Escheridia V2.2.0

Changelog

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 sunrise

---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

Files

Escheridia_V2.2.0.zip(67.51 KiB) Primary Download

Project members

QuirkyPlague

Member

Details

Licensed MIT
Published 7 months ago
Updated 9 days ago