diff --git a/shaders/dimensions/composite2.fsh b/shaders/dimensions/composite2.fsh index 84e20d4..9d0bf80 100644 --- a/shaders/dimensions/composite2.fsh +++ b/shaders/dimensions/composite2.fsh @@ -250,7 +250,7 @@ void main() { if (isEyeInWater == 0){ #ifdef OVERWORLD_SHADER - vec4 VolumetricFog = GetVolumetricFog(viewPos, noise_1, lightCol.rgb/80.0, averageSkyCol/30.0); + vec4 VolumetricFog = GetVolumetricFog(viewPos, vec2(noise_1,noise_2), lightCol.rgb/80.0, averageSkyCol/30.0); #endif #if defined NETHER_SHADER || defined END_SHADER diff --git a/shaders/dimensions/deferred.fsh b/shaders/dimensions/deferred.fsh index e32aa0f..63cbff2 100644 --- a/shaders/dimensions/deferred.fsh +++ b/shaders/dimensions/deferred.fsh @@ -195,7 +195,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+ vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*1.75, skyGroundCol/30.0); sky = sky*clouds.a + clouds.rgb / 5.0; - vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887), lightSourceColor*1.75, skyGroundCol/30.0); + vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), lightSourceColor*1.75, skyGroundCol/30.0); sky = sky * VL_Fog.a + VL_Fog.rgb / 5.0; gl_FragData[0] = vec4(sky,1.0); diff --git a/shaders/dimensions/deferred.vsh b/shaders/dimensions/deferred.vsh index 024e392..a190d9d 100644 --- a/shaders/dimensions/deferred.vsh +++ b/shaders/dimensions/deferred.vsh @@ -104,7 +104,7 @@ void main() { pos = normalize(vec3(0,1,0)); pos.xy += normalize(sample3x3[i]) * vec2(0.3183,0.90); - averageSkyCol_Clouds += 2.0*skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.; + averageSkyCol_Clouds += 1.5*skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.; averageSkyCol += 1.5*skyFromTex(pos,colortex4).rgb/maxIT/150.; } diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 308a65a..f9bc637 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -122,7 +122,7 @@ screen.Fog = Fog Settings option.BLOOMY_FOG = Bloomy Fog Multiplier option.Haze_amount = Atmospheric Haze Density option.RainFog_amount = Rain Fog Multiplier - option.Cloud_Fog = Fog Inside Clouds + option.RAYMARCH_CLOUDS_WITH_FOG = Render Clouds As Fog option.BorderFog = Chunk Border Fog screen.TOD_fog = Time Of Day Fog @@ -420,7 +420,7 @@ screen.Fog.comment = Configure settings related to the raymarched volumetric fog option.BLOOMY_FOG.comment = Configure the strength of bloom that is applied to fog. §bWhat is this?§r This effect makes the fog look soft, it helps hide a little noise too. can cause some visible flickering on detailed edges. §aPERFORMANCE COST:§r very low option.Haze_amount.comment = Configure how dense the atmosphere around you is. §bWhat is this?