Escheridia V2.3.0

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

Files

Escheridia V2.3.0.zip(80.7 KiB) Primary Download
EscheridiaV2.3.0Hotfix.zip(80.31 KiB) Download

Project members

QuirkyPlague

Member

Details

Licensed MIT
Published 7 months ago
Updated 9 days ago