Changelog
This update has been a long time coming, but I feel its finally ready for the public.
---Lighting---
- Completely overhauled lighting from the ground up
- There was a lot of feedback that the shader felt both too bright and too saturated so I've taken big steps to improve that
- Sunlight has been adjusted at all times of day
- Revamped nighttime lighting
- Ambient lighting has now been reworked.
- Ambient lighting used to be a fixed value, now it adjusts itself to be stronger while in a cave, allowing dimly lit areas to be more playable without messing with outdoor visuals
- Adjusted the shadow filter parameter, shadows should now be less mushy
- Updated shadow bias
- fine tuned the shadow bias to get the least amount of visual artifacts and best quality
- fine tuned the shadow bias to get the least amount of visual artifacts and best quality
---Atmosphere---
- Added Volumetric Fog!
- Volumetric fog is like the old screenspace godrays technique but doesn't disappear when you look away! Don't worry though, screenspace godrays are still in the shader if you prefer that method :)
- New and improved sky model
- Previously, the sky worked off a slightly modified vanilla sky calculation. The sky is now calculated with fully custom implementation! As a user you can customize the blending points of the horizon, zenith and ground components, as well as increase/decrease the rayleigh scattering coeficcient
- Improved the shader sun
- The sun now properly sets and rises and doesnt awkwardly flip positions.
- Fixed a strange bug with the sun where it could have black pixels in it
- Made the sun larger
- The moon no longer has a small glowing bit at night
- Star twinkle speed has been slightly tweaked
- Improved how bright the area around the sun is, it should now be perfectly visible on default settings (will account for other options at a later point)
- Reworked static fogs
- Base enviornment fog is no longer tied to the sky color. This change was done to prevent a visual issue
- Removed the static sun fog
- Border fog now cleanly blends with the enviornment
- Improved the blending and lighting of vanilla clouds
---Water---
- Improved reflections on water
- Updated wave pattern to be more wave-like
- Updated water fog while volumetrics are enabled
- The rays underwater are now fully volumetric and function more "realistically"
- Updated underwater fog rendering
---Materials---
- Improved SSS handling further
- Improved normalmap "handedness", they should be much less agressive and far more natural
- Added integrated PBR
- This feature is a very rough implementation and requires a lot of reworking but is functional, if using a resource pack, change RP mode to labPBR if its a pbr pack, if not leave it on hardcoded and the shader will handle it
---Post Processing---
- Updated bloom to be less intense
- Updated default colors
- Adjusted some internal tonemapping configs
- Default tonemap operator has been changed to Uncharted 2 AAAAND thats it folks. Another massive changelog for a nother massive improvement to the shader!
Dependencies
Files
EscheridiaV2.4.0.zip(81.06 KiB) Primary Download
Details
Licensed MIT
Published 7 months ago
Updated 6 days ago