diff --git a/shaders/gbuffers_all_solid.fsh b/shaders/gbuffers_all_solid.fsh index 028f0b0..8821ecf 100644 --- a/shaders/gbuffers_all_solid.fsh +++ b/shaders/gbuffers_all_solid.fsh @@ -280,7 +280,7 @@ float EndPortalEffect( } float bias(){ - return Texture_MipMap_Bias + (blueNoise()-0.5)*0.5; + return (Texture_MipMap_Bias + (blueNoise()-0.5)*0.5) - (1.0-RENDER_SCALE.x) * 2.0; } vec4 texture2D_POMSwitch( sampler2D sampler, diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 16171ae..0ad47fe 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -44,7 +44,7 @@ screen.Direct_Light = Direct Light value.shadowDistance.480.0 = 30 Chunks value.shadowDistance.496.0 = 31 Chunks value.shadowDistance.512.0 = 32 Chunks - option.shadowDistanceRenderMul = Optimized Shadow Bounds + option.shadowDistanceRenderMul = Max Shadow Bounds value.shadowDistanceRenderMul.-1.0 = Un-Optimized value.shadowDistanceRenderMul.1.0 = Optimized screen.Filtering = Shadow Filtering Settings @@ -308,8 +308,8 @@ screen.Shadows.comment = Configure the shadows from the sun to your liking. option.SCREENSPACE_CONTACT_SHADOWS.comment = Screen-space contact shadows. §bWhat is this?§r These are small shadows for things that are far away, and on small details nearby. §aPERFORMANCE COST:§r low to medium; it is more expensive at higher resolutions. option.RENDER_ENTITY_SHADOWS.comment = §bWhat is this?§r Shadows on all types of entities, like mobs, chests, banners, or signs. §aPERFORMANCE COST:§r low to high; it is very expensive when there are many entities nearby. option.shadowMapResolution.comment = The quality of shadows from the sun casted by things in the world. §aPERFORMANCE COST:§r medium to very high; Shadows must render the 3D world a second time from the perspective of the sun, this is why it cuts performance in half. - option.shadowDistance.comment = The maximum distance the shadowmap can render. I recommend default shadow distance, because the contact shadows can handle far away shadows. §aPERFORMANCE COST:§r medium to very high; If the chunk render distance is high, the shadows will become more expensive. - option.shadowDistanceRenderMul.comment = Render the shadows only in a sphere around you, limited to the shadow distance measured in blocks. un-optimized does not render the shadows in a sphere, and can cover alot more area with the same distance settings. the distance is not measured linearly in blocks when set to un-optimized. §aPERFORMANCE COST:§r low to medium. Optimized is faster, and unoptimized is slower. + option.shadowDistance.comment = The maximum distance the shadowmap can render. The distance is not measured linearly in chunks when set to un-optimized. §aPERFORMANCE COST:§r medium to very high; If the chunk render distance is high, the shadows will become more expensive. + option.shadowDistanceRenderMul.comment = Render the shadows only in a sphere around you, limited to a max distance in chunks. Un-optimized does not render the shadows in a sphere and is not locked to chunks; it can cover alot more area with the same distance settings. The distance is not measured in chunks when set to un-optimized. §aPERFORMANCE COST:§r low to medium. Optimized is faster, and unoptimized is slower. screen.Filtering.comment = Configure the filtering effects applied to the shadows. option.SHADOW_FILTER_SAMPLE_COUNT.comment = The quality of the basic shadow filter. This filter just softens the shadows. §aPERFORMANCE COST:§r low to medium; Increasing this should reduce some noise at the edge of shadows. option.Min_Shadow_Filter_Radius.comment = The maximum softness of the basic shadow filter. diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index 107a7da..d67d3b5 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -79,6 +79,7 @@ float cloudVol(in vec3 pos,in vec3 samplePos,in float cov, in int LoD){ float pw2 = log(fbmPower2); samplePos.xz -= cloud_movement/4; + samplePos.xz += pow( max(pos.y - (CumulusHeight+20), 0.0) / 20.0,1.50); noise += 1.0-densityAtPos(samplePos * 200.) ; diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 0d936c7..953c873 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -197,7 +197,7 @@ PhysicsMod_support [LabPBR] screen.Misc_Settings = [the_orb] WhiteWorld ambientLight_only Glass_Tint display_LUT ambientSSS_view screen.the_orb.columns = 1 - screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_BB + screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B screen.LabPBR.columns = 1 screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity]