I have not been here for a while, as I mostly post advances on this project on the ShaderLab's discord where you can also talk to most shader developpers. I have removed all ads on the download links, and I will use in the future a patreon to get some revenue from my work. Patreon access will give access to specular/PBR support on the shaderpack, and the other presets of the shaderpack (which is what is currently available and what 99% of people will use) will be free and without ads.
And more importantly, I just put new versions with new features and some performance improvements on the beta folder !
After testing multiple versions of Optifine, it seems the only problematic versions are C9 to D3. E versions of Optifine only have the double moon at the edge of the screen at certain angles which is no where near as noticeable. This is testing with a clean forge only instance.
Here is what it looks like on E1-E3 with the default resource pack.
It is not to big of a deal on that with the default moon, but using the resource pack that I used in the previous post, it is somewhat more noticeable as it is generally a bigger moon and since it is warped, it looks even bigger.
It is only a minor annoyance though and it is not noticeable while playing since you aren't really focused at the edge of your screen.
If it helps, the gpu im currently using is a 970. Thanks for the awesome shaders btw. Easily the best!
EDIT: Also just want to point out that the toaster edition shaders are working perfectly now
I managed to reproduce the bug on the edge of the screen, the double moon bug is caused by using an outdated optifine version imo.
I loved the new v7.1, really nice job, I got a quite nice fps boost.
Still, it could be better in one thing: on previous versions of MC the lack of Night Vision Effect(and similars) wasn't REALLY a problem, but the update aquatic brought the possibility to build and live underwater. However, using shaders doesn't allow that. Other shaders like KUDA tried some night vision compatibility so it doesn't seems impossible. I am sure that making the conduit effect compatible will be no easy task, but that would be such an amazing addition.
Anyway, thank you for this awesome shader!
I think all versions from low to extreme have a changed auto exposure function if using night vision : the exposure speed is way faster and the maximum exposure multiplier is much higher. However the problem is the dense fog underwater, I will try to make it less dense.
Also, I'm currently working on a shader made for gameplay that will use the same luminance range as default minecraft, but with custom colors. It's not finished yet but your issue will be mostly fixed.
Ok, thanks mate.I'm 99% sure that it's disabled. And btw, do you remember which one has the dimensions presets? (in case I would be able to just copy them over).
Lite, Low, Medium have shaders for end and nether (they are in folders world1 and world-1). You could also try the ones from the No shadows High version.
I am also having the same issue as nyahh with toaster edition. I mostly want to just test it out to see how many fps I get. I have more than overkill hardware to run this shader. I have: i7-7700k, GTX 1080, 16GB 2400MHz just to list a few things.
It should have been fixed, re-download the shader and tell me if it works.
Hey m8 love how good your shaders look and perform but sadly I am having an issue with your v7.1 shaders with the "high" preset and above.
On medium or low they work perfectly fine, but when I have it on high or above, I get a double moon in the sky. The moon is also apparent during the day on the ground.
At night:
During day:
I also just tested your toaster edition 7.1.1 shaders and got this error:
Thanks in advance m8!
Are you using any mods and which gpu are you using?
I created an account just to be able to post this in here:
Firstly, this shader is great, thank you so much for it. Secondly, it could be much greater with one simple change (that I think was present in v6): Both the End and the nether load up the same skybox as the one from the moment you left the overworld. This causes the Nether to be too dark to see (even with torches) due to the Dinamic HDR, and the End to be Dark when looking down and bright when looking forward (no clue why). If you could just add a custom skybox for the Nether with maybe a black/dark red color it would make this project that much more enjoyable in a play-through. Thank in advance and keep up the good work!
(oh and btw v7 and v7.1 lite and low both do not render the sky [it's just like when you dont have a skybox in garry's mod] but I think thats only my end)
I just realized some V7 presets did not have custom nether and end shaders. About the sky issue, do you have any invalid program error? If no, check if custom sky is disabled as it does not support custom skyboxes (and probably never will).
----
I also released a new preset named "Toaster Edition" for very low end PCs but with a quality that remains correct.
