After 92 commits since the last patch and a whopping 103 commits since the last major release, here I am yet again to officially publish the 3rd major version of the Lux shader pack.
I am making great progress towards getting lux out of its early-access phase, possibly by the release of Lux-EA-B4!
That means that Lux, when exiting the early access state, will be available for download over on CurseForge.
That is for future updates though, so let's rather take a look at what changed since the last major update.
- Star coloring
- Optimized stars
- Added an issue template for bug reports
- Added different volumetric fog types ("Legacy" & "Hybrid")
- Fixes for volumetric fog
- Tweaked ambient color
- Nicer block light falloff
- Optimized rain puddles
- Frustum culling now automatically gets disabled when "World Curvature" is enabled
- Fixed issues with NaNs on bloom
- Fixed biome detection for the nether and older minecraft versions
- Improved code formatting
- Abstracted the codebase
- Reduced ambient light strength during rainy weather
- Fixed issue #4 (NaNs on enderman-/spider eyes)
- Added manual focus
- Tweaked aurora coloring
- Added variable penumbra shadows (enabled by default)
- Tweaked color grading
- Improved AO sampling
- Tweaked water waves
- Added a funding link to the GitHub repository
- Toon depth of field
- Reduced Code Complexity
- Tweaked light color
- Tweaked water fog
- Added water absorption
- End Overhaul
- Constant exponent optimization
- Adjusted overworked minlight amount
- Fixed border fog color at night time
- Removed "dead" code
- Night lighting tweaks
- Tweaked entity damage coloring
- Fixed several VPS issues
- Tweaked auto exposure
- Fixed #8
- Improved reflection falloff
- Optimized reflection rendering
- Optimized hash functions
- Fixed issue with water color intensity setting
- Tweaked blocklight intensity
- Changed VPS handling on foliage
- Changed "phase function" on foliage
- Tweaked OldPBR unpacking
- Fixed TAA on hand when moving
- Removed unnecessary code comments
- Modified nether colors
- Fixed issue with TAA in conjunction with VPS
- Fixed issue with NaNs when water mode is set to "Tinted Vanilla"
Yeah I know. That's quite a lot of changes. (I probably even forgot some)
What's left to do now until the "official" publication on CurseForge is some small quality-of-life tweaks and perhaps small feature additions, however I think that Lux is now at a point where it has established its visual style well enough for the wider audience, which means I won't be adding major features to the shader pack until then (unless I just feel like it :P).
🥇 I also want to thank @Lolothepro again for incredible support when it comes to bug-catching
And as always: If you have suggestions or other concerns, feel free to contact me on my Discord server or open an Issue on this GitHub repository. (I also recently started getting more active on my Twitter so don't forget to miss out on that)