first i want thank you for your great shaderpack with all the configuration options.
I created a custom resourcepack to change sky and water colors by using optifines colormap feature and this is working great if i change the sky and water color in your shader options to vanilla. many thankx for that
But sadly one thing is missing
The underwater color.
I tried to change
cmult
wfogrange
in the watercolor.glsl, but the result is the grey color you defined for Watercolor == 1.
Then i tried to change the water shaders itself but yea i know nothing about shaders :D.
Can you add the underwater colormap feature?
A btw i use the version 6.1 of your shader with OptiFine_1.12_HD_U_C5
unfortunately optifine's shadermod still unable to gather underwater color. i'll add it when it's possible.
Hm, is it possible to use the water color instead?
can't use that too for the moment.
it might be difficult (or not, idk) to ask sp614x(optifine creator) for the ability to gather water / underwater fog color (I don't touch resourcepack so often) since most shader prefer to use their own colors. sky and water (surface) are possible because older shaders need those information.
I miss the godrays in the newest version, can we add them back in?
edit: my apologies, they were there all along! I found what I was looking for when I switched Light Shafts to Screenspace instead of Volumetric. 6.1 is fantastic so far, I'm loving the performance boost too
Is there any way to make caves darker? I can see pretty much everything in the dark with these shaders, I've tried tweaking the lighting options and stuff but I cant make it darker.
Is there any way to make caves darker? I can see pretty much everything in the dark with these shaders, I've tried tweaking the lighting options and stuff but I cant make it darker.
you need to edit the shader manually for that. go to composite.fsh and composite1.fsh, find this line :
float minlight = 2.0/255.0 * (4.0-3.0*eBS);
change 2.0 to lower value, or remove *(4.0-3.0*eBS) (do not remove the semicolon)
make sure you turned on visual > resourcepack support. the strength of reflection actually depends on the specular map, blocks like grass will hardly reflect anything. grass pom looks distorted due to natural texture which rotates the texture, and unfortunately rotates the pom direction too. it's unfixable for the moment.
grass pom looks distorted due to natural texture which rotates the texture, and unfortunately rotates the pom direction too. it's unfixable for the moment.
On the other hand i've found a strange bug with pom on furnaces top One rotation is good, the 3 other ways are really strange. Why is it? With Continuum or SEUS shaders, it's fine (that uses a different pom where you need to set texture pack resolution manually).
On the other hand i've found a strange bug with pom on furnaces top One rotation is good, the 3 other ways are really strange. Why is it? With Continuum or SEUS shaders, it's fine (that uses a different pom where you need to set texture pack resolution manually).
never tried to put a furnace with chroma hills before, i'll check it out when i can.
How can I turn off the shadow of the shader and use the shadow of the minecraft vanilla?
I love the way redstone reflects only red specular reflections! Never seen it before, looks awesome!
And the volumetric clouds are the best that i've seen in minecraft but unfortunately makes jagged edges:
vol. clouds looks jagged at the edge because it's blurred. if I don't do it, the clouds will look dithery.
6666666666
unfortunately optifine's shadermod still unable to gather underwater color. i'll add it when it's possible.
can't use that too for the moment.
it might be difficult (or not, idk) to ask sp614x(optifine creator) for the ability to gather water / underwater fog color (I don't touch resourcepack so often) since most shader prefer to use their own colors. sky and water (surface) are possible because older shaders need those information.
Anyway you could make torches glow while holding them in the hand so we can have a portable light source?
Enable dynamic light in video settings
Oh lol.... Thanks for the response!
I miss the godrays in the newest version, can we add them back in?
edit: my apologies, they were there all along! I found what I was looking for when I switched Light Shafts to Screenspace instead of Volumetric. 6.1 is fantastic so far, I'm loving the performance boost too
Is there any way to make caves darker? I can see pretty much everything in the dark with these shaders, I've tried tweaking the lighting options and stuff but I cant make it darker.
you need to edit the shader manually for that. go to composite.fsh and composite1.fsh, find this line :
change 2.0 to lower value, or remove *(4.0-3.0*eBS) (do not remove the semicolon)
That worked great! Thank you!
hey CaptTatsu
A suggestion: in my opinion it would be good if the shader has more lighting at night and you lighten the shadows a little: D
i can´t get this effect
my game looks that see
and the pom is in 0,1 but see do this the texture
you can do that using shader option. go to lighting and feel free to change all the values.
make sure you turned on visual > resourcepack support. the strength of reflection actually depends on the specular map, blocks like grass will hardly reflect anything. grass pom looks distorted due to natural texture which rotates the texture, and unfortunately rotates the pom direction too. it's unfixable for the moment.
It can be fixed with a little edit on the resource pack: https://www.mediafire.com/file/bdjp1ls4h92s6rz/Block FIXes.zip
On the other hand i've found a strange bug with pom on furnaces top One rotation is good, the 3 other ways are really strange. Why is it? With Continuum or SEUS shaders, it's fine (that uses a different pom where you need to set texture pack resolution manually).
never tried to put a furnace with chroma hills before, i'll check it out when i can.
Are you creating this shader for minecraft 1.2 on android?
Quero Download do Shaders