mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
Balance cloud lighting. remake altocumulus shapes. Add daily weather profiles. Add rainy weather. clean vl fog code and fix atmospheric haze contribution to bloomy fog. add motion blur. add new composite pass dedicated to post processing effects (damage effects, motion blur, whatever). fix waving for tall plants. fix broken lighting when HQ ambient light is enabled. improve screenspace SSS on DH chunks. add more DH settings. add "large waves" setting for water. make moonlight slightly darker. improve cave fog. remade cave detection. fix upscaling scaling issues
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@ -14,7 +14,7 @@ option.sun_illuminance = Sun Illuminance
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option.moon_illuminance = Moon Illuminance
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option.MOONPHASE_BASED_MOONLIGHT = Moonphase brightness levels
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option.RESOURCEPACK_SKY = RP Sky
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option.RESOURCEPACK_SKY = ResourcePack Sky
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value.RESOURCEPACK_SKY.0 = Do not use
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value.RESOURCEPACK_SKY.1 = Sky + Shader sun/moon
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value.RESOURCEPACK_SKY.2 = Full sky
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@ -92,7 +92,7 @@ screen.Direct_Light = Direct Light
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option.Max_Shadow_Filter_Radius = Maximum Shadow Filter Radius
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option.Max_Filter_Depth = Sun Size Factor
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screen.LPV = FloodFill
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screen.LPV = FloodFill - §cIRIS REQUIRED§r
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option.LPV_ENABLED = Enabled
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option.LPV_SIZE = Size
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value.LPV_SIZE.6 = Small [64]
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@ -432,7 +432,7 @@ screen.Post_Processing = Post Processing
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option.HIGHLIGHTS_GRADE_MUL = Highlights Brightness
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screen.LabPBR = Lab PBR
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screen.Resource_Pack_Support = Resource Pack Support
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screen.Reflections = Specular Reflections
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option.Specular_Reflections = Specular Reflections
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option.Screen_Space_Reflections = Screen-Space Reflections
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@ -454,7 +454,6 @@ screen.LabPBR = Lab PBR
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screen.POM = Parallax Occlusion Mapping / POM
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option.HEIGTHMAP_DEPTH_OFFSET = Heightmap in Depth
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option.POM = Parallax Occlusion Mapping
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option.MAX_ITERATIONS = Quality
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option.POM_DEPTH = Depth
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@ -549,7 +548,7 @@ screen.Ambient_light.comment = Configure settings related to the lighting in sha
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option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting.
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option.LPV_COLORED_CANDLES.comment = Allows colored candles to emit matching colored lighting.
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screen.LabPBR.comment = A handfull of effects that use information provided by any resourcepack that follows the LabPBR format.
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screen.Resource_Pack_Support.comment = A handfull of effects that use information provided by a resourcepack.
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screen.Reflections.comment = Configure the reflections that use information provided by a LabPBR resourcepack.
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option.Specular_Reflections.comment = Toggle all reflections for Labpbr packs. This enables the sun reflection, and allows other settings to be enabled below. §aPERFORMANCE COST:§r low
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option.Screen_Space_Reflections.comment = Toggle screen-space reflections. §aPERFORMANCE COST:§r medium
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@ -573,7 +572,6 @@ screen.Emissives.comment = §bWhat is this?§r Emissiveness is just how much lig
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option.Emissive_Curve.comment = This determines how quickly the emissive texture reaches its brightest point. 1.0 is linear.
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screen.POM.comment = Configure settings related to parallax occlusion mapping that uses information provided by a resourcepack.
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option.HEIGTHMAP_DEPTH_OFFSET.comment = §bWhat is this?§r This makes the resourcepack provided "heightmap" offset the depth that a lot of effects use. This allows for finer details nearby, and can work as a "budget POM". §aPERFORMANCE COST:§r low to medium - use this if POM is too hard to run.
