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

@ -32,22 +32,20 @@ iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUS
#endif
#endif
#ifdef TRANSLUCENT_ENTITIES
#if defined TRANSLUCENT_ENTITIES && defined IS_IRIS
separateEntityDraws = true
#else
separateEntityDraws = false
#endif
program.world0/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
program.world0/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
program.world0/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS
program.world0/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS
program.world-1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
program.world-1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
program.world1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES
program.world1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES
program.world-1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS
program.world-1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS
program.world1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS
program.world1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS
#if defined DISTANT_HORIZONS && defined IS_IRIS
@ -113,7 +111,7 @@ alphaTest.gbuffers_water = false
alphaTest.gbuffers_skybasic = false
alphaTest.gbuffers_skytextured = false
sliders = DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DAY3_l0_coverage DAY3_l1_coverage DAY3_l2_coverage DAY3_ufog_density DAY3_l0_density DAY3_l1_density DAY3_l2_density DAY3_cfog_density DAY4_l0_coverage DAY4_l1_coverage DAY4_l2_coverage DAY4_ufog_density DAY4_l0_density DAY4_l1_density DAY4_l2_density DAY4_cfog_density DAY5_l0_coverage DAY5_l1_coverage DAY5_l2_coverage DAY5_ufog_density DAY5_l0_density DAY5_l1_density DAY5_l2_density DAY5_cfog_density DAY6_l0_coverage DAY6_l1_coverage DAY6_l2_coverage DAY6_ufog_density DAY6_l0_density DAY6_l1_density DAY6_l2_density DAY6_cfog_density DAY7_l0_coverage DAY7_l1_coverage DAY7_l2_coverage DAY7_ufog_density DAY7_l0_density DAY7_l1_density DAY7_l2_density DAY7_cfog_density DAY8_l0_coverage DAY8_l1_coverage DAY8_l2_coverage DAY8_ufog_density DAY8_l0_density DAY8_l1_density DAY8_l2_density DAY8_cfog_density DAY9_l0_coverage DAY9_l1_coverage DAY9_l2_coverage DAY9_ufog_density DAY9_l0_density DAY9_l1_density DAY9_l2_density DAY9_cfog_density sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE CONTRAST EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL LPV_SATURATION LPV_NORMAL_STRENGTH
sliders = MOTION_BLUR_STRENGTH OVERDRAW_MAX_DISTANCE DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DAY3_l0_coverage DAY3_l1_coverage DAY3_l2_coverage DAY3_ufog_density DAY3_l0_density DAY3_l1_density DAY3_l2_density DAY3_cfog_density DAY4_l0_coverage DAY4_l1_coverage DAY4_l2_coverage DAY4_ufog_density DAY4_l0_density DAY4_l1_density DAY4_l2_density DAY4_cfog_density DAY5_l0_coverage DAY5_l1_coverage DAY5_l2_coverage DAY5_ufog_density DAY5_l0_density DAY5_l1_density DAY5_l2_density DAY5_cfog_density DAY6_l0_coverage DAY6_l1_coverage DAY6_l2_coverage DAY6_ufog_density DAY6_l0_density DAY6_l1_density DAY6_l2_density DAY6_cfog_density DAY7_l0_coverage DAY7_l1_coverage DAY7_l2_coverage DAY7_ufog_density DAY7_l0_density DAY7_l1_density DAY7_l2_density DAY7_cfog_density DAY8_l0_coverage DAY8_l1_coverage DAY8_l2_coverage DAY8_ufog_density DAY8_l0_density DAY8_l1_density DAY8_l2_density DAY8_cfog_density DAY9_l0_coverage DAY9_l1_coverage DAY9_l2_coverage DAY9_ufog_density DAY9_l0_density DAY9_l1_density DAY9_l2_density DAY9_cfog_density sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE CONTRAST EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL LPV_SATURATION LPV_NORMAL_STRENGTH
screen.columns=2
screen = \
@ -122,9 +120,19 @@ BLISS_SHADERS <empty> \
