🌟 Bloop recently hit 200k downloads! 🌟
It feels like we just hit 100k yesterday — time really flies! I want to extend a heartfelt thank you to everyone who has supported and enjoyed this shader since the beginning. Special thanks to the amazing communities in shaderLabs and the Iris Discord <3.
Thank you again for your continued support. Here’s a nice lil update to celebrate this milestone:
This update is absolutely massive on the inside. Performance should be about the same, but if you are on a very low end device, you might want to try out older builds if this update isn't fast enough C:
The next updates should be more performance than feature focused!
Raspberry Pi 5 Support!
Enable this under Beta settings (you’ll get an error, but it should work).
Massively Improved PBR System
Now properly supports translucent materials, and hard-coded metals!
Beta: Water Fog Density
Adjust the density of water fog to suit your preference.
Beta: Screenspace Shadows Beyond Shadow Range
Extend screenspace shadows for a more immersive experience.
Improved Depth of Field
More accurate settings, chromatic aberrations and new tilt-shift options.
Volumetric Fog Enhancements
Fewer visual glitches and improved overall quality. Customize fog to your liking with time of day and strength options!
Vanilla Sky Color Option
For those who want a more classic look, the sky will be tinted to match the biome
Floodfill Lighting Updates
New option for dynamic lights to interact with it.
SSR Updates
Screen-space reflections now "stick" better to the ground. The reflections look better at lower settings. SSR is generally faster and of a higher quality than before. Vanilla clouds can now reflect when no custom clouds are enabled.
Enhanced Distant Horizons Water Rendering
Closer to normal water, with better blending.
And More!
Including a ton of bug fixes and smaller tweaks I probably forgot!
I hope you enjoy these updates as much as I enjoyed creating them. Here's to more improvements and exciting new features ahead!
Thank you all once again! 💙
adds two fixes that was accidentally left out of the release build of 1.5.0
Bloop just hit 100k downloads!!! Absolutely insane!! I don't have much to say beyond thank you to everyone who has enjoyed this shader since the beginning, to everyone in shaderLabs and the iris discords who have given support and assistance in getting Bloop to this point.
I hope you continue to enjoy this shader as I continue to improve upon this still growing project.
I am currently working on a larger cleanup of Bloops code which should unlock more exciting effects for the nether and the end in the future, as well as optimization opportunies for some of the heavier effects.
I also hope this will allow for better support on funny platforms such as the raspberry Pi 5 enjoyers, igpus and even phones in the future!
Thank you all, and for now, here is a modest update:
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Improved the fog system (fog settings coming soon).
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water fog now renders correctly behind glass.
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water refraction will now refract translucent blocks underwater.
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New option to denoise water reflections.
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No more weird dark areas on elytras, skeletons etc. all one sided geometry now work correctly with ssao and other effetcs.
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Improved distant horizons water rendering.
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DH shadows should be slightly less prone to glitches.
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Works on Mac silicon again!
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PBR reflections work better now.
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a ton of bug fixes.
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Added Directional lightmaps.
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Normal map strength can now be adjusted.
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PBR reflections now got minimum and maximum samples.
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Better PBR reflections.
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A lot of bugfixes.
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Slightly more bloom.
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Upped the amount of fog.
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Adjusted the mist to look better in edge case.
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Better handling of DH.
Fixes normal maps
Fixes a breaking issue with the new clouds in the End
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Better performance for low end computers
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New realistic clouds (optional)
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Shadow improvements.
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Faster volumetric mist.
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Ambient light updates.
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Better water reflections with low samples.
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Improved procedural PBR for Iris.
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Improved AO.
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Misc stuff.
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higher fps at default settings!
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Colored shadows.
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Cleaner shadows.
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Improved SSS.
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Slightly warmer ambient light.
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Better noise for DH.
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Adjusted water waves.
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LabPBR now has a fallback for packs that assume the shader will do certain effects.
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Fixed an issue that broke PBR reflections.
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Misc stuff and whatever I might not remember
Fixes Depth of field
Fixes some issues and oversights found in 1.2.3
Fog now works properly with transparent objects Fixes an oversight with the new "Textured water" option
fixes an issue where Distant horizons exclusive uniforms could trigger an error when not using Distant horizons.
Fog is now a bit denser as well
Better Beta clouds
- Adjustable sunset multiplier
- Toggle for vanilla water
- New wind for leaves and grass
- Improved DH renderign for water
- Massive internal cleanups
- Better Procedural PBR
- Procedural Normal maps and POM
- Various bugfixes
Beta
- Alternate clouds you can fly above
- tweaked sspt
Fixes an oversight that broke mac support. Might also increase performance slightly
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Fixes various bugs related to DH
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Fixes Floodfill lighting in the nether and the end
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Fixes issues with transparent blocks
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Updates the nether and end to work with the new mist options
- Floodfill lighting, credit to Null for supplying the original code.
- New Volumetric mist.
- Pictures taken on the NBC Zelda server
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Fairly complete optifine support.
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Slightly better performance on low end devices.
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Experimental support for more realistic clouds.
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Misc fixes and adjustments.
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Physics Mod support.
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Brighter nights during rain.
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End dimension is dark, not bright.
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Better, but not complete Optifine support.
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Misc fixes and adjustments.
Fixes a small issue with the TAA leading to the sky smearing at night
Minor fixes