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🚀 Reklama HavolasiRethinking Voxels
This shader is an edit of Complementary Reimagined that aims to be decently fast (when compared to path tracing shaders) while having block lights cast sharp shadows.
Notes
The lighting system is not perfect. Occasional sudden brightness changes are a side-effect of the way it works and cannot be completely removed without hurting performance or removing sharp shadows from light sources. To do the latter, disable Per-Pixel Lighting in the Rethinking Voxels Settings.
This shader is developed on Iris, using an AMD graphics card on linux, and it is also tested on an NVidia graphics card on linux. While it usually works on other platforms, bugs that appear only there are not caught by my testing and hence they take longer to fix. To use this shader pack, the Iris shader loader is required. Beta 18d and older versions also work on OptiFine.
Contact
If you need support, please join the shaderLabs discord server, where this shader has a channel (#rethinking-voxels-gri573).
Partnership
I have entered a partnership with Ember, a Minecraft server hosting provider. This is because Ember hosts the complementary SMP server and has provided a better hosting experience / customer support than the previous hosting service, and because they reached out asking about it. If you need to host a Minecraft server and wish to support Rethinking Voxels' development at the same time, do check them out! Using the promotional code RETHINKING in a first-time purchase will redirect 70% of the first month's fee to me as well as give you a 10% discount.
Media
Video by youtube user iambeen that showcases rethinking voxels beta 18d (with custom settings), compared to the original reimagined:
All Versions
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- fix compile error on unbound profile
- fix pixelated blocklight
- fix apparent light desaturation on some light source types (and reduce number of false positives in unknown light detection)
- updated to complementary r5.5.1
- fixed grainy modded emissives
- fixed excessive noise in reflections (still a little noisy)
- Fixed GI ambient brightness being too low
- Improved unknown light detection
- Changed reflection strength with custom PBR
- added dynamic resolution reflection rendering
- made everything faster
- absolutely no drawbacks, I promise
- fixed resourcepacks adding extra grass on top of grass block lacking SSS and waving on that extra grass
- fixed normals blowing up with custom PBR at high map strength
- fixed GI sampling distribution
- this caused a brightness change which was rebalanced by renaming the previous "correct" GI setting to "subtle" and the previous "intense" one to "correct"
- fixed GI blowing up sometimes
- changed reflectiveness of metals with resourcepack PBR to schlick fresnel
- fixed candles not emitting any light
- fix pixelated shadows
- properly handle pixelated shadows in the blocklight upscaler
- changed light falloff to 1/r² by default
- added setting to revert light falloff to 1/r
- fixed (reworked) interactive water waves
- added 1.21.4 light sources
- updated to complementary r5.4
- update to complementary r5.2.2
- vastly improve GI
- thanks to GitHub user
jwapobiefor doing most of the improvements - improve ghost afterimage on moving objects
- the issue is not fully fixed, but should be bearable now
- fix sunlight shadows from ACL-based connected glass
- reduce flickering and borders between LOD levels
- this fixes the world-aligned squares following the player near light sources that illuminate surfaces at grazing angles
- improve blocklight upscaling and filtering
- add interactive water
- improve light discovery
- add specular blocklight highlights
- fix SDF calculations for real
- this reduces noise in shadows as well as light leaking
- fix most noise from blocklight
- update to Complementary r5.2.1
- improve dark corners and rings around objects
- add slider for blocklight resolution
- improve modded light support (needs iris 1.7 or later)
- more closely match per-block lighting to per-pixel lighting
- reduce flickering of handheld lighting when player voxelization is off
- Change raytracing algorithm from voxel RT to SDF raymarching
- this allows raytracing against dynamic shapes such as custom models or entities
- add single-sample soft shadow approximation
- remove denoising and accumulation as they are no longer needed
- remove option to disable "trace to all lights"
- add maximum light trace count setting
- add options to disable entities, the player and foliage in raytracing
- remove end game of life
- add world-space reflections
- fix stripes on far-away objects
- fix some unstable lighting
- add light source size multiplier (for sharper shadows)
- add iris required screen
- (untested) add modded light support
- fix dark screen edges when looking around while holding items
- fix blocky water