-Improved fps (up to +25/30% on integrated gpus)
-Greatly improved shadow filtering
-Full 1.13 support (with backward compatibility)
-Changed colors and tonemap
-Added "wavy rain"
-Better stars
-Fixed stained glass looking like ice
-Improved clouds
-New options
-Fixed spider/enderman eyes
I will do a small update to make high/ultra/extreme versions fully compatible with 1.13, then I will port the upgrades made to the lite version to the low version.
There's anyway to increase sighlty overall brightness at night time (or even day time)
If you are using V7 you can increase the "EXPOSURE MULTIPLIER" value in the options to increase the overall brightness, or in increase the "MIN_LIGHT_AMOUNT" which increase the minimum light level (especially at night and in caves).
Chocapic13, can you create a Github for this project so it's easier to report bugs, please? Or any other bug-reporting platform you can use? (Github's Free) Also, night in Lite V7 is a bit to black. maybe do blue splashes like in V6? Other than that, I love it!
Also, I found a bug in V7:
Inside a 201x201 roof with no wall area, light from outside is too bright while inside the 201x201 roof shadow it's extremely dark. Using Intel Graphics 4600, Windows 10, FPS is 10-30, 1920x1080 display. And Optifine.
Playing on V7 Lite B6, with Hands thing at .5. Any other stuff has not been moved.
It is complicated to handle this kind of scenario because as you can see light should be coming from the sides of your box. However minecraft default lighting only handles lighting coming from the top. In order to keep a realistic, HDR, lighting it is required to keep dark areas really dark, which can't really handle the kind of scenario you're facing.
I will probably release a shader similar to Sildur's enhanced default which will mostly keep the default minecraft look.
Also, the official release for V7 Lite and Low is out!
I just uploaded new beta versions for V7 Lite and Low, all transparencies should be working and enchanted items are now working properly (!). You can download it at the usual WIP shaders link.
At the moment rain lighting does not look very good, water fog is missing and nether/ender shaders are missing too (but you can use the folders from another shaderpack).
It should run on AMD, Nvidia and Intel gpus, but i'm unsure about mac compatibility (if someone can check that it would be highly appreciated).
Medium version will have Bloom, VL, screen space reflections and waving plants.
Hey everyone, I just uploaded a beta version for V7 Lite, it's a huge rewrite that uses the latest optifines features. There is still some issues but they should be fixed soon. It should run on amd,nvida and intel gpus, I am still unsure about mac compatibility. Performance is nearly doubled in some cases vs V6-Lite on my amd laptop:
Chocapic13, will the parralax occlusion mapping (POM) be included in the V7 cause I think it wasn't in the V6 (or it was very buggy, yah I really like the POM)?
It was available in V6 if you replaced some files, and it was supposed to work without problems.
V7 lite without shadows doesn't have waving beetroot plants and enchanted gear is a neon purplish-pink near light sources. Also the light emitted from torches, especially at night, looks exactly like daytime light which looks bizarre.
Check out High RC2 that I just uploaded, it adds some options, adaptative torch intensity and enchanted items support. I will update other versions asap and hope for an official release this week-end or the next.
I just uploaded a release candidade for V7 with several new features such as TAA, volumetric lighting or volumetric clouds. You can grab it at the usual WIP shaders download link.
- V6 extreme with a new HQ DoF and true volumetric light (not screen space based), traced on a 200 blocks distance, takes about 15% more fps than regular version.
I also reworked the HQ DoF option and it features a very high quality blur with depth aware sampling: it allows objects in front to blur outside their normal geometry and avoid front objects to bleed into the blur of far objects. However this DoF is very slow. Also, there is a distant blur option.
0
Hi everyone!
I have not been here for a while, as I mostly post advances on this project on the ShaderLab's discord where you can also talk to most shader developpers. I have removed all ads on the download links, and I will use in the future a patreon to get some revenue from my work. Patreon access will give access to specular/PBR support on the shaderpack, and the other presets of the shaderpack (which is what is currently available and what 99% of people will use) will be free and without ads.
And more importantly, I just put new versions with new features and some performance improvements on the beta folder !
0
Re-download the shaderpack it should have been fixed.
I managed to reproduce the bug on the edge of the screen, the double moon bug is caused by using an outdated optifine version imo.
I think all versions from low to extreme have a changed auto exposure function if using night vision : the exposure speed is way faster and the maximum exposure multiplier is much higher. However the problem is the dense fog underwater, I will try to make it less dense.
