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New Major Build! - Lux-EA-B2

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@TechDevOnGitHub TechDevOnGitHub released this 10 Jul 23:21
· 194 commits to main since this release

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.

Bildschirmfoto 2022-06-24 um 22 03 53

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