[Direct_Light] [World] \
[Ambient_light] [Fog] \
[Post_Processing] [Clouds] \
[LabPBR] [Climate] \
[Resource_Pack_Support] [Climate] \
<empty> <empty> \
[Misc_Settings] [DISTANT_HORIZONS_SETTINGS] \
[Misc_Settings] [Mod_support] \
# screen = \
# BLISS_SHADERS <empty> \
# <empty> <empty> \
# [Direct_Light] [World] \
# [Ambient_light] [Fog] \
# [Post_Processing] [Clouds] \
# [LabPBR] [Climate] \
# <empty> <empty> \
# [Misc_Settings] [DISTANT_HORIZONS_SETTINGS] \
######## LIGHTING
### DIRECT LIGHT
@ -134,9 +142,6 @@ BLISS_SHADERS <empty> \
screen.Shadows.columns=1
screen.Shadows = TRANSLUCENT_COLORED_SHADOWS SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS RENDER_PLAYER_SHADOWS entityShadowDistanceMul <empty> [Filtering] shadowMapResolution shadowDistance OPTIMIZED_SHADOW_DISTANCE
screen.Subsurface_Scattering.columns=1
screen.Subsurface_Scattering = SSS_TYPE sss_density_multiplier sss_absorbance_multiplier LabSSS_Curve <empty> MISC_BLOCK_SSS MOB_SSS <empty> Ambient_SSS ambientsss_brightness
screen.Filtering.columns=1
screen.Filtering = BASIC_SHADOW_FILTER SHADOW_FILTER_SAMPLE_COUNT Min_Shadow_Filter_Radius <empty> Variable_Penumbra_Shadows VPS_Search_Samples Max_Shadow_Filter_Radius Max_Filter_Depth
@ -159,37 +164,39 @@ BLISS_SHADERS <empty> \
screen.Ambient_Colors.columns=1
screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT <empty> AmbientLight_R AmbientLight_G AmbientLight_B
### LABPBR
screen.LabPBR.columns = 1
screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity] MATERIAL_AO
### RESOURCE PACK SUPPORT
screen.Resource_Pack_Support.columns = 1
screen.Resource_Pack_Support = [Reflections] [Emissives] [Subsurface_Scattering] [POM] [Porosity] MATERIAL_AO RESOURCEPACK_SKY
screen.Reflections.columns=2
screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection Dynamic_SSR_quality
screen.Subsurface_Scattering.columns=1
screen.Subsurface_Scattering = SSS_TYPE sss_density_multiplier sss_absorbance_multiplier LabSSS_Curve <empty> MISC_BLOCK_SSS MOB_SSS <empty> Ambient_SSS ambientsss_brightness
screen.Emissives.columns = 1
screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
screen.POM.columns=1
screen.POM = POM Adaptive_Step_length MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals
screen.Porosity.columns = 1
screen.Porosity = Porosity <empty> Puddles Puddle_Size
### FloodFill
screen.LPV.columns = 1
screen.LPV = LPV_ENABLED LPV_SIZE LPV_SATURATION LPV_NORMAL_STRENGTH LPV_ENTITY_LIGHTS LPV_REDSTONE_LIGHTS LPV_COLORED_CANDLES
######## WORLD
screen.World.columns=1
screen.World = [Water] [Waving_Stuff] [LabPBR] SKY_GROUND RESOURCEPACK_SKY <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
### SPECULARS
screen.Reflections.columns=2
screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection Dynamic_SSR_quality
### WAVING STUFF
screen.World = [Water] [Waving_Stuff] [Sky_coefficients] SKY_GROUND <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED
### WAVING STUFF
screen.Waving_Stuff.columns=1
screen.Waving_Stuff = WAVY_PLANTS WAVY_STRENGTH WAVY_SPEED
## POM
screen.POM.columns=1
screen.POM = HEIGTHMAP_DEPTH_OFFSET POM Adaptive_Step_length MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals
screen.Waving_Stuff = WAVY_PLANTS WAVY_STRENGTH WAVY_SPEED
######## CLIMATE
screen.Climate.columns=1
screen.Climate = [Seasons] <empty> PER_BIOME_ENVIRONMENT [SWAMP] [JUNGLE] [DARKFOREST]
screen.Climate = [Seasons] <empty> PER_BIOME_ENVIRONMENT [SWAMP] [JUNGLE] [DARKFOREST] SNOW_STORMS SAND_STORMS
## BIOME SPECIFICS
screen.SWAMP.columns=1
@ -201,7 +208,6 @@ BLISS_SHADERS <empty> \
screen.DARKFOREST.columns=1
screen.DARKFOREST = DARKFOREST_ENV DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY <empty> DARKFOREST_R DARKFOREST_G DARKFOREST_B