Also, I'm currently working on a shader made for gameplay that will use the same luminance range as default minecraft, but with custom colors. It's not finished yet but your issue will be mostly fixed.
I added alternative download links on the first post.
Which version of my shaderpack are you using? This issue should not happen excepted on rare cases.
0
Lite, Low, Medium have shaders for end and nether (they are in folders world1 and world-1). You could also try the ones from the No shadows High version.
It should have been fixed, re-download the shader and tell me if it works.
Are you using any mods and which gpu are you using?
0
Can you send me the error log and tell me which gpu you are using? Also check if your graphic drivers are up to date.
I just realized some V7 presets did not have custom nether and end shaders. About the sky issue, do you have any invalid program error? If no, check if custom sky is disabled as it does not support custom skyboxes (and probably never will).
----
I also released a new preset named "Toaster Edition" for very low end PCs but with a quality that remains correct.
0
It has been fixed.
0
Open gbuffers_water.fsh and around line 139, replace the values in red :
Each number corresponds to the red, green and blue color; the number right after (0.8 here) corresponds to the transparency value.
2
Quick update!
V7.1 Lite
Changelog versus V7 Lite:
-Improved fps (up to +25/30% on integrated gpus)
-Greatly improved shadow filtering
-Full 1.13 support (with backward compatibility)
-Changed colors and tonemap
-Added "wavy rain"
-Better stars
-Fixed stained glass looking like ice
-Improved clouds
-New options
-Fixed spider/enderman eyes
I will do a small update to make high/ultra/extreme versions fully compatible with 1.13, then I will port the upgrades made to the lite version to the low version.
1
Hey guys i've replaced the ouo links by adfoc.us ones. I'm taking in account your remarks and i will probably add a saturation boost option.
0
If you are using V7 you can increase the "EXPOSURE MULTIPLIER" value in the options to increase the overall brightness, or in increase the "MIN_LIGHT_AMOUNT" which increase the minimum light level (especially at night and in caves).
0
It is complicated to handle this kind of scenario because as you can see light should be coming from the sides of your box. However minecraft default lighting only handles lighting coming from the top. In order to keep a realistic, HDR, lighting it is required to keep dark areas really dark, which can't really handle the kind of scenario you're facing.
I will probably release a shader similar to Sildur's enhanced default which will mostly keep the default minecraft look.
Also, the official release for V7 Lite and Low is out!
1
I just uploaded new beta versions for V7 Lite and Low, all transparencies should be working and enchanted items are now working properly (!). You can download it at the usual WIP shaders link.
At the moment rain lighting does not look very good, water fog is missing and nether/ender shaders are missing too (but you can use the folders from another shaderpack).
It should run on AMD, Nvidia and Intel gpus, but i'm unsure about mac compatibility (if someone can check that it would be highly appreciated).
Medium version will have Bloom, VL, screen space reflections and waving plants.
1
Hey everyone, I just uploaded a beta version for V7 Lite, it's a huge rewrite that uses the latest optifines features. There is still some issues but they should be fixed soon. It should run on amd,nvida and intel gpus, I am still unsure about mac compatibility. Performance is nearly doubled in some cases vs V6-Lite on my amd laptop:
1
Looks really nice, do you mind if I use it on the first post once V7 is officially released (probably before the end of the year).
It was available in V6 if you replaced some files, and it was supposed to work without problems.
It would be probably very slow, so it is not on my to-do list.
Check out High RC2 that I just uploaded, it adds some options, adaptative torch intensity and enchanted items support. I will update other versions asap and hope for an official release this week-end or the next.
1
Hey everyone!
I just uploaded a release candidade for V7 with several new features such as TAA, volumetric lighting or volumetric clouds. You can grab it at the usual WIP shaders download link.
2
I just added some stuff to the beta folder :
- V6 extreme with a new HQ DoF and true volumetric light (not screen space based), traced on a 200 blocks distance, takes about 15% more fps than regular version.
I also reworked the HQ DoF option and it features a very high quality blur with depth aware sampling: it allows objects in front to blur outside their normal geometry and avoid front objects to bleed into the blur of far objects. However this DoF is very slow. Also, there is a distant blur option.
Screenshots : http://imgur.com/a/zWCrt
-Updated V6 Lite no shadows beta and added medium and High versions.