Release V1.5.5
- Fix stuff being shiny indoors in the rain
- Re implement traditional water fog as a hardcoded alpha looked weird
Support Apple Silicon (I think)
- Tweaked lightmap falloff
- Removed redundant sunlight calculations
- Made lava/powder snow fog a lot denser
- The shader no longer causes Iris to spit 50 million warnings in the chat when loaded
bruh
Fix issue where zipped versions of the shader would not load.
- Optimises and improves volumetric fog significantly.
- Optimises shadows somewhat.
Fixes an issue where reflective surfaces would be extremely dark in shadow.
Release 1.4
Shadow Rewrite
So, you know how PCSS is an option in the shader settings? Turned out it never actually worked. Anyway, now it does. This also fixes an issue where edges on some blocks would be darkened. Shadows should also appear generally softer.
Transparent Entity Support
Transparent entities now render correctly. This fixes issues with blocks like banners and player heads as well.
Performance
The shader should now run better
Other Stuff
- Improved rendering of water behind translucents
Fixes a small issue where fog would not apply to reflections on solid surfaces
Ebin Resurrected v1.3
All about the water, vapour included!
Volumetric Clouds
Although the option for volumetric clouds has existed in Ebin for quite some time, they haven't ever actually worked...until now!
The clouds are enabled by default in the 'high' and 'ultra' presets. Depending on the humidity of the biome, the cloud density also changes, although this can be disabled, of course.
Dense clouds over a rainforest
Sparse clouds over a desert
Volumetric Water
Volumetric fog now also applies to water. This also works with caustics.
Water Biome Tint
Water is now tinted based on the biome it is in.
Other stuff
- Re added a bunch of tonemaps from old Ebin, and set the default to Burgess.
- Water fog is no longer applied when the player is not in water.
- Rain no longer makes surfaces wet or causes clouds to get denser in biomes where it can't rain.
Ebin Resurrected v1.2
I swear I'll make these less frequent in the future.
Volumetric Fog
I managed to get the volumetric fog code left behind from before Bruce added the precomputed atmosphere working again! Note that on higher render distances you may need to decrease the fog curve for it to be noticeable. I am hoping to get this working with water as well at some point in the future.
Glowing Ores
Ores now optionally glow in the dark, so you can see them better.
Shiny Rails + Fixed Redstone Emission
Rails are now nice and shiny. I also cleaned up the emission for redstone components. Observers now have emission when activated, and it's easier to tell the power level of redstone dust.
Stuff
- Using the shaderLABS modded block ID list, I've added waving leaves to mods like Biomes O' Plenty. Since this list is not exhaustive and somewhat outdated, some blocks will definitely have been missed.
- The shader will now load on hardware which doesn't have custom image support. I've no idea if there is such a thing as a GPU that supports openGL 4.3 but not custom images, but if there is, now you have compat!
Ebin Resurrected v1.1
Coloured Lighting
Gone is the screen space coloured lighting from BSL which never worked properly anyway! Coloured lights now use a voxelised floodfill system. This means that even lights that are offscreen can contribute to the colour of light sources! Note that currently, light colours can leak through walls. I am aiming to fix this in the next release
Reflection Improvements
- Reflective surfaces now use a GGX distribution when sampling rough reflections. This is not only more accurate, but faster than the old method.
- Reflective surfaces will no longer mix the reflected sky with black based on the light level. Instead, they will blend with the original colour, meaning that reflective surfaces look non-reflective instead of extremely dark when underground.
- Rough surfaces now look rougher in reflections as it turns out the roughness was being incorrectly squared twice.
Other Changes
- Fixed issue with capitalisation on water fog include which would cause the shader not to load in most cases
- Improved water fog (again)
- Improved iPBR for light sources
- Removed directional lightmapping on skylight as it does not work well in the current state
- Tweaked directional lightmapping
Ebin Resurrected v1.0
It's fully released! Not many things have been added since Beta 1.13 but there are a couple.
Water Refraction and Caustics
Water now bends when entering and leaving water, and caustics are once again available as an option
My god, it's full of stars...
End portals are no longer blandly black.
Other Stuff
- Subsurface scattering on grass now works better
- Added 'animal crossing' terrain deformation option (it was advertised in the description, after all)
- Culling is now disabled when terrain deformation is enabled
- Directional lightmapping applies to skylight as well
- Fixed sunlight when shadows are disabled
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Water now renders behind glass! (this is harder than most people realise)
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Specular highlights are now calculated using the IOR of water when the player is underwater
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New directional lighting method adapted from NinjaMike's works on NVIDIA
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Ambient Occlusion and Global Illumination now Actually Workâ„¢
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Added a refraction option you shouldn't use because it looks weird
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New 'experiments' section in the settings where the stuff you shouldn't use is
The Big Beta
I'd call this version 1.0 but it's not quite there yet.
Resource pack? Never heard of 'em!
I've implemented a new integrated PBR system which lets me much more easily set parameters for blocks. So far added are all metal blocks and gemstones, as well as foliage, grass, and sand.
Inspired by Photon, leaves have a subtle specular sheen as well as...
Scattering of the subsurface variety
This was easier than expected. Thanks to Tech for helping me out with it!
Specular Highlights
Why weren't these here in the first place? Ask Bruce, but they're here now! This means reflective surfaces will now look a lot better, even without SSR applied to them.
Slippery When Wet
When it's raining, the rain itself is now actually visible, although it doesn't look amazing so I may replace this with something procedural in the future. Blocks will now appear wet in the rain, even without a resource pack.
Directional Lighting (experimental)
Why's it experimental? Because it doesn't work on NVIDIA GPUs and I haven't had a chance to fix this. Thanks to CyanEmber for getting me started on this.
And more!
- Complete overhaul of the settings menu, including some profiles.
- The second composite pass was completely overhauled, allowing transparent stuff which doesn't write to the depth buffer to render.
- Improved water and nether fog significantly.
- Added a basic end skybox.
- Rough reflections now use Interleaved Gradient Noise for microfacet generation.
- Metals now use F82 values with the Lazanyi Schlick function, giving better Fresnel coefficients.
- Fix hand lighting
- Fix hand masking on motion blur
- Fix hand lighting
- Enable underwater reflections
- Add emission to spider eyes and other glowing mob eyes
- Disable PBR on particles
- Fix artefacts on transparent objects with parallax
- Tone down material AO
- Change terrain deform to warp shadows
- Disable sunspot reflections on rough surfaces to prevent noise
- Change predefined metal f0 values
- Change how shadows and reflections interact
- Change blocklight colour (again)
- Add emission to light source blocks