§r This is the blue haze you see in the distance. option.RainFog_amount.comment = Configure how dense the fog gets when it rains. - option.Cloud_Fog.comment = Toggle detailed fog when you go within or around a cloud. §aPERFORMANCE COST:§r low to medium + option.RAYMARCH_CLOUDS_WITH_FOG.comment = Toggle detailed fog when you go within or around a cloud. §aPERFORMANCE COST:§r medium to high option.BorderFog.comment = Toggle a fog that hides the unloaded chunks. screen.TOD_fog.comment = Configure the density of fog that appears at specific times of the day. diff --git a/shaders/lang/pt_br.lang b/shaders/lang/pt_br.lang index f6873bf..4e4c6bb 100644 --- a/shaders/lang/pt_br.lang +++ b/shaders/lang/pt_br.lang @@ -124,7 +124,7 @@ screen.Fog = Ajustes da Névoa option.BLOOMY_FOG = Quantidade de Névoa Difusa option.Haze_amount = Densidade da Névoa Atmosférica option.RainFog_amount = Quantidade de Névoa na Chuva - option.Cloud_Fog = Névoa Dentro das Nuvens + option.RAYMARCH_CLOUDS_WITH_FOG = Névoa Dentro das Nuvens option.BorderFog = Névoa na Borda dos Chunks screen.TOD_fog = Névoa por Horário @@ -416,7 +416,7 @@ screen.Fog.comment = Ajustes relacionados à névoa volumétrica ou névoa dista option.BLOOMY_FOG.comment = Ajuste à força do bloom que é aplicada a névoa. §bO Que é Isso?§r Esse efeito faz a névoa ter um aspecto suave, isso ajuda a diminuir o ruído. Pode causar flick em bordas detalhadas. §aCUSTO DE PERFORMANCE:§r Muito Baixo option.Haze_amount.comment = Ajuste a densidade da atmosféra ao seu redor. §bO Que é Isso?§r É aquela névoa azul que você vê na distância. option.RainFog_amount.comment = Ajuste a densidade da névoa quando chove. - option.Cloud_Fog.comment = Habilita uma névoa detalhada quando você vai dentro ou do lado de uma nuvem. §aCUSTO DE PERFORMANCE:§r Baixo para Médio + option.RAYMARCH_CLOUDS_WITH_FOG.comment = Habilita uma névoa detalhada quando você vai dentro ou do lado de uma nuvem. §aCUSTO DE PERFORMANCE:§r Baixo para Médio option.BorderFog.comment = Habilita uma névoa que esconde chunks não carregados. screen.TOD_fog.comment = Ajusta a densidade da névoa que aparece em horários especifícos do dia. diff --git a/shaders/lang/zh_cn.lang b/shaders/lang/zh_cn.lang index b1e26c5..8d3229c 100644 --- a/shaders/lang/zh_cn.lang +++ b/shaders/lang/zh_cn.lang @@ -105,7 +105,7 @@ screen.Fog = 雾气设置 option.BLOOMY_FOG = 雾气泛化值 option.Haze_amount = 大气雾霾密度 option.RainFog_amount = 雨雾密度 - option.Cloud_Fog = 云中雾 + option.RAYMARCH_CLOUDS_WITH_FOG = 云中雾 option.BorderFog = 边界雾 screen.TOD_fog = 全天雾气 @@ -371,7 +371,7 @@ screen.Fog.comment = 配置和光线行进体积雾, 基于距离的雾气相关 option.BLOOMY_FOG.comment = 配置作用于雾气的泛化强度. §b这啥?§r 本选项的效果使雾气看起来更柔和, 同时有助于隐藏部分噪点. 但可能会导致在细节边缘出现一些明显的闪烁. §a性能消耗水平:§r 非常低. option.Haze_amount.comment = 配置周遭的大气密度. §b这啥?§r 在远处看到的蓝色雾霾. option.RainFog_amount.comment = 配置雨天时的雾气密度. - option.Cloud_Fog.comment = 进入云层内或靠近云层周围时, 更细致的雾气的开关. §a性能消耗水平:§r 低偏中. + option.RAYMARCH_CLOUDS_WITH_FOG.comment = 进入云层内或靠近云层周围时, 更细致的雾气的开关. §a性能消耗水平:§r 低偏中. option.BorderFog.comment = 隐藏未加载区块的雾气开关. screen.TOD_fog.comment = 配置一天中特定时间出现的雾气的密度. diff --git a/shaders/lib/overworld_fog.glsl b/shaders/lib/overworld_fog.glsl index 3b28faf..5c83e43 100644 --- a/shaders/lib/overworld_fog.glsl +++ b/shaders/lib/overworld_fog.glsl @@ -62,7 +62,193 @@ float fogPhase(float lightPoint){ return exponential; } +vec4 GetVolumetricFog( + vec3 viewPosition, + vec2 dither, + vec3 LightColor, + vec3 AmbientColor +){ + /// ------------- RAYMARCHING STUFF ------------- \\\ + + //project pixel position into projected