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

This commit is contained in:
Xonk
2024-06-10 23:26:19 -04:00
parent 9a66781d0f
commit a7ab9f971f
53 changed files with 1305 additions and 854 deletions

View File

@ -14,7 +14,7 @@ option.sun_illuminance = Sun Illuminance
option.moon_illuminance = Moon Illuminance
option.MOONPHASE_BASED_MOONLIGHT = Moonphase brightness levels
option.RESOURCEPACK_SKY = RP Sky
option.RESOURCEPACK_SKY = ResourcePack Sky
value.RESOURCEPACK_SKY.0 = Do not use
value.RESOURCEPACK_SKY.1 = Sky + Shader sun/moon
value.RESOURCEPACK_SKY.2 = Full sky
@ -92,7 +92,7 @@ screen.Direct_Light = Direct Light
option.Max_Shadow_Filter_Radius = Maximum Shadow Filter Radius
option.Max_Filter_Depth = Sun Size Factor
screen.LPV = FloodFill
screen.LPV = FloodFill - §cIRIS REQUIRED§r
option.LPV_ENABLED = Enabled
option.LPV_SIZE = Size
value.LPV_SIZE.6 = Small [64]
@ -432,7 +432,7 @@ screen.Post_Processing = Post Processing
option.HIGHLIGHTS_GRADE_MUL = Highlights Brightness
screen.LabPBR = Lab PBR
screen.Resource_Pack_Support = Resource Pack Support
screen.Reflections = Specular Reflections
option.Specular_Reflections = Specular Reflections
option.Screen_Space_Reflections = Screen-Space Reflections
@ -454,7 +454,6 @@ screen.LabPBR = Lab PBR
screen.POM = Parallax Occlusion Mapping / POM
option.HEIGTHMAP_DEPTH_OFFSET = Heightmap in Depth
option.POM = Parallax Occlusion Mapping
option.MAX_ITERATIONS = Quality
option.POM_DEPTH = Depth
@ -549,7 +548,7 @@ screen.Ambient_light.comment = Configure settings related to the lighting in sha
option.LPV_REDSTONE_LIGHTS.comment = Allows redstone blocks to contribute to colored lighting.
option.LPV_COLORED_CANDLES.comment = Allows colored candles to emit matching colored lighting.
screen.LabPBR.comment = A handfull of effects that use information provided by any resourcepack that follows the LabPBR format.
screen.Resource_Pack_Support.comment = A handfull of effects that use information provided by a resourcepack.
screen.Reflections.comment = Configure the reflections that use information provided by a LabPBR resourcepack.
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
option.Screen_Space_Reflections.comment = Toggle screen-space reflections. §aPERFORMANCE COST:§r medium
@ -573,7 +572,6 @@ screen.Emissives.comment = §bWhat is this?§r Emissiveness is just how much lig
option.Emissive_Curve.comment = This determines how quickly the emissive texture reaches its brightest point. 1.0 is linear.
screen.POM.comment = Configure settings related to parallax occlusion mapping that uses information provided by a resourcepack.
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.
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
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
option.POM_DEPTH.comment = How deep the parallax occlusion mapping effect can go into a surface. §aPERFORMANCE COST:§r very low
@ -697,11 +695,29 @@ option.SKY_GROUND.comment = §bWhat is this?§r This is the dark bottom half of
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.
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.
screen.DISTANT_HORIZONS_SETTINGS = §2Distant Horizons §fsettings
screen.DISTANT_HORIZONS_SETTINGS = Distant Horizons - §cIRIS REQUIRED§r
option.DH_OVERDRAW_PREVENTION = Overdraw prevention
option.OVERDRAW_MAX_DISTANCE = Max distance for overdraw prevention
value.OVERDRAW_MAX_DISTANCE.0 = Unlimited
value.OVERDRAW_MAX_DISTANCE.32 = 2 Chunks
value.OVERDRAW_MAX_DISTANCE.48 = 3 Chunks
value.OVERDRAW_MAX_DISTANCE.64 = 4 Chunks
value.OVERDRAW_MAX_DISTANCE.80 = 5 Chunks
value.OVERDRAW_MAX_DISTANCE.96 = 6 Chunks
value.OVERDRAW_MAX_DISTANCE.112 = 7 Chunks
value.OVERDRAW_MAX_DISTANCE.128 = 8 Chunks
value.OVERDRAW_MAX_DISTANCE.144 = 9 Chunks
value.OVERDRAW_MAX_DISTANCE.160 = 10 Chunks
value.OVERDRAW_MAX_DISTANCE.176 = 11 Chunks
value.OVERDRAW_MAX_DISTANCE.192 = 12 Chunks
value.OVERDRAW_MAX_DISTANCE.208 = 13 Chunks
value.OVERDRAW_MAX_DISTANCE.224 = 14 Chunks
value.OVERDRAW_MAX_DISTANCE.240 = 15 Chunks
value.OVERDRAW_MAX_DISTANCE.256 = 16 Chunks
option.DH_KNOWN_ISSUES =
value.DH_KNOWN_ISSUES.0 = §c CLICK THIS TEXT TO LOOP THROUGH A LIST OF KNOWN ISSUES
value.DH_KNOWN_ISSUES.1 = §a GTAO, RTAO, and SSGI break on LODs - DH support unimplemented
option.DH_AMBIENT_OCCLUSION = ambient occlusion on LOD chunks
option.DH_SUBSURFACE_SCATTERING = sub-surface scattering on LOD chunks
option.DH_SCREENSPACE_REFLECTIONS = screen-space reflections on LOD chunks
option.DISTANT_HORIZONS_SHADOWMAP = §c(DO NOT USE IF YOU DO NOT KNOW WHAT THIS IS)§r DH shadowmap support
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)