Show changes
## 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