Hey, I still have a small problem with the rain reflections. The light reflections go on like shown on the screenshot (tho the old problem with the weird ripples are gone). Is it going to be fixed with the next update or is it on my end, and if so how can I fix it?
I'm still on windows 10 (64 bits) and with a GeForce GTX 1050 Ti
Hey, I still have a small problem with the rain reflections. The light reflections go on like shown on the screenshot (tho the old problem with the weird ripples are gone). Is it going to be fixed with the next update or is it on my end, and if so how can I fix it?
I'm still on windows 10 (64 bits) and with a GeForce GTX 1050 Ti
I'm loving the look of the caustics though ^^
Known issue, but fixing it might cause quite a performance hit, it's on the todo list.
hullo! having an issue, i put sildurs lite in with pixagraph texture pack. and it did some weird things with a chest and lights and underground mobs...i thought it might be the textpack so i took that out, wasn't, still did it, was wondering if i could get some help please?
hullo! having an issue, i put sildurs lite in with pixagraph texture pack. and it did some weird things with a chest and lights and underground mobs...i thought it might be the textpack so i took that out, wasn't, still did it, was wondering if i could get some help please?
- Added an antialising section to the shader options.
- Added TAA (Temporal anti-aliasing), disabled by default. (I recommend enabling it if your system can handle the extra load)
- Added an ingame option to toggle the quality of TAA (Fast|Fancy)
- Added adaptive sharpening, enabled by default, but is only active if TAA is enabled.
- Added an ingame option to adjust the sharpening strength.
- Updated nether shaders, everything supported by the overworld is now supported in nether aswell, (reflections, taa, parallax mapping etc)
- Fixed ice and stained glass being affected by refractions. (water waves)
- Fixed lectern rendering, no more black bars on it's sides.
- Various code improvements.
I'm using the Vibrant shader with Roguelike Adventures & Dungeons and absolutely love it. However, after today's RAD update I can't see underwater (it's opaque dark blue), and the surface of the water has an odd speckled pattern as if it's reflecting something that isn't there. This doesn't occur on my backup from the previous version of RAD. Any idea what changed?
If it helps, your Enhanced Default shader works perfectly in both versions of RAD.
EDIT: Correction, I can no longer see underwater in the backup profile either, and yet neither Optifine, the shader, nor my nVIdia drivers have been updated recently. Very strange.
I'm using the Vibrant shader with Roguelike Adventures & Dungeons and absolutely love it. However, after today's RAD update I can't see underwater (it's opaque dark blue), and the surface of the water has an odd speckled pattern as if it's reflecting something that isn't there. This doesn't occur on my backup from the previous version of RAD. Any idea what changed?
If it helps, your Enhanced Default shader works perfectly in both versions of RAD.
EDIT: Correction, I can no longer see underwater in the backup profile either, and yet neither Optifine, the shader, nor my nVIdia drivers have been updated recently. Very strange.
Sounds like a mod issue to me since this only started after you updated it. Enhanced default usually works well with mods due to the way I wrote it.
Would it be possible to port the motion blur from Vibrant over to Enhanced Default? I really like the way emissive textures create streaks when I look around in Vibrant, but I prefer the resource pack compatibility of Enhanced Default.
Would it be possible to port the motion blur from Vibrant over to Enhanced Default? I really like the way emissive textures create streaks when I look around in Vibrant, but I prefer the resource pack compatibility of Enhanced Default.
Enhanced default already has the same motionblur code, the streaks are caused by bloom.
Enhanced default already has the same motionblur code, the streaks are caused by bloom.
That's odd, for me the streaks still appear with bloom disabled. I attached some some screenshots where I tested this. Bloom is disabled for all of them except the last one. The last one has it enabled at default strength.
I made some small local changes to Enhanced default, which is why the packed ice has (non-wavy) reflections. I didn't touch anything related to motion blur or lighting, though.
Sadly, Enhanced Default looks nothing like the screenshots for me. Shadows work fine, but the water isn't reflective at all. It looks like the normal Minecraft water with extra animation. And Vibrant is useless as it turns water completely opaque.
Sadly, Enhanced Default looks nothing like the screenshots for me. Shadows work fine, but the water isn't reflective at all. It looks like the normal Minecraft water with extra animation. And Vibrant is useless as it turns water completely opaque.
Hm try updating optifine and your gpu drivers. If it's modded water it must be added to the ids in block.properties.
