Rewrote shader from scratch!
- Reworked voxelization to use multiple LOD voxel maps
- Enhanced voxel intersection to take advantage of LODs
- New atmosphere to complement Minecraft's look
- Correctly tinted grass and water
- Corrected material handling
- Reimplemented POM
- Reimplemented reprojection
- Similarity Denoiser
- Reimplemented camera gamma and brightness controls
- Added Debug View
- Corrected Render Mode
- TAA in Render Mode
- Added volumetric lighting
- Added clouds
- Added differing atmosphere for each dimension Notes Clouds are faked as SSS (Sub-Surface-Scattering) is not yet implemented Lighting in the nether is faked as lava is not yet a contributing light source
- Fixed sun and moon
- Screen space shadows for distant terrain
- FXAA added
- TAA and DOF fixed
- Aurora on new moons
- Better integrated PBR
- Rayleigh Scattering (Sky Coloring and Sunsets)
- Moon Phase Based Moon Brightness
- Reflection and GI Fix
Uses the texture atlas rather than screen-space, Fixed texture location issue
- Fixed First Intersection points
Sometimes using the depth buffer would lead to inaccurate intersections
- Fixed Parallax Occlusion Mapping
Used to warp and shrink when viewed at high angles
Known Issues:
- Sun and Moon don't render.
- Sea lanterns and Glow-stone sometimes don't glow
- Non-Screen Space Reflections (Early Release)
- Fixed Reflections
- Corrected Held Light Levels
- Corrected Block Light Levels
- Gamma Correction
- Render Scale Option
- Better Lighting Application For sure the final patch I swear!
Fixed some bugs and finished code cleanup. Should be the last bug patch.
Code Cleanup, Render Mode added, fixed TA reprojection
Fixed Entities, hand-held lights, and cosine weighted rays
Post-Processing, Bug Fixes, and still better reflections!
BlockLights, Bug fixes, and better reflections!
PBR support and menu clean up!
First public release!