## SEASONS
screen.Seasons.columns=1
screen.Seasons = Seasons Season_Length Start_Season Snowy_Winter <empty> [Summer_colors] [Fall_colors] [Winter_colors] [Spring_colors]
@ -265,20 +271,20 @@ BLISS_SHADERS <empty> \
SCREENSPACE_REFLECTIONS SSR_STEPS \
WATER_BACKGROUND_SPECULAR Dirt_Amount \
[Water_fog_color] Water_Top_Layer \
SNELLS_WINDOW WATER_WAVE_STRENGTH WATER_WAVE_SPEED
SNELLS_WINDOW WATER_WAVE_STRENGTH WATER_WAVE_SPEED LARGE_WAVE_DISPLACEMENT
screen.Water_fog_color.columns=1
screen.Water_fog_color = Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B
######## POST
screen.Post_Processing.columns=2
screen.Post_Processing = [TAA_OPTIONS] [Tonemapping] [Exposure] [DepthOfField] [Purkinje_effect] [COLOR_GRADING] [GAMEPLAY_EFFECTS] <empty> SHARPENING BLOOM_STRENGTH CAMERA_GRIDLINES
screen.Post_Processing = [TAA_OPTIONS] [Tonemapping] [Exposure] [DepthOfField] [Purkinje_effect] [COLOR_GRADING] [GAMEPLAY_EFFECTS] <empty> SHARPENING BLOOM_STRENGTH CAMERA_GRIDLINES MOTION_BLUR MOTION_BLUR_STRENGTH
### TAA
screen.TAA_OPTIONS.columns = 1
screen.TAA_OPTIONS= SCREENSHOT_MODE <empty> TAA BLEND_FACTOR <empty> TAA_UPSCALING SCALE_FACTOR
### DOF
screen.DepthOfField.columns = 1
screen.DepthOfField = DOF_QUALITY DOF_ANAMORPHIC_RATIO AUTOFOCUS focal aperture MANUAL_FOCUS DoF_Adaptation_Speed FAR_BLUR_ONLY [JITTER_DOF]
screen.DepthOfField = DOF_QUALITY DOF_ANAMORPHIC_RATIO focal aperture MANUAL_FOCUS DoF_Adaptation_Speed FAR_BLUR_ONLY [JITTER_DOF]
screen.JITTER_DOF.columns=1
screen.JITTER_DOF = JITTER_STRENGTH FOCUS_LASER_COLOR SCREENSHOT_MODE
### EXPOSURE
@ -302,19 +308,27 @@ BLISS_SHADERS <empty> \
SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL
### COOL GAMEPLAY EFFECTS
screen.GAMEPLAY_EFFECTS = MOTION_AMOUNT DAMAGE_TAKEN_EFFECT LOW_HEALTH_EFFECT WATER_ON_CAMERA_EFFECT
screen.GAMEPLAY_EFFECTS = MOTION_AMOUNT DAMAGE_TAKEN_EFFECT LOW_HEALTH_EFFECT WATER_ON_CAMERA_EFFECT
######## MOD SUPPORT SETTINGS
screen.Mod_support = [DISTANT_HORIZONS_SETTINGS]
screen.DISTANT_HORIZONS_SETTINGS.columns = 1
screen.DISTANT_HORIZONS_SETTINGS = DH_OVERDRAW_PREVENTION OVERDRAW_MAX_DISTANCE <empty> DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS <empty> DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution <empty> TOGGLE_VL_FOG VOLUMETRIC_CLOUDS
######## MISC SETTINGS
screen.Misc_Settings = DEBUG_VIEW [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER CLOUDS_INTERSECT_TERRAIN SELECT_BOX WATER_CAUSTICS_BRIGHTNESS HYPER_DETAILED_WAVES OLD_BLOOM DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX
screen.Misc_Settings = DEBUG_VIEW [the_orb] display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH LIT_PARTICLE_BRIGHTNESS PLANET_GROUND_BRIGHTNESS BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER CLOUDS_INTERSECT_TERRAIN SELECT_BOX WATER_CAUSTICS_BRIGHTNESS HYPER_DETAILED_WAVES OLD_BLOOM DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX TRANSLUCENT_ENTITIES
screen.the_orb.columns = 1
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
screen.the_orb.columns = 1
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
screen.DISTANT_HORIZONS_SETTINGS.columns = 1
screen.DISTANT_HORIZONS_SETTINGS = DH_KNOWN_ISSUES <EMPTY> DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution <empty> DH_OVERDRAW_PREVENTION TOGGLE_VL_FOG VOLUMETRIC_CLOUDS
#####################################
####### WEATHER RELATED STUFF #######
#####################################
screen.DAILY_WEATHER.columns = 2
screen.DAILY_WEATHER = Daily_Weather CHOOSE_RANDOM_WEATHER_PROFILE \
@ -345,9 +359,6 @@ BLISS_SHADERS <empty> \
screen.DAY9_WEATHER.columns = 2
screen.DAY9_WEATHER = DAY9_l0_coverage DAY9_l0_density DAY9_l1_coverage DAY9_l1_density DAY9_l2_coverage DAY9_l2_density DAY9_ufog_density DAY9_cfog_density
#####################################
####### WEATHER RELATED STUFF #######
#####################################
# thank you sixthsurge!
#ifdef LIGHTNING_FLASH
@ -393,16 +404,24 @@ variable.int.BiomeTransitionTime = 60
uniform.float.isMangroveSwamp = 0.0
#endif
# set to only happen in dry deserts.
uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), rainStrength, 0), 15,30)
#ifdef SNOW_STORMS
uniform.float.snowStorm = smooth(if(in(biome, 31, 32, 33, 34), rainStrength, 0), 15,30)
#else
uniform.float.snowStorm = 0.0;
#endif
# set to only happen in cold mountains.
uniform.float.snowStorm = smooth(if(in(biome, 31, 32, 33, 34), rainStrength, 0), 15,30)
#ifdef SAND_STORMS
#if defined IS_IRIS
uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), thunderStrength, 0), 15,30)
#else
uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), rainStrength, 0), 15,30)
#endif
#else
uniform.float.sandStorm = 0.0;
#endif
uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, 32, 33, 34, 5, 17, 18, 26, 27, 28), 0,1), 15,15)
############################
####### RANDOM STUFF #######
############################
@ -410,7 +429,6 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
#if defined WATER_ON_CAMERA_EFFECT
uniform.float.exitWater = smooth(if(isEyeInWater == 1,1,0),0.0,5.0)
#endif
# uniform.float.exitPowderSnow = smooth(if(isEyeInWater == 3,1,0),0.0,5.0)
#if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT
#ifdef IS_IRIS
@ -421,14 +439,14 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
variable.float.interpolatedHealth = smooth(if(is_hurt, 0.0, Currenthealth), 0.0, 1.0)
# detect over 5 hearts of damage taken
variable.bool.largeHealthDifference = (interpolatedHealth - Currenthealth) >= 10.0
variable.bool.largeHealthDifference = (interpolatedHealth - Currenthealth) >= 7.0
variable.bool.delayedCritDamage = smooth(if(largeHealthDifference, 1.0, 0.0), 0.0, 1.0) > 0.01
uniform.float.CriticalDamageTaken = smooth(if(delayedCritDamage && currentPlayerHealth > -1.0, 1.0, 0.0), 0.5, 3.0)
# detect over 2 hearts of damage taken
variable.bool.smallHealthDifference = (interpolatedHealth - Currenthealth) >= 4.0
uniform.float.MinorDamageTaken = smooth(if(smallHealthDifference && currentPlayerHealth > -1.0, 1.0, 0.0), 0.5, 1.0)
variable.bool.smallHealthDifference = (interpolatedHealth - Currenthealth) >= 3.0
uniform.float.MinorDamageTaken = smooth(if(smallHealthDifference && currentPlayerHealth > -1.0, 5.0, 0.0), 0.5, 1.0)
#else
uniform.bool.isDead = !is_alive
@ -436,6 +454,22 @@ uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31,
#endif
# the idea is to modulate the mood value between 0 - 1
# then check if the modulated value is non-zero. when it goes back to zero, it will have a very slowly deteriorating value.
# that value immediately regenerates when it modulates to 1 again. this way, i can check if the mood is climbing by checking if the smoothed value is above zero.
# doing this is just for readablity, not required.
variable.float.playerMoodPercent = playerMood*100.0 + 1.0
# modulo 0 - 1
variable.float.modMood = playerMoodPercent - floor(playerMoodPercent)
# check if mood is increasing.
# and only activate when mood is above the threshold (5% mood)
# make sure it degenerates slow enough that mood can reach 5% after the mood flips to 0% from 100%
variable.bool.moodIsClimbing = smooth(if(modMood > 0.50 && playerMoodPercent > 5.0, 1.0, 0.0), 0.0, 100.0) > 0.1
# add one more check to turn it off when lightlevels are not zero
uniform.float.caveDetection = smooth(if(moodIsClimbing && eyeBrightness.y < 0.01, 1.0, 0.0), 1.0, 1.0)