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option.POM.comment = §bWhat is this?§r This effect attempts to create 3D geometry where there previously was none, by using a special image from a resourcepack. This effect basically only pushes inwards, so some artifacts can exist when looking at steep angles. §aPERFORMANCE COST:§r medium to high
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option.MAX_ITERATIONS.comment = Configure the quality of the parallax occlusion mapping effect. if you see individual layers when looking up close, inscreasing this makes more layers, so they will become harder to see. §aPERFORMANCE COST:§r high
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option.POM_DEPTH.comment = How deep the parallax occlusion mapping effect can go into a surface. §aPERFORMANCE COST:§r very low
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@ -697,11 +695,29 @@ option.SKY_GROUND.comment = §bWhat is this?§r This is the dark bottom half of
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option.SNELLS_WINDOW.comment = §bWhat is this?§r this is the dark reflective circle you see when under-water. This is an approximation of a thing that happens in reality known as "total internal reflection". §aPERFORMANCE COST:§r very very very small.
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option.entityShadowDistanceMul.comment = §bWhat is this?§r Configure how far shadows should work for entities. This is good if you want to keep entity shadows and improved performance in high entity areas.
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screen.DISTANT_HORIZONS_SETTINGS = §2Distant Horizons §fsettings
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screen.DISTANT_HORIZONS_SETTINGS = Distant Horizons - §cIRIS REQUIRED§r
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option.DH_OVERDRAW_PREVENTION = Overdraw prevention
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option.OVERDRAW_MAX_DISTANCE = Max distance for overdraw prevention
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value.OVERDRAW_MAX_DISTANCE.0 = Unlimited
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value.OVERDRAW_MAX_DISTANCE.32 = 2 Chunks
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value.OVERDRAW_MAX_DISTANCE.48 = 3 Chunks
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value.OVERDRAW_MAX_DISTANCE.64 = 4 Chunks
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value.OVERDRAW_MAX_DISTANCE.80 = 5 Chunks
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value.OVERDRAW_MAX_DISTANCE.96 = 6 Chunks
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value.OVERDRAW_MAX_DISTANCE.112 = 7 Chunks
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value.OVERDRAW_MAX_DISTANCE.128 = 8 Chunks
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value.OVERDRAW_MAX_DISTANCE.144 = 9 Chunks
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value.OVERDRAW_MAX_DISTANCE.160 = 10 Chunks
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value.OVERDRAW_MAX_DISTANCE.176 = 11 Chunks
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value.OVERDRAW_MAX_DISTANCE.192 = 12 Chunks
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value.OVERDRAW_MAX_DISTANCE.208 = 13 Chunks
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value.OVERDRAW_MAX_DISTANCE.224 = 14 Chunks
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value.OVERDRAW_MAX_DISTANCE.240 = 15 Chunks
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value.OVERDRAW_MAX_DISTANCE.256 = 16 Chunks
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option.DH_KNOWN_ISSUES =
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value.DH_KNOWN_ISSUES.0 = §c CLICK THIS TEXT TO LOOP THROUGH A LIST OF KNOWN ISSUES
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value.DH_KNOWN_ISSUES.1 = §a GTAO, RTAO, and SSGI break on LODs - DH support unimplemented
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option.DH_AMBIENT_OCCLUSION = ambient occlusion on LOD chunks
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option.DH_SUBSURFACE_SCATTERING = sub-surface scattering on LOD chunks
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option.DH_SCREENSPACE_REFLECTIONS = screen-space reflections on LOD chunks
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option.DISTANT_HORIZONS_SHADOWMAP = §c(DO NOT USE IF YOU DO NOT KNOW WHAT THIS IS)§r DH shadowmap support
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option.DISTANT_HORIZONS_SHADOWMAP.comment = §cTHIS SETTING WILL DESTROY PERFORMANCE THIS WILL MAKE SHADOWS LOOK BLOCKY, FLICKERY, AND LOW DETAIL§r. set shadow distance to 32 chunks (or more). set shadow resolution to 4096 (or more)
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