- fix incorrect texture coordinate clamping leading to slightly broken subvoxel models in some cases (this caused the weird dots on torches)
- add french translation (thanks to github user MsNeyla)
- fix ghosting on block breaking particles
- fix gi breaking after very long times
- fix item iPBR
- fix items held by allays not emitting any light
- fix primed TNT not emitting any light
- tweak denoiser
- add lights for dropped and held items, as well as entities
- groundwork for entity velocity support in reprojection (once iris starts supporting it)
- add per-material blocklight colour and brightness settings
- hard-code some light colours (settings for individually adjustable light colours will come in a future update)
- improve denoiser
- increase default voxel volume size
- fix lower profiles being broken
- remove "potato" and "very low" profiles as they don't make sense for rethinking voxels (use complementary instead)
- change some rethinking voxels settings between different profiles
- fix compile error with GI turned off
- fix random bright spots and light discoloration and crashes
- fall back to vanilla blocklight outside of voxelisation range
- add global illumination
- tweak denoiser
- fix "trace all lights" option crashing the game
- add per-block lighting
- add volumetric blocklight
- reduce amount details getting lost in denoising
- stop denoising from completely turning itself off sometimes when it shouldn't
- fix some issues in movement
- improved ghosting
- increased light discovery speed
- added conway's game of life to the end
- added fractal night sky option
- fixed denoiser sometimes turning off in unaccumulated areas
- fixed some lights not casting light in all directions when they should
- groundwork for radiance cache
- treat all light sources as opaque in the voxel data so rays can actually hit them
- automatically select only some parts of light source blocks as emissive when emissives are not based on the resource pack
- add option to check calculate contribution of all visible light sources at every pixel every frame
- hopefully fix two compile errors on some hardware
- tweak light source colours to be more saturated
- add options to disable denoising and accumulation
- rewrote most of the blocklight calculation pipeline
- more aggressive denoising algorithm
- resource packs with custom models now work correctly as long as the models stay within the blocks
- improved performance in most cases (especially the worst ones)
- updated to reimagined r5.0.1
- removed all mod support
- improve reprojection to no longer produce artefacts in movement
- actually fix "translucent" hand problem
- turn off debug view
- add light block (
minecraft:light, not block light emitters in general) support - fix incomplete pipeline in nether and end (nether is still largely broken because of light overflow near lava lakes, but that is a bug in the pipeline, not a caused by the missing pipeline)
- fix "iris required" screen showing wrong text
- fix some shader option menus
- fix "translucent hand" issue
- reimplement and improve handheld lights
- update to reimagined r2.2
- fix compile error on AMD windows
this version is an alpha release. it is expected to contain many bugs.
## hotfix
- fix shading with basic PBR support or per-pixel lighting
- fix a compilation error with default settings
- rewrite the lighting code:
- increase maximum amount of lights at any given location from 3 to 64
- bump openGL version from 330 to 430 for compute shader support (this breaks MacOS compatibility)
- merge shadow volume blocklight shadow mode and basic light propagation
- add accurate ray tracing (off by default)
- this allows custom models and mobs to be handled correctly by the ray tracer
- add denoising
- remove global illumination (or not implement it again yet)
- remove interactive water waves (the setting still exists, but does not work)
- Change versioning scheme
- I would like to publish a full release eventually
this version is an alpha release. it is expected to contain many bugs.
## note
There are currently 3 primary files in this version. they are identical and only made it onto the download page by mistake
## changes
- rewrite the lighting code:
- increase maximum amount of lights at any given location from 3 to 64
- bump openGL version from 330 to 430 for compute shader support (this breaks MacOS compatibility)
- merge shadow volume blocklight shadow mode and basic light propagation
- add accurate ray tracing (off by default)
- this allows custom models and mobs to be handled correctly by the ray tracer
- add denoising
- remove global illumination (or not implement it again yet)
- remove interactive water waves (the setting still exists, but does not work)
- Change versioning scheme
- I would like to publish a full release eventually
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Google AdSense / Yandex RTB kodingiz shu yerda avtomatik yuklanadi. Hozircha sinov rejimida ishlamoqda.
🚀 Reklama Havolasi