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Шейдеры/RenderPearl
RenderPearl

RenderPearl

Clean, high performance shaders for modern hardware

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Все версииv2.8.0-beta.0

v2.8.0-beta.0

Beta2 мес. назад

Список изменений

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).
  • A sun path rotation of zero is now allowed (works towards #12).
  • The sizes of celestial bodies can now be configured (works towards #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, Closes #18, Closes #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

Файлы

RenderPearl v2.8.0-beta.0.zip(619.77 KiB)
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Метаданные

Канал релиза

Beta

Номер версии

2.8.0-beta.0

Загрузчики

Iris

Версии игры

1.21.10–1.21.11

Загрузок

12.5K

Дата публикации

2 мес. назад

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ID версии

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