shadowmap space + vec3 wpos = mat3(gbufferModelViewInverse) * viewPosition + gbufferModelViewInverse[3].xyz; + vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz; + fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz; + + //project view origin into projected shadowmap space + vec3 start = toShadowSpaceProjected(vec3(0.0)); + + //rayvector into projected shadow map space + //we can use a projected vector because its orthographic projection + //however we still have to send it to curved shadow map space every step + vec3 dV = fragposition - start; + vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz); + + float maxLength = min(length(dVWorld), far)/length(dVWorld); + dV *= maxLength; + dVWorld *= maxLength; + float dL = length(dVWorld); + float mult = length(dVWorld)/25; + + vec3 progress = start.xyz; + vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition; + + vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a; + float SdotV = dot(sunVec,normalize(viewPosition))*lightCol.a; + + + /// ------------- COLOR/LIGHTING STUFF ------------- \\\ + + vec3 color = vec3(0.0); + vec3 absorbance = vec3(1.0); + + ///// ----- fog lighting + //Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx) + float mie = fogPhase(SdotV) * 5.0; + float rayL = phaseRayleigh(SdotV); + + vec3 rC = vec3(fog_coefficientRayleighR*1e-6, fog_coefficientRayleighG*1e-5, fog_coefficientRayleighB*1e-5); + vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6); + + vec3 LightSourceColor = LightColor; + #ifdef ambientLight_only + LightSourceColor = vec3(0.0); + #endif + + vec3 skyCol0 = AmbientColor; + + #ifdef PER_BIOME_ENVIRONMENT + BiomeFogColor(LightSourceColor); + BiomeFogColor(skyCol0); + #endif + + skyCol0 = max(skyCol0 + skyCol0*(normalize(wpos).y*0.9+0.1),0.0); + + float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0); + + #ifdef RAYMARCH_CLOUDS_WITH_FOG + ///// ----- cloud stuff + + // first cloud layer + float MinHeight_0 = Cumulus_height; + float MaxHeight_0 = 100 + MinHeight_0; + + // second cloud layer + float MinHeight_1 = MaxHeight_0 + 50; + float MaxHeight_1 = 100 + MinHeight_1; + + vec3 SkyColor = AmbientColor; + + float shadowStep = 200.0; + + vec3 dV_Sun = WsunVec*shadowStep; + + float mieDay = phaseg(SdotV, 0.75); + float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5) ; + + vec3 directScattering = LightColor * mieDay * 3.14; + vec3 directMultiScattering = LightColor * mieDayMulti * 4.0; + + vec3 sunIndirectScattering = LightColor * phaseg(dot(mat3(gbufferModelView)*vec3(0,1,0),normalize(viewPosition)), 0.5) * 3.14; + #endif + + float expFactor = 11.0; + for (int i=0;i 0.0; + float CloudBaseHeights = isUpperLayer ? 