Vibrant shaders v1.25 released!
Changelog:
- Added an antialising section to the shader options.
- Added TAA (Temporal anti-aliasing)
- Added an ingame option to toggle the quality of TAA (Fast|Fancy)
- Added adaptive sharpening (causes some issues with emissive blocks, disabled by default)
- Added an ingame option to adjust the sharpening strength.
- Added an ingame option to toggle the blue underwater color tint to the fog section.
- Reworked and improved custom textured skybox support, now also supports daytime.
- Changed option default skybox, now auto disables shader sun and moon, since using default skybox enables default/textured sun and moon.
- Added option skybox blend factor, allows you to tweak the color amount of the shader sky mixing with the default skybox texture.
- Removed option shader moon. If no resourcepack is present default skybox will only enable default sun and moon texture and auto disable custom moon and sun.
- Added support for default sun texture.
- Default stars are no longer supported, use a resourcepack with a skybox texture instead or just use the shader stars.
- Reworked clouds dithering / filter.
- Updated nether shaders to support some new features, will probably be rewritten in future updates.
- Minor water adjustements.
I'm using Custom NPCs, and I'm having 2 problems: one problem I'm having is that the speech balloons are nearly invisible, and the other is that the custom eye overlays flicker constantly. Is there any way to fix that? is there a setting I'm missing?
Thank you Sildur, but we found the problem. The Betweenlands has its own shader code, and one of their items was breaking depth rendering in shaders. The author patched it today.
There seems to be a bug in your Vibrant shaders that turns underwater entities viewed from outside the water appear transparent. This can be seen on mobs, items and chests.
Vibrant shaders v1.26:
- Improved lighting during day-night transition. (sunrise, tick 23000 and sunset 12700)
- Added support for morning Fog and and option to toggle it. (Increased fog density during sunrise, disabled by default)
- Updated 2D cloud visuals.
- Updated clouds option, now supports: 2D Clouds, Volumetric Clouds and 2D + Volumetric clouds.
- Reworked shadows rendering.
- Improved shadows quality and distance rendering.
- Added an ingame option to adjust the shadowfilter quality.
- Added support for variable penumbra shadows. (The farther shadows are away from their source the more soft they become)
- Improved lighting support if shadows are disabled.
- Improved adaptive sharpening.
- Improved volumetric clouds visuals if TAA is enabled.
- Improved overall performance by reducing clouds sample quality since TAA filters it now. If you disable TAA increase clouds and reflections quality.
- Improved shadows quality if TAA is enabled.
- Improved volumetric lighting quality if TAA is enabled.
- Reworked and improved caustics. (Still work in progress)
- Fixed flickering caused by ambient occlusion.
- Fixed and improved water rendering during night time and in caves.
- Fixed lightning strikes / thunder rendering.
- Updated option shadows render distance, expanded it's value range and turned it into a slider.
- Updated option shadows resolution, expanded it's value range. (previous extreme is now called insane)
- Updated option cloud quality, expanded it's value range and turned it into slider.
- Updated option cloud reflections quality, expanded it's value range and turned it into slider.
- Updated option cloud height and turned it into a slider.
- Updated option skybox blend factor and turned it into a slider.
- Updated option Sun/Moon angle and turned it into a slider.
- Updated option brightness and contrast, both are sliders now.
- Updated option overworld fog density, expanded it's value range and turned it into slider.
- Updated option underwater fog density, expanded it's value range and turned it into slider.
- Updated option parallax mapping render distance, expanded it's value range and turned it into slider.
- Updated option parallax mapping depth and turned it into a slider.
- Updated option minlight, now called Minimum Light, expanded it's value range and turned it into slider.
- Updated option adaptive sharpening amount and turned it into a slider.
- Updated option waves amplitude and turned it into a slider.
- Updated option wave size and turned it into a slider.
- Updated option caustics strength expanded it's value range and turned it into slider.
- Updated option rain noise and turned it into a slider.
- Updated option Cloudsblur, now called Sky blur.
And another release, v1.261 is out now, fixing and improving things.
Changelog:
- Improved performance by about 10-15% (various code optimizations)
- Updated and improved nether shaders.
- Added ingame option Shadowmap Quality. It's streching the shadowmap, lower values increase shadow quality. Higher values reduce shadow quality but also increase performance.
- Fixed various compiling errors on AMD and Intel gpus.
