So announcing 1.2.1 PBR has been long overdue, it has fixed almost all of the issues you guys where having, the rain has been fixed, GI has been improved POM is easier to configure for your texturepack, and some general fixes and optimizations get the latest onhttp://continuumshader.com, also we removed mediafire.
Okay everything today is a big day.
We are releasing three things today and plans for another thing.
Firstly 1.2 is released it can be downloaded on our website. This version includes many things like
improved POM and support for all resolutions (Definable)
Volumetric Light
New Global Illumination
Improved PCSS
PBR And PBR packs
Dynamic Weather per day
HRSSS (New way of making shadows touch blocks and perfect shading [Disabled by default])
And many other things scattered about
Second we have 2 texturepacks on the bottom of the website, one being an extension to chroma hills and the other being an alpha version of pulchra PurePBR. and the last thing we are announcing a shader test server and factions server, this will be a good way for everyone to compare edits show bugs and many more things in the future so keep updated on that. http://continuumshader.com
Hey sp614x I did not mean remove it from the shadow gbuffers, I meant just the shadow sampler. I'm sorry to bother you but you shadowTranslucent was not what I needed.
I can add an option to disable all translucent objects (water, stained glass, stained glass pane) in the shadow pass. However then they are not going to cast shadows, which looks quite strange.
Translucent shadows: http://i.imgur.com/6dnMnrV.png
No translucent shadows: http://i.imgur.com/fLSlVPN.png
If shadows go through glass that's perfect (example if you are in front of the glass and you cast a shadow), thank you so much. and I know it will look weird I'm doing this for a specific reason.
They are definitely set, currently debugging Sildur's Shaders:
aspectRatio = 1.7791667
viewWidth = 854
viewHeight = 480
terrainTextureSize = 0, 0 (this is historical, not used anymore)
terrainIconSize = 16 (this is historical and not accurate, the atlas is a mix of icons with different sizes)
atlasSize = 1024, 512
entityHurt has values 0 (not hurt) and 102 (?)
entityFlash is the color of the creeper when it is exploding, 0 - not exploding
Okay thank you, now I know what the actual numbers return I can set it up the Atlas size, any updates on the bool to do what defining watershadow does to the primary shadow map without actually loading the sampler and breaking everything imaginable by having to turn on hardwarefiltering1?
None of the shaderpacks I've ever used seemed to handle it.
It was reported as an issue, if it's not an issue, perhaps add a new setting to use some "basic" flashing effect when a mob is hit? Let shaderpacks that handle the flashing mobs being hit disable that, something similar to the offhand light setting.
I just found the uniform, it is up to the shader, continuum will have it in the next release, there really need to be some documentation on uniforms like seriously
The uniforms "entityHurt" and "entityFlash" are passed to the shader.
The mobs use precompiled OpenGL lists and it is not easy to change the model color when using shaders.
I found this 2 days ago, honestly some documentation would really be handy in cases like these, like really, you shouldn't have to dig through code to find out what works and what doesn't.
I can only disable all translucent objects at once (water, stained glass, stained glass pane) in the shadow pass. Disabling by block type is not possible.
Even better honestly, if you could do this it would be a life saver.
Okay donation links are fixed and should work now. So if you would like
to donate I will go over how again, first go to our website at: http://continuumshader.com
and open the 1.2 tab. Once doing so click the donate button, this will
redirect you to paypal, donate $15.00 USD or more. Once doing so either
email us at [email protected] or message us on facebook http://facebook.com/continuumshader with your github
username, if you need help making a github account message us and we
will walk you through it.
The shader's round sun is too high up compared to Minecraft's square sun texture. It needs fixing, because the creepers are already going berserk in 1.8.9 and 1.9.
Can it be calculated from "viewWidth", "viewHeight", "terrainTextureSize", "terrainIconSize" and "atlasSize"?
Terrain icon size is currently fixed to 16, it can be updated to reflect the current minimal icon size.
0
Good job Cody sounds really good, is the sound traced on the CPU or GPU, or is it just approximated?
1
So announcing 1.2.1 PBR has been long overdue, it has fixed almost all of the issues you guys where having, the rain has been fixed, GI has been improved POM is easier to configure for your texturepack, and some general fixes and optimizations get the latest onhttp://continuumshader.com, also we removed mediafire.
3
Okay everything today is a big day.
We are releasing three things today and plans for another thing.
Firstly 1.2 is released it can be downloaded on our website. This version includes many things like
improved POM and support for all resolutions (Definable)
Volumetric Light
New Global Illumination
Improved PCSS
PBR And PBR packs
Dynamic Weather per day
HRSSS (New way of making shadows touch blocks and perfect shading [Disabled by default])
And many other things scattered about
Second we have 2 texturepacks on the bottom of the website, one being an extension to chroma hills and the other being an alpha version of pulchra PurePBR. and the last thing we are announcing a shader test server and factions server, this will be a good way for everyone to compare edits show bugs and many more things in the future so keep updated on that.
http://continuumshader.com
0
Hey sp614x I did not mean remove it from the shadow gbuffers, I meant just the shadow sampler. I'm sorry to bother you but you shadowTranslucent was not what I needed.
0
If shadows go through glass that's perfect (example if you are in front of the glass and you cast a shadow), thank you so much. and I know it will look weird I'm doing this for a specific reason.
0
Okay thank you, now I know what the actual numbers return I can set it up the Atlas size, any updates on the bool to do what defining watershadow does to the primary shadow map without actually loading the sampler and breaking everything imaginable by having to turn on hardwarefiltering1?
0
I was browsing shaders code 3 days ago and found them, so glad I did. This is something I'v been wanting to fix for a while
2
I just found the uniform, it is up to the shader, continuum will have it in the next release, there really need to be some documentation on uniforms like seriously
I found this 2 days ago, honestly some documentation would really be handy in cases like these, like really, you shouldn't have to dig through code to find out what works and what doesn't.
Trust me that is a poor way to do it, having the shader handle it is better.
0
They are set to -1 and from what I can tell never change.
0
Even better honestly, if you could do this it would be a life saver.
2
Hey sp614x, can you do me a favor and make a boolean to do what defining watershadow does, making stained glass a transparent in the shadow pass.
2
Okay donation links are fixed and should work now. So if you would like
to donate I will go over how again, first go to our website at: http://continuumshader.com
and open the 1.2 tab. Once doing so click the donate button, this will
redirect you to paypal, donate $15.00 USD or more. Once doing so either
email us at [email protected] or message us on facebook http://facebook.com/continuumshader with your github
username, if you need help making a github account message us and we
will walk you through it.
0
So donations are down for a bit, sorry for the inconvenience
New contact email for us is [email protected]
1
This is a shader pack issue not an optifine issue
0
Atlas size alone would be enough honestly