200.0 + MaxHeight_0 : MaxHeight_0; + + float curvature = pow(clamp(1.0 - length(progressW)/far,0,1),2) * 50; + + float cumulus = GetCumulusDensity(progressW, 1, MinHeight_0, MaxHeight_0); + + float fadedDensity = Cumulus_density * clamp(exp( (progressW.y - (CloudBaseHeights - 70)) / 9.0 ),0.0,1.0); + + if(cumulus > 1e-5){ + float muE = cumulus*fadedDensity; + + float directLight = 0.0; + for (int j=0; j < 3; j++){ + + vec3 shadowSamplePos = progressW + dV_Sun * (0.1 + j * (0.1 + dither.y*0.05)); + float shadow = GetCumulusDensity(shadowSamplePos, 0, MinHeight_0, MaxHeight_0) * Cumulus_density; + + directLight += shadow; + } + + if(max(progressW.y - MaxHeight_1 + 50,0.0) < 1.0) directLight += Cumulus_density * 2.0 * GetCumulusDensity(progressW + dV_Sun/abs(dV_Sun.y) * max((MaxHeight_1 - 30.0) - progressW.y,0.0), 0, MinHeight_0, MaxHeight_0); + + float upperLayerOcclusion = !isUpperLayer ? Cumulus_density * 2.0 * GetCumulusDensity(progressW + vec3(0.0,1.0,0.0) * max((MaxHeight_1 - 30.0) - progressW.y,0.0), 0, MinHeight_0, MaxHeight_0) : 0.0; + float skylightOcclusion = max(exp2((upperLayerOcclusion*upperLayerOcclusion) * -5), 0.75); + + float skyScatter = clamp((CloudBaseHeights - 20 - progressW.y) / 275.0,0.0,1.0); + vec3 Lighting = DoCloudLighting(muE, cumulus, SkyColor*skylightOcclusion, skyScatter, directLight, directScattering*sh2, directMultiScattering*sh2, 1); + + // a horrible approximation of direct light indirectly hitting the lower layer of clouds after scattering through/bouncing off the upper layer. + Lighting += sunIndirectScattering * exp((skyScatter*skyScatter) * cumulus * -35.0) * upperLayerOcclusion * exp(-20.0 * pow(abs(upperLayerOcclusion - 0.3),2)); + + + color += max(Lighting - Lighting*exp(-muE*dd*dL),0.0) * absorbance; + absorbance *= max(exp(-muE*dd*dL),0.0); + } + #endif /// VL CLOUDS + + } + return vec4(color, min(dot(absorbance,vec3(0.335)),1.0)); +} + +/* // uniform bool inSpecialBiome; vec4 GetVolumetricFog( vec3 viewPosition, @@ -173,159 +359,4 @@ vec4 GetVolumetricFog( } return vec4(color, dot(absorbance,vec3(0.333333))); } - -/* -/// experimental functions to render clouds and fog in 2 passes - -float cloudCoverage(in vec3 pos, float minHeight, float maxHeight){ - float FinalCloudCoverage = 0.0; - vec3 playerPos = pos - cameraPosition; - vec3 samplePos = pos*vec3(1.0,1./48.,1.0)/4; - - // minHeight -= curvature; maxHeight -= curvature; - - float thingy = pow(1.0-clamp(1.0-length(playerPos)/2000,0,1),2) * 2.0; - - float CloudLarge = texture2D(noisetex, (samplePos.xz+ cloud_movement)/5000.0).b; - float CloudSmall = texture2D(noisetex, (samplePos.xz- cloud_movement)/500.0).r; - - float coverage = abs(CloudLarge*2.0 - 1.2)*0.5 - (1.0-CloudSmall); - - - /////// FIRST LAYER - float layer0 = min(min(coverage + max(Cumulus_coverage,thingy), clamp(maxHeight - pos.y,0,1)), 1.0 - clamp(minHeight - pos.y,0,1)); - - float Topshape = max(pos.y - (maxHeight - 75),0.0) / 200.0; - Topshape += max(pos.y - (maxHeight - 10),0.0) / 50.0; - - float Baseshape = max(minHeight + 12.5 - pos.y, 0.0) / 50.0; - - FinalCloudCoverage += max(layer0 - Topshape - Baseshape,0.0); - - float erosion = 1.0 - densityAtPos(samplePos * 200); - float noise = erosion * (1.0-FinalCloudCoverage) ; - FinalCloudCoverage = max(FinalCloudCoverage - noise*noise*0.5, 0.0); - - return FinalCloudCoverage; -} - -vec4 renderVolumetrics( - vec3 viewPosition, - vec2 dither, - vec3 directLightColor, - vec3 skyLightColor -){ - int SAMPLES = 30; - vec3 color = vec3(0.0); - float