- Added skylight influence
- Improved Volumetric Clouds for more realism
- Improved sky saturation
- Fixed red outline with Volumetric Lighting
- Implemented HDR Exposure algorithm
- Changed default Scene-Aware Lighting Tonemap to Uncharted 2
- Increased Silent Expanse Minimum Light from 0.05 to 0.5
- Added adjustable Exposure system
- Added 3D depth to Volumetric Clouds
- Added sun direction influence to Fog
- Improved rendering of volumetric clouds
- (WIP) Added differentiation between armor glints
- Added world space blur to Scene-Aware Lighting
- Improved performance around dense leaves
- Added light influence to fog
- Added option for controlling the fog falloff curve
- Added missing Silent Expanse fog settings menu
- Fixed certain presets using an unreleased lighting method
- Cleaned up unnecessary commented out code
- Fixed blindness not rendering properly
- Fixed water not rendering in Distant Horizons chunks
- Overhauled lighting blend
- Overhauled fog calculation
- Added option to change LUTs
- Improved bloom algorithm
- Improved depth consistency between normal chunks and Distant Horizons LODs
- Fixed normal inconsistencies on entities
- Fixed error with Ambient Occlusion normal/depth decoding
- Changed default Ambient Occlusion settings
- Added Nwoof 2 tonemap
- Changed Scene-Aware Lighting default tonemap to Nwoof 2
- Added options to change tonemap
- Added adjustable block light color with Scene-Aware Lighting disabled
- Added Volumetric Lighting functionality with Scene-Aware Lighting disabled
- Fixed coordinate issues with Scene-Aware Lighting
- Fixed certain maps being visible through entities
- Fixed inconsistent normal maps on particles
- Added blend between ambient light and global illumination
- Improved parity between normal chunks and Distant Horizons LODs
- Improved blending of fog across normal chunks and Distant Horizons LODs
- Fixed Ambient Occlusion resulting in flat terrain going black
- Fixed lighting imbalance between normal chunks and Distant Horizons LODs
- Added global illumination
- Improved water normals
- Added Volumetric Fog
- Made Volumetric Clouds procedural
- Improved Volumetric Lighting algorithm
- Improved sun transition between times of day
- Overhauled water shading
- Added Ambient Occlusion to Distant Horizons LODs
- Turned off Silent Expanse desaturation by default
- Added toggle for Screen Space Reflections
- Fixed Screen Space Reflections not working with Scene-Aware Lighting
- Improved Ambient Occlusion
- Reworked normal encoding
- Added region-based Vibrant Mode toggle
- Fixed fatal error when trying to calculate water normals
- Fixed fatal error when path tracing is enabled
- Fixed lighting inconsistency between normal chunks and Distant Horizons LODs



