New Major Build! - Lux-EA-B2
Well, where do I begin with this... a lot of work has been done.
Mainly in the areas of compatibility, polish and making what already is a feature, well... better. The two most important additions are Iris compatibility and M1 compatibility (needs confirmation). This makes it possible that pretty much anyone owning a desktop device can run this shader pack.
But I have to come clean. I have shown some features I was working on, that however didn't make it into this update. Most of these features were really time-consuming, which led to me not posting an update in a while... 2 months?! can you believe it?!
These features include but are not limited to:
- Albedo fallback for metal reflections
- LabPBR subsurface support
- Improved end visuals
I have also been working on some CG research (that will potentially be interesting for my future shader work) and the new website a lot, so I definitely wasn't doing nothing the entire time. For now, this is all I have.
Now just lay back and look at this absolute chonker of a changelog.
Till next time!
And as always: For bug reports or other concerns, feel free to reach out to me on my Discord server or privately (Tech#2594)
Changelog
- Added Iris compatibility
- Added M1 compatibility (needs confirmation)
- New and fancy README
- Added support for new 1.18/1.19 blocks
- Better and organized shader settings
- Massive improvements to TAA
- Tweaked and optimized aurora borealis
- Tweaked border fog falloff
- Tweaked cloud coverage
- Tweaked cloud horizon falloff
- Removed emissive recoloring
- Tweaked & optimized atmosphere
- Tweaked star intensity
- Overhauled volumetric fog
- Atmosphere based ("rayleigh") fog now gets applied correctly
- Added godrays during sunset
- Overhauled ambient colors
- New sunlight contribution curve
- Added darkening curve
- Overhauled direct colors
- Now using luminance sophisticated and controllable remapping
- Added
global.glsl
file; acting as a global include file - Tweaked ambient occlusion strength
- Better subsurface scattering
- Added variable subsurface offset
- Using bias reduction
- Fixed shadows being to dark with TAA disabled
- Optimized promo outline
- Optimized rain puddles
- New dither animation
- Fixed rough reflection being too light with previous reflection reprojection enabled
- Adjusted CoC response
- Added
common.glsl
file; containing commonly used util functions - Added
constants.glsl
file; containing commonly used mathematical constants - Optimized lantern waving
- Added scene-dynamic wind waving
- Accounts for lighting scenario
- Accounts for weather scenario
- Accounts for the time of day
- Added depth of field sample rejection
- Added proper luminance weighting to bloom
- Adjusted auto exposure
- Removed dead code
- Chromatic abberation is now using pincushion distortion
- Added adaptive chromatic abberation strength
- Tweaked tonemap exposure
- Revamped vignette effect
- New vignette calculation
- Added "Vignette Strength" setting
- Fixed "Rough Reflections: OFF" not working
- Added adaptive view frustum jittering
- Now only jitters when the camera is standing still (rotation is not getting accounted for yet)
- Moon now is properly tinted by its emissive color
- Stochastic soft particles got replaced by simple alpha multiply soft particles
- Fixed depth of field & chromatic abberation not resetting to "OFF" after changing back from "Ultra" profile
- Code cleanup
- Further smaller optimizations