absorbance = 1.0; - - vec3 wpos = mat3(gbufferModelViewInverse) * viewPosition + gbufferModelViewInverse[3].xyz; - vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz; - fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz; - - ////////////////////////////////////////// - ////// lighting stuff - ////////////////////////////////////////// - - float shadowStep = 200.0; - vec3 dV_Sun = WsunVec*shadowStep; - float SdotV = dot(mat3(gbufferModelView)*WsunVec,normalize(viewPosition)); - // if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun; - - float mieDay = phaseg(SdotV, 0.75); - float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5) ; - - vec3 sunScattering = directLightColor * mieDay * 3.14; - vec3 sunMultiScattering = directLightColor * mieDayMulti * 4.0; - - ////////////////////////////////////////// - ////// raymarching stuff - ////////////////////////////////////////// - - - //project view origin into projected shadowmap space - vec3 start = toShadowSpaceProjected(vec3(0.0)); - - vec3 dV = fragposition - start; - // vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz); - vec3 dVWorld = (wpos - gbufferModelViewInverse[3].xyz); - - // float maxLength = min(length(dVWorld), far)/length(dVWorld); - float maxLength = 1.0; - dV *= maxLength; - dVWorld *= maxLength; - - float dL = length(dVWorld); - - float minCloudHeight = Cumulus_height; - float maxCloudHeight = minCloudHeight + 100; - - - float expFactor = 11.0; - vec3 progress = start.xyz; - - vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition; - - - float heightRelativeToClouds = clamp(1.0 - max(eyeAltitude - (Cumulus_height),0.0) / 100.0 ,0.0,1.0); - - for (int i=0; i < SAMPLES; i++) { - - float d = (pow(expFactor, float(i+dither.x)/float(SAMPLES))/expFactor - 1.0/expFactor)/(1.0-1.0/expFactor); - float dd = pow(expFactor, float(i+dither.x)/float(SAMPLES)) * log(expFactor) / float(SAMPLES)/(expFactor-1.0); - - progress = start.xyz + d*dV; - - // progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld; - - progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld; - - - float curvature = pow(length(progressW-cameraPosition)/200.0,2.0) * heightRelativeToClouds ; - minCloudHeight -= curvature; maxCloudHeight -= curvature; - - //project into biased shadowmap space - float distortFactor = calcDistort(progress.xy); - vec3 pos = vec3(progress.xy*distortFactor, progress.z); - - float sh = 1.0; - if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){ - pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5; - sh = shadow2D(shadow, pos).x; - } - - float cloud = cloudCoverage(progressW, minCloudHeight, maxCloudHeight); - - float UniformFog = clamp(1.0 - (progressW.y-minCloudHeight-100) / 200,0.0,1.0); - - float density = max(cloud, (UniformFog*UniformFog) * 0.00); - - float horizonfalloff = exp(-(1.0-clamp(normalize(progressW-vec3(cameraPosition.x,0.0,cameraPosition.x)).y+1.0,0,1))); - sunScattering *= horizonfalloff; - sunMultiScattering *= horizonfalloff; - - - // if(density > 1e-5){ - float muE = density * 0.5; - - float sunLight = 0.0; - - - for (int j=0; j < 3; j++){ - vec3 shadowSamplePos = progressW + dV_Sun * (0.1 + j * (0.1 + dither.y*0.05)); - float shadow = cloudCoverage(shadowSamplePos, minCloudHeight, maxCloudHeight) * 0.5; - - sunLight += shadow; - } - - sunLight += 2*cloudCoverage(progressW + dV_Sun/abs(dV_Sun.y) * max(minCloudHeight+20 - progressW.y,0.0), minCloudHeight, maxCloudHeight) * exp(-10*cloud); - vec3 lighting = skyLightColor + (sunScattering*exp(-5 * sunLight) + sunMultiScattering*exp(-3 * sunLight)) * sh; - - color += max(lighting - lighting*exp(-muE*dd*dL),0.0) * absorbance; - absorbance *= max(exp(-muE*dd*dL),0.0); - - if (absorbance < 1e-5) break; - } - return vec4(color, absorbance); -} */ \ No newline at end of file diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index bda1d41..76b836f 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -323,7 +323,7 @@ uniform int moonPhase; #define CLOUDS_QUALITY 0.5 // [0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0] #ifdef VOLUMETRIC_CLOUDS - #define Cloud_Fog + #define RAYMARCH_CLOUDS_WITH_FOG #ifndef ambientLight_only #define CLOUDS_SHADOWS diff --git a/shaders/lib/sky_gradient.glsl b/shaders/lib/sky_gradient.glsl index b410795..ca74572 100644 --- a/shaders/lib/sky_gradient.glsl +++ b/shaders/lib/sky_gradient.glsl @@ -103,6 +103,8 @@ vec4 texture2D_bicubic_offset(sampler2D tex, vec2 uv, float noise) { float offsets = noise * (2.0 * 3.141592653589793238462643383279502884197169); vec2 circleOffsets = vec2(sin(offsets), cos(offsets)); + + // circleOffsets = vec2(0.0); vec4 texelSize = vec4(texelSize,1.0/texelSize); uv = uv*texelSize.zw; diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 828cf16..fd5e4ab 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -40,10 +40,10 @@ blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_spidereyes = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_basic = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE -blend.gbuffers_armor_glint = ONE ONE ONE ONE blend.gbuffers_weather = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE -blend.gbuffers_skytextured = ONE ONE ONE ONE -blend.gbuffers_damagedblock = ONE ONE ONE ONE +blend.gbuffers_armor_glint = ONE ONE ONE ZERO +blend.gbuffers_skytextured = ONE ONE ONE ZERO +blend.gbuffers_damagedblock = ONE ONE ONE ZERO # Disable blending blend.gbuffers_hand = off @@ -190,7 +190,7 @@ PhysicsMod_support [LabPBR] BLOOMY_FOG [TOD_fog] \ BorderFog [Cave_Fog] \ FOG_START_HEIGHT [END_AND_NETHER_FOG] \ - PER_BIOME_ENVIRONMENT + RAYMARCH_CLOUDS_WITH_FOG PER_BIOME_ENVIRONMENT @@ -255,7 +255,7 @@ PhysicsMod_support [LabPBR] ######## PROFILES # profile.ULTRA_PERFORMANCE=SHARPENING:1.0 Rough_reflections Specular_Reflections SKY_CONTRIBUTION_IN_SSRT VL_RENDER_RESOLUTION:1.0 Sun_specular_Strength:10 Roughness_Threshold:3.0 VL_SAMPLES:50 indirect_effect:4 BLEND_FACTOR:0.01 HQ_SSGI !Adaptive_Step_length POM CLOUDS_QUALITY:1.0 DOF_QUALITY:4 aperture:0.05 Screen_Space_Reflections MAX_DIST:400.0 SCALE_FACTOR:0.95 Sky_reflection Porosity WAVY_STRENGTH:2.0 MISC_BLOCK_SSS MAX_ITERATIONS:400 SSR_STEPS:400 shadowDistanceRenderMul:-1.0 