🌿 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
🔄 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)
andcontrast(..., 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 onrainStrength
.
- Applied via
- 💦 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