NokiMo
timetravelbeard
timetravelbeard

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Icarus Shaders, November Updates (Early Access)

Developed on iris 1.7.2 for Minecraft 1.20.1, if you get bugs on other iris versions let me know!

Versions:

*The 'feature fixes' resource pack just fixes the color on the sides of the 3d grass blocks, put it on top. It will be necessary for other features in the future to get around iris limitations.

11:28: Mirror Test   - Glints & Voxel Lighting Test  (use attached configs.txt)

-Voxel based lighting test 4

-Glints (caustic reflections cast off shiny things onto other surfaces) test 4

-some bug fixes

-*use the attached configs to try these, the settings are very tangled up. they are the '.txt' files

-*Performance & Image Quality  should get a lot better soon, you can turn down 'Quick Performance/Light Simulation Resolution' (to 0.5) to speed it up a lot, but it will be pixelated. Please be aware, this has no denoising yet and a lot of really heavy redundant stuff to cut out now and doesn't leverage screen space stuff or bounce/scatter at all in the voxel lighting configs.

-there is some small wobble i need to fix in the reflections

11:22: (I haven't tested this one for actual gameplay, just a small test area)

Improved:

-indoor and cave entrance lighting: by sky light leaks being half fixed (still more to do here)

-water surface appearance (still want to tune the reflection strength)

-quite a few little buggy things about lighting and water

-clouds shading

started:

-lava waterfalls, test versions

voxel reflections and bounce light started

11-15:

-Low and Medium are faster again

-Far water in dh shouldn't have that glitchy look anymore, almost all banding in water gone, just some left from water fog at midrange

-Updated to what's shown on newest youtube videos

-2 grass profiles now, one i am trying to optimize, and 'Longplay' which is what I am using on Videos (i am still trying to reorganize things in the backend so that i can get 3d Grass out of testing, faster, and working with a single toggle)

-bug fixes, some small optimizations

*working on bug fixes, grass, voxelization stuff, and the giant to do list

11-9:

-many improvements to 3d grass as shown in latest YouTube videos

but still use the grass_test preset to use 3d grass

-almost have footsteps and ripples in grass done, still need to untangle pom backend so I can double the frames on low and medium to what they used to be without 3d grass

11-5:

-grass edges were broken and a lot of other stuff was broken when i was trying to get 3d grass to draw in distant horizons and redoing the voxel capture.

-this fixes that, but just turns POM on on all presets, the breaking was due to tangled up dependencies in the code. This version ruins the performance increases that Low and Medium used to have, but it's less busted. if you use Low or Medium, try the late october builds, one is here, for the rest follow the link at bottom

-i need to take my time fixing and testing putting the performance increases back and fixing the tangled mess, so no more updates for probably a week, so i don't break anything else by lack of testing

11:4:

-grass menus and tool tips (but still use the grass_test preset to use 3d grass )

-fixes to make grass work on Lower settings

-fixed clouds styles 0 and 1 being broken

-'fixed' off screen sky reflection for Cloud styles 0 and 1

-better water fog color on Cloud styles 0 and 1, but they still kind of trash with water fog

11:3:

As depicted in video above with the additions of:

-grass test profile has 'basic reflections only' turned off for better lighting. use grass_test profile if you want to play with the 3d grass, I haven't de-coupled everything to make it toggle on it's own with just 1 button

-fire shaders option started in testing menu

-backend voxelizing changes to add off screen caustics soon

-the big dh waves are defaulted off but are in testing menu, the normals are messed up and don't always reflect right

-Screen space ray traced shadows are now defaulted to long range for distant horizons shadows, but they are off on most presets. They are in 'Shadows/ray traced shadows/' and then turn them to 1

*Working on: all the tooltips and organization for grass menu, fire, voxel tracing for the caustic reflections and off screen reflections and better bounce lighting, finishing other stuff and bug fixes

Older versions here: https://www.patreon.com/posts/icarus-shader-114283785?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link

Icarus Shaders, November Updates (Early Access)

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