## New Features
* Alpha tint and chunk fade are now applied to translucent geometry.
* The fragment shader for translucent lit geometry has been completely rewritten, and now implements ray traced hand light. Per-pixel light list-based block light is also available with graphics drivers that support subgroup operations and `subgroupBroadcast` with a non-constant index (most common drivers except AMD's for Windows).
* The vertex shader implementation of light list-based block light has been removed.
* The option to apply a directional multiplier to ambient occlusion has now been added and is enabled by default (works towards [#8](https://github.com/Luracasmus/renderpearl/issues/8)).
* A sun path rotation of zero is now allowed (works towards [#12](https://github.com/Luracasmus/renderpearl/issues/12)).
* The sizes of celestial bodies can now be configured (works towards [#12](https://github.com/Luracasmus/renderpearl/issues/12)).
* End flashes now affect lighting in the end.
* Shadow distortion is now configurable and tuned better in the different profiles.
## Improvements
* Opaque and translucent lit geometry now share the same rewritten vertex shader and vertex data format for much reduced code duplication.
* Light list colors are now manually packed using atomics when 16-bit integers are disabled, halving memory usage.
* A slightly faster version of the GGX specular D term is now used when 16-bit floats are disabled.
* Lighting-related functions are now shared between shaders for forward and deferred rendering, reducing code duplication.
* Emissiveness is now handled slightly better. LabPBR support is still not implemented but planned for a future release.
* The shadow bias has been improved, reducing various artifacts such as light leaks.
## Other Changes
* The maximum effect of the Ambient Occlusion option has been increased.
* The falloff of light list-based block light has been slightly modified.
## Fixed Issues
* Extensions may be enabled after actual code.
* Translucent geometry is lit incorrectly when rendered before the deferred lighting pass (Closes [#15](https://github.com/Luracasmus/renderpearl/issues/15), Closes [#18](https://github.com/Luracasmus/renderpearl/issues/18), Closes [#19](https://github.com/Luracasmus/renderpearl/issues/19)).
* This was caused by some changes in vanilla Minecraft breaking an Iris feature that RenderPearl relied on.
* Blending and render targets are sometimes configured incorrectly.
[GitHub Release](https://github.com/Luracasmus/renderpearl/releases/tag/v2.8.0-beta.0)
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" }