## Welcome to another new update for Escheridia, this one is a massive one, so sit back, strap in and get ready for what might be a giant changelog
# ---Lighting---
* Improved lighting across the board, making it feel less awkward and more natural at all times of day
* Sunrise/Sunset - new warm lighting at sunrise and sunset, making it feel more cozy than before.
* Daytime - Lighting is now much more balanced and less blue hued. More shifted towards a yellow tone
* Nighttime - Didnt change much however its a bit darker now
* Water lighting recieved a few adjustments as well
* Adjusted the lighting of water to make shadows visible on its surface, as well as underneath
* Vanilla texuture now renders at certain angles, allowing for cleaner visuals without a normalmap
* Improved specular highlights
* Specular highlights were previously rendered with the reflection pass which resulted in their color (primarily on metals) to look incorrect.

# ---Atmosphere---
* Many changes have been done to the atmospheric effects to enhance your immersion within the world!
* Upgraded the sky model completely
* Sky now supports MIE scattering around the sun. The sun will now displace the colors around it in the sky
* Improved the colors of the sky to feel far less uncanny like in previous versions
* Upgraded the fog model
* Added an atmospheric fog to the environment
* Fog is influenced by the sun MIE scattering
* Fixed various issues with fog rendering over metals. they should now render correctly
* Added a new indoor/cave fog. It *mostly* smoothly blends between the outside atmoshpere and cave fog (it is a little strange)
# Resolved an issue with night fog being an incorrect brightness with the sky
# ---Materials---
* Improved sky reflections on metals
* It now behaves a bit more accurately for how it should look
* Updated sky reflections to include the sun MIE scattering and atmospheric fog
* Fixed an issue with reflections being slightly offset on water
* Added new Perfomance option for SSR. It uses faster calculations at the expense of accuracy.
* Added subsurface scattering. Leaves and more now allow the light to shine through them
* This has both a hardcoded and resourcepack mode. Currently you cannot mix labPBR and Hardcoded
* Reintroduced hardcoded emissive materials. These will now be in use if resource pack mode is set to hardcoded
* Added a new option to utilize hardcoded or labPBR materials
* Added a hardcoded metals option (not functional atm).

# ---Post Processing---
* Added Bloom
* currently bloom is non-configurable
* Added options to control contrast, saturation and brightness but they are currently not functional unfortunately.
## And thats all! sorry for the potentially long read but this update was huge. Please jump in and give it a go!
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }