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🌿 Vanilla Enhanced Shader v0.8 - Release Notes


Day-Night lights fixed.

PBR strength decreased.

Added volumetric clouds.

Big bugs are fixed.


🌿 Vanilla Enhanced Shader v0.72 - Release Notes


Sun/Moon light direction fixed.

PBR strength changed.

Sun light's PBR improved.

Small bugs are fixed.


🌿 Vanilla Enhanced Shader v0.6 - Release Notes


Example Image


🔄 General Overview:

  • Builds upon the vanilla-inspired style with advanced Physically Based Rendering (PBR).
  • Focuses on realistic light interaction, improved water reflections, and immersive visual depth.
  • Maintains lightweight performance with broad GPU compatibility (#version 120 GLSL).

✨ NEW FEATURES & IMPROVEMENTS

🧪 Physically Based Rendering (PBR) Enhancements:

  • Full dynamic PBR support integrating normal, specular, and roughness maps.
  • Multiple light sources handled: sun, torch, lava/glow blocks with realistic specular highlights.
  • Environmental reflections added for metallic surfaces with Fresnel effect.
  • Normal mapping approximation added for richer surface detail.

🌬️ Dynamic Wind Effect (Experimental):

  • Subtle color shifting for foliage and grass based on world position and wind simulation.
  • Currently implemented but disabled by default (commented out).

🌊 Water Reflection & Wetness:

  • Enhanced water reflection responding to rain and wetness.
  • Fresnel-based wet reflection highlights add realism during rainfall.

🎨 Depth-Based Color Grading:

  • Distance-dependent desaturation and tinting for atmospheric depth.
  • Warmer tones applied underground; cooler tones near surface.

💎 Improved Ore Glow:

  • Smoothed glow intensity with pulsating shimmer for ore blocks in low light.
  • Expanded ore types and refined glow colors.

🚫 Removed / Changed:

  • Ambient environment tint no longer changes dynamically based on in-game time to maintain consistent tones.

🎯 Minor Tweaks & Optimizations:

  • Balanced tone-mapping and saturation for better PBR integration.
  • Refined advanced lighting calculations and lightmap enhancement.
  • Improved underwater color attenuation and fog blending.
  • General shader code cleanup and optimization for better performance.

📊 Performance & Compatibility:

  • Continues support for older GPUs with GLSL #version 120.
  • PBR and lighting calculations optimized to minimize frame rate impact.

🔮 Roadmap for v0.7:

  • Enable and refine dynamic wind effects.
  • Add volumetric godrays (sunlight beams).
  • Implement lightweight screen-space reflections.
  • Add configurable user options for brightness, saturation, and wetness effects.

🌿 Vanilla Enhanced Shader v0.5 - Release Notes


🔄 General Overview:

  • Continues to stay true to the vanilla aesthetic, now with physically based rendering (PBR) support.
  • Prioritizes clarity and light realism while keeping the shader light and fast.

✨ NEW FEATURES

🧪 Physically Based Rendering (PBR):

  • 🧱 Basic PBR integration for terrain and blocks:
    • Normal, specular, and roughness maps supported.
    • Surfaces now respond dynamically to light angle and intensity.
  • 💡 Real-time specular highlights and improved surface depth perception.
  • 🕹️ PBR maps pulled from texture channels (normals, specular, etc.).

❌ Removed Features:

  • 🌅 Dynamic ambient color by game time has been removed:
    • Lighting no longer shifts based on Minecraft's in-game time.
    • Ensures more stable and consistent environmental tones.

🎯 Tweaks & Improvements:

  • 🌈 Balanced tone-mapping to better match new PBR lighting.
  • ✏️ Minor code cleanups and optimization across shader passes.

📊 Performance & Compatibility:

  • Still based on #version 120 GLSL for wide GPU support.
  • PBR calculations are optimized to minimize performance loss.

🔮 Planned for v0.6:

  • Volumetric godrays
  • Lightweight screen-space reflections
  • Configurable shader options (brightness, saturation, etc.)
  • Smooth water caustics and reflection tweaks

🌿 Vanilla Enhanced Shader v0.4 - Release Notes


🔄 General Overview:

  • Faithful to vanilla style, but with significantly enhanced lighting, saturation, and vibrancy.
  • Balanced for performance and quality, keeping a lightweight shader core.

🔆 UPDATES & FEATURES

🎨 Color & Lighting Enhancements:

  • 📈 Improved saturation and contrast:
    • Colors are now vivid and lively instead of washed out.
    • Powered by saturation(..., 1.2) and contrast(..., 1.15) functions.
  • ☀️ Dynamic day-night tinting:
    • Gradual and natural sky tint transitions throughout the time cycle.
    • Handled by getDayNightColor() function.

🌊 Underwater Visuals:

  • 💧 New underwater tint and depth shading:
    • Replaces vanilla's flat water with deeper, immersive blue tones.
    • Realistic light attenuation using depthFade blending.
  • 🌫️ Fog inside water for enhanced depth perception:
    • Color blending simulates realistic underwater vision limits.

🌦️ Weather & Fog Effects:

  • 🌧️ Rain fog tint now gives a moody gray-blue filter to the world.
    • Applied via fogColor = mix(...) depending on rainStrength.
  • 💦 Wetness effect post-rain: adds mild brightness and saturation for realism.

🕳️ Cave Environments:

  • 🌌 Darkening and tinting in low skylight caves:
    • Faint purple shadows and flickering light in deep darkness.
    • frameTimeCounter adds a pulsing flicker effect.

📊 Performance & Compatibility:

  • Built using #version 120 GLSL, works even on older GPUs.
  • Focused on visual fidelity with minimal post-processing.

🚧 Roadmap for v0.5:

  • Godrays (sunlight beams)\
  • Simple SSR reflections\
  • Layered distance fog\
  • Smoother skybox transitions


Project members

Lamapi

Member

Details

Licensed ARR
Published 21 days ago
Updated 2 days ago