shadowDistance:384.0 shadowMapResolution:8192 # profile.BASELINE=SHARPENING:0.35 !Rough_reflections !Specular_Reflections !SKY_CONTRIBUTION_IN_SSRT VL_RENDER_RESOLUTION:0.5 Sun_specular_Strength:3 Roughness_Threshold:1.5 VL_SAMPLES:8 indirect_effect:1 BLEND_FACTOR:0.05 !HQ_SSGI Adaptive_Step_length !POM CLOUDS_QUALITY:0.5 DOF_QUALITY:-1 aperture:0.8 !Screen_Space_Reflections MAX_DIST:25.0 SCALE_FACTOR:0.75 !Sky_reflection !Porosity WAVY_STRENGTH:1.0 !MISC_BLOCK_SSS MAX_ITERATIONS:35 SSR_STEPS:30 - # profile.ULTRA_QUALITY=shadowDistance:64.0 SHARPENING:1.0 EMISSIVE_TYPE:0 !WATER_SUN_SPECULAR !MOB_SSS !Ambient_SSS TAA_UPSCALING VL_RENDER_RESOLUTION:0.25 !Puddles VL_SAMPLES:4 indirect_effect:0 BLEND_FACTOR:0.16 !Cloud_Fog !Refraction !SCREENSPACE_CONTACT_SHADOWS !WATER_BACKGROUND_SPECULAR SSS_TYPE:0 !WATER_REFLECTIONS !RENDER_ENTITY_SHADOWS !Hand_Held_lights shadowMapResolution:512 SCALE_FACTOR:0.35 !CLOUDS_SHADOWS !SCREENSPACE_REFLECTIONS shadowDistanceRenderMul:1.0 shadowDistance:128.0 shadowMapResolution:2048 + # profile.ULTRA_QUALITY=shadowDistance:64.0 SHARPENING:1.0 EMISSIVE_TYPE:0 !WATER_SUN_SPECULAR !MOB_SSS !Ambient_SSS TAA_UPSCALING VL_RENDER_RESOLUTION:0.25 !Puddles VL_SAMPLES:4 indirect_effect:0 BLEND_FACTOR:0.16 !RAYMARCH_CLOUDS_WITH_FOG !Refraction !SCREENSPACE_CONTACT_SHADOWS !WATER_BACKGROUND_SPECULAR SSS_TYPE:0 !WATER_REFLECTIONS !RENDER_ENTITY_SHADOWS !Hand_Held_lights shadowMapResolution:512 SCALE_FACTOR:0.35 !CLOUDS_SHADOWS !SCREENSPACE_REFLECTIONS shadowDistanceRenderMul:1.0 shadowDistance:128.0 shadowMapResolution:2048 profile.QUALITY=GI_Strength:1.0 shadowDistance:128.0 SHARPENING:0.35 EMISSIVE_TYPE:2 ambientOcclusionLevel:1.0 MOB_SSS VOLUMETRIC_CLOUDS Max_Filter_Depth:99.0 !Specular_Reflections Ambient_SSS AO_Strength:1.0 SHADOW_FILTER_SAMPLE_COUNT:13 VL_RENDER_RESOLUTION:0.5 Roughness_Threshold:1.5 VL_SAMPLES:8 indirect_effect:1 shadowDistanceRenderMul:1.0 !HQ_SSGI !BorderFog Min_Shadow_Filter_Radius:5.0 Refraction Dynamic_SSR_quality SCREENSPACE_CONTACT_SHADOWS reflection_quality:30 WATER_BACKGROUND_SPECULAR VPS_Search_Samples:4 SSS_TYPE:2 CLOUDS_QUALITY:0.5 RENDER_ENTITY_SHADOWS Hand_Held_lights shadowMapResolution:2048 CLOUDS_SHADOWS SCREENSPACE_REFLECTIONS Max_Shadow_Filter_Radius:30.0 !Vanilla_like_water BLOOM_STRENGTH:4.0 WAVY_PLANTS SSR_STEPS:30 profile.PERFORMANCE=GI_Strength:0.0 shadowDistance:512.0 SHARPENING:1.0 EMISSIVE_TYPE:0 ambientOcclusionLevel:0.0 !MOB_SSS !VOLUMETRIC_CLOUDS Max_Filter_Depth:0.1 Specular_Reflections !Ambient_SSS AO_Strength:0.0 SHADOW_FILTER_SAMPLE_COUNT:128 VL_RENDER_RESOLUTION:0.25 Roughness_Threshold:10.0 VL_SAMPLES:50 indirect_effect:2 shadowDistanceRenderMul:-1.0 HQ_SSGI BorderFog Min_Shadow_Filter_Radius:0.0 !Refraction !Dynamic_SSR_quality !SCREENSPACE_CONTACT_SHADOWS reflection_quality:100.0 !WATER_BACKGROUND_SPECULAR VPS_Search_Samples:64 SSS_TYPE:0 CLOUDS_QUALITY:1.0 !RENDER_ENTITY_SHADOWS !Hand_Held_lights shadowMapResolution:512 !CLOUDS_SHADOWS !SCREENSPACE_REFLECTIONS Max_Shadow_Filter_Radius:0.0 Vanilla_like_water BLOOM_STRENGTH:0.0 !WAVY_PLANTS SSR_STEPS:400