- Fixed and restored support for older minecraft versions. (1.7.10 - 1.14.4 fully supported again, 1.8.9 and newer REQUIRE optifine preview verions)
Note: Due to driver issues penumbra shadows only work on nvidia graphic cards running windows. It will be force disabled on other graphic cards.
Hey, I still have a small problem with the rain reflections. The light reflections go on like shown on the screenshot (tho the old problem with the weird ripples are gone). Is it going to be fixed with the next update or is it on my end, and if so how can I fix it?
I'm still on windows 10 (64 bits) and with a GeForce GTX 1050 Ti
I'm loving the look of the caustics though ^^
hm that's gay i like it
Known issue, but fixing it might cause quite a performance hit, it's on the todo list.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
hullo! having an issue, i put sildurs lite in with pixagraph texture pack. and it did some weird things with a chest and lights and underground mobs...i thought it might be the textpack so i took that out, wasn't, still did it, was wondering if i could get some help please?
EDITED cuz i spelled pixagraph wrong whoops
Try updating your gpu drivers
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I have an idea, what about optional Volumetric clouds in the style of vanilla? Like how Vanilla Plus did it.
Enhanced Default v1.10 released!
Changelog:
Credits to Chocapic13, TAA and adaptive sharpening implementations are based of his code:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1293898-1-14-chocapic13s-shaders
Downloads:
https://sildurs-shaders.github.io/downloads/
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I'm using the Vibrant shader with Roguelike Adventures & Dungeons and absolutely love it. However, after today's RAD update I can't see underwater (it's opaque dark blue), and the surface of the water has an odd speckled pattern as if it's reflecting something that isn't there. This doesn't occur on my backup from the previous version of RAD. Any idea what changed?
If it helps, your Enhanced Default shader works perfectly in both versions of RAD.
EDIT: Correction, I can no longer see underwater in the backup profile either, and yet neither Optifine, the shader, nor my nVIdia drivers have been updated recently. Very strange.
Sounds like a mod issue to me since this only started after you updated it. Enhanced default usually works well with mods due to the way I wrote it.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Would it be possible to port the motion blur from Vibrant over to Enhanced Default? I really like the way emissive textures create streaks when I look around in Vibrant, but I prefer the resource pack compatibility of Enhanced Default.
Enhanced default already has the same motionblur code, the streaks are caused by bloom.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
That's odd, for me the streaks still appear with bloom disabled. I attached some some screenshots where I tested this. Bloom is disabled for all of them except the last one. The last one has it enabled at default strength.
https://imgur.com/SrKrChr
https://imgur.com/yPvZA1Z
https://imgur.com/hnB6mu8
https://imgur.com/QJUGd12
https://imgur.com/QpewEjF
I made some small local changes to Enhanced default, which is why the packed ice has (non-wavy) reflections. I didn't touch anything related to motion blur or lighting, though.
Sadly, Enhanced Default looks nothing like the screenshots for me. Shadows work fine, but the water isn't reflective at all. It looks like the normal Minecraft water with extra animation. And Vibrant is useless as it turns water completely opaque.
Hm try updating optifine and your gpu drivers. If it's modded water it must be added to the ids in block.properties.
Vibrant shaders v1.25 released!
Changelog:
Downloads:
https://sildurs-shaders.github.io/downloads/
https://sildurs-shaders.github.io/changelogs/#vibrant
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I'm using Custom NPCs, and I'm having 2 problems: one problem I'm having is that the speech balloons are nearly invisible, and the other is that the custom eye overlays flicker constantly. Is there any way to fix that? is there a setting I'm missing?
Thank you Sildur, but we found the problem. The Betweenlands has its own shader code, and one of their items was breaking depth rendering in shaders. The author patched it today.
Thank you Sildur!!! Been waiting so long for this version (1.25) because of the custom skybox
There seems to be a bug in your Vibrant shaders that turns underwater entities viewed from outside the water appear transparent. This can be seen on mobs, items and chests.
Also, they aren't affected by refraction.
Ignore this. Answered my own question.
Vibrant shaders v1.26 released!
Changelog:
Downloads:
https://sildurs-shaders.github.io/downloads/
https://sildurs-shaders.github.io/changelogs/
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
And another release, v1.261 is out now, fixing and improving things.
Changelog:
Downloads:
https://sildurs-shaders.github.io/downloads/
https://sildurs-shaders.github.io/changelogs/
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord