Developed in iris 1.7.2 in Minecraft 1.20.1, if you get bugs on other iris or MC versions let me know!
versions:
12-30:
Greatly reduced noise on rough shiny things, but this may introduce some smearing on some resource packs. I am going to completely redo denoising and temporal accumulation January
12-27b:
-fixed lack of reflections on water on profile: Low, Low Grass Test, Medium Toon
12-27:
Fixed broken normals on wet surfaces causing tilted reflections and buggy lighting
Fixed issues with Glints
Fixed hybrid raytracing where it was favoring screen space data instead of showing what is occluded behind it
Fixed CRT shader to actually downscale first, instead of just acting like an overlay (everything seems perfect except the bulge, it is very broken, of anyone wants to use it I'll fix it quicker but it's not much of a priority)
Fixed where translucent mobs were not see through, neither was physics mod broken colored glass
Added optional light scatter through rough glass or thick slime, etc
Added texture filtering to translucent stuff like ice and fixed issues it used to have with translucent stuff
Menu work: mostly in 'Textures' menu branch: pom, upscaling, generated textures, etc mostly all have tooltips and better names and organization
Defaulted to hybrid lighting preset
Added a better READ ME file with HTML style links
Fixed where specular reflections were ignoring material roughness, making stuff look too polished and shiny, materials should look a lot better now
Made sun caustic glints work with the other recursive reflections
reduced ray tracing by 20% on most presets, while also improving visuals, hopefully fps gains there
Added Glints & glint penetration depth to 'Quick Performance' Menu
*KNOWN ISSUES getting fixed soon: water surface doesn't render during rain, rough reflective stuff is very noisy , mobs are still very noisy with render lighting 1.18.2 support is not in this version, i need to merge branches and there's very monotonous stuff to do about it that I can't do today
12-20:
rain & snow finally render over the sky
there is an optional sun halo rainbow effect applied, and some refraction/sparkle https://youtu.be/gBzl-nvqGXE?si=RVrSYAkxWyismxPk (iirc turn it off in nature & atmosphere/storms/rain and snow/sun halo, -the strength of the effect is also adjustable there)
12-17:
fixed amd crash (hopefully)
fixed bounce light being too dark on render and hybrid presets (i am still working on them, some stuff is buggy about them)
12-16:
defaulted crashing beach waves off, because otherwise water was broken when not using physics mod. 'nature & atmosphere/water/beach waves/force use physics mod' will turn them back on. -sorry, it's just a pain to debug physics mod cause it doesn't give me error messages)
some small bug fixes
12-15:
Fixed 3D grass
Fixed broken cubemap on non-render presets
99% Fixed dda style voxel trace (there are occasionally missed blocks, idk why yet)
Made voxelizing the player optional and defaulted off
*Physics mod water shows blocky reflections with some items and kelp, I need to think about how to fix this
12-14:
*3D grass is broken on this one, so use the last version for that, cubemap is also broken on non-render presets, so the last version will look better in some cases while I sort this out, -making lots of changes
fixed physics mod water, again
fixe cubemap capturing stuff that's too close
added LODs to voxel tracing and a hybrid voxel/ss trace thats 30-70% faster than voxel tracing before and faster than ssptgi.
bugs added and removed, I'm right in the middle of this major rewriting of the lighting & reflections: video here: https://youtu.be/zzL-RClErcQ?si=8oqVhXwP1sv6Y5lx
12-7:
removed outdated presets
added 'Extras' folder with old presets & 'feature fixes' resource pack bundles in
added more render presets
2060 bug fix (hopefully)
for Render profiles / Voxel Scene Lighting
better handling of torches, fire
wall torches right color now
flickering discoloration fixed
flicker of candles / lanterns / fires are toggleable and dependent on wind
defaulted less noisy TA with some additional improvements to it
entities aren't too dark anymore by self shadowing bug
dropped torches will now glow when 'Voxelize Entities' is on
'Voxelize Entities' added to 'Glowing Things' menu in 'Light Sources & Styles'
minor Bugs
12-5: (from showcase / progress video)
Fixed broken Profiles
New Profiles, including color coded fps, for relative performance comparison, and descriptions are in the READ ME (iris doesn't allow tool tips per profile, i tried)
made shader fire work independently of other features
Video coming soon to walk through the changes, I'll link it here when i upload to youtube
Old Menu is still there if you scroll down and select 'Old Menu'
you need to manually turn on 'Voxelizing' to use features listed next to that button, I'll fix this later (namely 3d grass, voxel lighting, glints)
12-4: (from showcase / progress video)
Lots of new stuff! -Video coming soon to walk through the changes, I'll link it here when i upload to youtube
Old Menu is still there if you scroll down and select 'Old Menu'
you need to manually turn on 'Voxelizing' to use features listed next to that button, I'll fix this later (namely 3d grass, voxel lighting, glints)
*feature fixes resource pack fixes the 3d grass colors when viewed from the side. put it in top. Don't use it if not using 3d grass or the blocks will have green dirt