- improved floodfill intersection testing.
- removed "fancy" clouds (will revisit later)
- add screen-space shadows
- improved SSS
- support for new PhysicsMod waves integration
- improved ambient sky lighting
- added custom stars
- improve metal PBR
- hundreds of other little things I'm too lazy to list...
- Add full support for Distant Horizons. *
- Add custom "fancy" & "cubed" clouds.
- Improve floodfill +/volumetric lighting.
- faster floodfill
- Improved blur, bloom, water, SSAO, SSS, SSR.
- Fixed sign text.
- Fixed spidereyes/warden emission.
- Added TAA.
- Added depth-write POM.
- Added lightning flashes.
- Added blur aberration.
- Added darkness effect.
- Added geometry tesselation. *
- Added nether/end smoke.
- Added option to disable HCM albedo tinting.
- Added colored candle light option.
- Added world-curvature option **
- Added options to change light colors. ***
- Removed "legacy" DH compat.
* Currently requires a special Iris beta
** Does not currently support TAA.
*** Requires an external shader settings editor: https://editor.balintcsala.com/
This update contains a ton of minor fixes/adjustments not listed.
- Improved overall lighting, fog, VL.
- Added bounced floodfill lighting for sunlight only.
- Added cloud shadows (thanks to Fayer3).
- Added screen-space reflections [WIP].
- Added distance-blur/DOF.
- Added initial support for Supplementaries mod.
- Added initial support for Distant Horizons mod.
- Added water blur.
- Added more RT shapes for Create mod.
- Added hard-coded-metal support for LabPBR materials.
- Added more tonemap options.
- Added world-time animation option (for fixed-time recording mods).
- Added initial water caustics (needs work).
- Added option for adjusting exposure offset.
- Added water TIR (off by default).
- Added support for rendering multiple water volumes (off by default, broken with latest AMD drivers).
- Added screen-space ambient occlusion.
- Added fog-shape option.
- Added option to enable/disable light-leak fix.
- Improved blending of stained glass.
- Improved glass tinting.
- Improved warer waves.
- Improved bloom.
- Improved SSS [WIP].
- Improved smooth-POM performance.
- Fixed LabPBR normals being decoded improperly.
- Made metals less dark.
- Softer POM shadows.
- Document mod support.
Fixes support for AMD GPUs!
- Fixed PhysicsMod snow normals.
- Fixed dynamic lighting for weather particles.
- Fixed block selection outline in the End.
- Fixed water surface/fog color.
- Fixed vanilla AO levels.
- Improved volumetric fog lighting.
- Improved rain puddles & added ripples.
- Improved temporal upscaling.
- Improved light colors (gamma fix).
- Improved soft-shadow filtering.
- Added RT shapes for beds, cocoa, wall signs, chests, candles, and more.
- Added 'colored' water option (no texture).
- Added autosizing for dynamic SSBO/images.
- Added emission brightness slider.
- Added rain & water opacity sliders.
- Added pixelated water/puddles option.
- Added area lights (WIP).
- Added sky reflections.
- Added screen-space refraction.
- Added LPV for basic lighting, dynamic ambient, and fog.
- Added bloom.
- Added post-processing brightness, contrast, saturation, gamma sliders.
- Added rounded edges for integrated entity normals.
- Disabled player shadow in spectator mode.
- Removed dynamic vertex-based lighting.
- Added initial support for Macaws Lights & Lamps, Create, and Create-Deco.
- Revised voxelization atomics to improve performance & reduce flickering.
- Block-light casters now also occlude lighting.
- Separated RT light-tinting modes: basic [default] & fancy.
- Improved temporal filtering/upscaling.
- Improved volumetric lighting.
- Improved lighting for metal materials.
- Improved biasing for cascaded shadow mapping + PCF filtering.
- Improved attenuation factor for block-lighting.
- Improved subsurface scattering.
- Added support for "light" blocks.
- Added optional support for specular lighting.
- Added custom error messages for unsupported OF/iris versions. (big thanks to Balint)
- Added threshold option for "sharp" parallax.
- Added RT shapes for lantern, cauldron, candle-cake.
- Added rain wetness & material porosity options.
- Added rain puddles & ripples option.
- Added optional water waves.
- Added parallax support for transparent blocks, entities, hand-held stuff.
- Added optional player shadows for RT block-lighting.
