Changelog
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
Dependencies
Details
Licensed MIT
Published 7 months ago
Updated 9 days ago