shading---
- Improved shadow filtering method
- Updated lighting at day, sunset, and nighttime
- Added proper lighting for clouds and particles
- Adjusted water fog scattering and absorption values
---Atmosphere---
- Made some adjustments to fog, it now includes clouds (might remove later)
- slightly tweaked intensity of godrays
- Fixed an issue that resulted in the sky being incorrect in various situations making the sun/moon texture brighter or darker than intended, same with clouds
---Post Processing---
- tweaked various values of the tonemap operators
- slightly increased the saturation in AgX
- updated the bloom method, bloom should now be higher quality although less noticeable
---PBR---
- resolved all previous pbr rendering issues
- emissive materials are now brighter
- improved hardcoded emissive brightness
- hardcoded pbr values currently are non functional
- due to a bug, block skybox reflections have been removed
- reduced brightness of skybox reflections on water
---Lighting---
- adjusted general lighting during the day
- adjusted water lighting
- improved the quality of shadows at long range
- reduced peter-panning of shadows
- reduced visible shadow acne
- added options to adjust sun/moon colors (more later)
---Atmosphere---
- fixed an old bug with fog that would cause strange block discolorations and high densities
- updated fog to be atmospheric border fog
- fog colors now match and blend with the sky
- updated godray colors to align with the fog color
- added options to customize godray colors
- fully resolved all instances of flickering with screenspace godrays
---Post Processing---
- reimplemented bloom based off the old model
- greatly improved the quality of bloom
- fixed some bugs with the various tonemap operators that caused them to appear incorrect
- adjusted base tonemapping values
---PBR---
- Set resource pack PBR mode to enabled by default
- Fixed an issue that resulted in specular highlights being darker than intended
- Due to an issue, specular has been disabled underwater
- Some resource packs may experience some issues related to normals, Im looking into it
- Improved sky reflections on the water surface
- Added sky reflection to blocks (requires a labPBR resource pack. its a little scuffed rn)
- Current workaround to sky reflections in caves is a little buggy so if blocks look weird in caves thats why
- Fixed an issue that resulted in normals being inverted
--- Lighting---
- Resolved most cases of light leaking in caves
- Improved lighting in caves
- Fixed water lighting in caves
- Adjusted the brightness of nighttime
- Fixed an issue that resulted in buggy cloud/particle lighting
- Adjusted lighting colors at various times of day
- Added new water ligthing model
- Overhauled underwater lighting
- Underwater lighting now uses an absorption/scattering model for lighting
- Improved above ground water lighting
- Adjusted the color fade of water whne viewed from the surface
---Atmosphere---
- Reworked distance fog rendering algorithm
- Distance fog now samples from the sky horizon color. The horizon also affects how thick the fog can be
- Improved cloud rendering
- Reworked godray colors from water when viewed from the surface
- Water is no longer rendered over fog
---Tonemapping---
- Added AgX and Reinhard Jodie
- Corrected some issues that resulted in tonemaps having incorrect color output
---General Bug Fixes---
- Corrected an issue that would result in the shader failing to load on different devices
- Corrected particle rendering issues
- The player hand is no longer transparent with a labPBR resource pack applied
- Removed bloom until further notice
Escheridia V1.2.0
Massive shader update
- Updated godray distribution to make off-screen transitions less harsh
- Reworked water, underwater lighting now renders above ground
- Translucents like ice can now render shadows on their surface
- Added full LabPBR resourcepack support
- Added hardcoded emssions for emissve blocks (LabPBR also supported
- Godray color now changes when it passes through water
- Reworked bloom to be full-screen bloom to reduce the jarring transition from bloom to no bloom
V1.1.0
this one is a big one
- added screenspace godrays (these ONLY work for objects on screen. they are not volumetric
- Added underwater lighting
- Updated underwater fog
- resolved some rare cases of visual issues with water fog
- Added Interleaved Gradient Noise for shadow filtering (replaces the old noise method)
- Fixed some cases where some objects would be the incorrect color or very over exposed
- Adjusted some of the values within the default tonemap. KNOWN ISSUES
- different godray sample counts give different visual results
- Godrays can occasionally flicker (likely not fixable)
- water color is bright in caves during the day
V1.0.1
- corrected an issue that resulted in block entites being translucent
- improved the transition of lighting throughout the times of day
- fixed an issue with clouds not rendering inbetween night and sunrise time frames
- the fog will now fade out on transition from night - sunrise
- the lighting now properly transitions from night-sunrise