- Added block-light emission/trace options for glow berry vines, nether portals.
- Added post-processing saturation option.
- Added support for integrated/generated normal maps.
- Added initial support for intergated PBR on dropped items/blocks.
- Added support for integrated/LabPBR material AO.
- Added directional lightmap option.
- Fixed white glowing edges around light emitting blocks.
- Fixed parallax normal using wrong texcoord.
- Fixed parallax not working with normals disabled.
- Fixed an issue with entity normals.
- Fixed an issue with sign text.
- Fixed incorrect internal buffer formats for block-light.
- Fixed internal voxel frustum culling.
- Fixed misc issues with ambient occlusion.
- Fixed rendering of block selection, leashes, & fishing lines.
- Fixed banner & particle lighting issue.
- Fixed hand-light noise/brightness.
- Fixed support for PhysicsMod ocean waves (+foam).
- Fixed skewing of POM on non-square surfaces.
- Fixed shadow-only not working in Nether/End.
- Fixed cascaded shadow SSS.
- Fixed seams between blocks with POM enabled.
- Fixed cloud brightness.
- Removed 'Up Normals' option.
- Added support for normal maps (OldPBR or LabPBR).
- Added support for POM (parallax occlusion mapping).
- Added support for emission (hard-coded or LabPbr).
- Added directional light sources (ie furnace, jack-o-lantern, etc).
- Added initial support for PhysicsMod snow.
- Added dynamic lighting for activator/detector/powered rails.
- Added volumetric lighting/fog.
- Improved temporal upscaling filter for block-light shadows.
- Improved compatibility with some older devices (Intel).
- Improved shadow map biasing (/reduced acne).
- Improved ambient lighting for ray-traced block-lighting.
- Fixed tracing of "invisible" walls.
- Fixed beacon-beam lighting.
- Revised option screens.
* For best results, use the latest Iris 1.6.0 beta 3 from the Iris discord.
* This release includes an experimental option for ray-tracing block-lighting with volumetric fog. This is very performance heavy and will likely be replaced with a simplified version in the next release, or removed entirely.
- Fixed "shadow blur" feature.
- Fixed brightness of light emitting blocks/entities.
- Fixed shadow contacts on hand-held lights.
- Fixed "upward normals" option for plants.
- Fixed "glowing" feature for dynamic lights.
- Fixed occasional flickering on light positions.
- Fixed nether/end support.
- Added support for half & quarter resolution ray-tracing.
- Added support for PhsyicsMod ocean & ripples.
- Added option for adjusting strength of light-tinting by stained glass (and similar) blocks.
- Added shapes for ray-tracing pistons, lightning rods, unlit campfire, bell, sculk sensor, sculk shrieker, snow layers, [more].
- Added lighting for weather particles.
- Added cheap SSS effect for certain blocks (snow, emerald, diamond, amethyst) & dyanmic lights.
- Added option for disabling RT for lava & redstone blocks.
- Added dithering for sky and fog to reduce color banding.
- Added option for adjusting sun rotation angle.
- Added support for dynamic lighting on clouds.
- Improved shadow bias handling (reduced shadow acne).
- Improved method used for "waving plants".
- Revised offset of hand-held lights.
- Revised color of sea pickle, glow lichen lights.
- Switched to Reinhard tonemap (modified by Jodie) for more neutral lighting.
- Separated day/night brightness options for overworld.
- Changed "directional lighting" to be an adjustable slider.
- Increased default settings for dynamic lighting.
- Cleaned up option screens.
- This release works best with Iris 1.6 beta 2: Shrimple Edition!
- Added many more shapes for ray-traced lighting.
- Added glass-tinting for ray-traced blocklight.
- Added optional RT temporal blending (splits lighting over multiple frames).
- Added dynamic lighting for entities (blaze, magma cube, end crystal).
- Added per-world brightness settings.
- Improved tracing method (no more leaking).
- Fixed fog color/blending issues.
- Added optional ray-traced shadows for dynamic block-lighting.
- Emitters no longer self-colored by their light.
- Add "clear-fix" option under debug menu for Iris 1.6 beta 2 users.
- Added shader-based lighting for in-hand blocks/items.
- Fix lights from transparent blocks (such as nether portals)
- Add entity flash color from damage.
- Add frustum-culling for dynamic lighting to reduce total count and improve performance.
Initial Release