Escheridia V2.0.0

Changelog

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)

Files

Escheridia V2.0.zip(46.18 KiB) Primary Download

Project members

QuirkyPlague

Member

Details

Licensed MIT
Published 7 months ago
Updated 8 days ago