Requires Iris 1.8+
Improvements
- Light index culling has been improved further
- Partially fixes lights disappearing behind the camera. This can't be fully avoided without sacrificing performance, due to CPU-side culling
- Per-tile culling now uses a combination of player and view space bounding boxes for more aggressive culling, improving performance
- The quality of clouds has been improved
- Some calculations are now more accurate
- Varyings are now fewer and don't get interpolated when not neccesary, improving performance slightly
Fixed Issues
- Auto-generated normals cause compile failures on AMD drivers (reported by power, XRTerra, R3li and _ecliptix)
- The fix for this actually isn't tested, since I don't have an AMD GPU. Please report any issues that remain
- Sky color sRGB -> linear color conversion is slightly off
- Block breaking animations are invisible
- This is the same issue causing some other things to be invisible, which will be fixed in later updates
- Bloom & Compass fail to compile
Requires Iris 1.8+
New Features
-
Implicit normals and normal map support 🎉
- Implicit normals currently cause compile failures on some AMD GPUs! Please enable RP Normal Maps if the shaders fail to load
Using Meteor
Using purely auto-generated normals and smoothness
Improvements
-
Further major improvements to index-based lighting
- Lights are now de-duplicated based on position, concurrently with shadows, volumetric light and sky rendering
- Lighting Level Of Detail is now based on range, significantly improving performance with almost no visible effect on quality
- Added LOD Falloff and Lava LOD Bias options
- The light index is no longer recreated every frame
- The rate at which this happens is now controlled by the new Index Rate option
- Tiles/work groups now only allocate memory for part of the global index, which works well because of highly effective culling
- The ratio between global and local index size is controlled by the new LDS Ratio option
-
The shader pack options screen has been completely redesigned
-
Dynamic Color Grading has been rewritten entirely
- The implementation is now multi-threaded and uses significantly more samples to gather accurate color data from the screen
-
Implicit smoothness calculations are now relative to average surface brightness
- This should make smoothness more consistent between materials
-
The FXAA implementation has been improved
- Fixed blending in the wrong color space
-
More uniforms are now combined
-
Precision of color and data buffers has been increased by using better packing
Fixed Issues
- Block light is incorrect on translucent geometry
- Indexed light sources sometimes flicker (reported by Farmer_Markus)
- Lava & water fog color is incorrect
- Shadow mapping is enabled in the nether
- Opaque hand and handheld items render at the wrong depth
- Volumetric Light is inaccurate and causes light leaks
New Features
- Iris 1.8+
- Iris 1.8 removed support for negative block IDs, which were previously used by RenderPearl
- The update also added additional shadow programs and the ability to disable sky and star rendering, which are now used by RenderPearl to improve performance
- Light index-based lighting now enabled by default!
- Due to significant improvements to the structure of the shader pack as well as the lighting calculations and culling, both Colored Light and Glossy Reflections are now enabled by default
- Implicit surface smoothness & improved specular map support
- When specular maps are disabled, smoothness values are automatically generated based on surface luminocity. More customization of this feature will be available in the future
- Completely custom sky rendering
- Significantly faster than the Vanilla Minecraft sky
- Still slightly unstable and may not look right all the time, which is part of why this release is marked as a beta
- Hand Light option
Improvements
- Compute-based post-processing and deferred rendering
- This significantly improves performance in many situations due to less unneccessary processing, fast shared memory and asynchronous processing
- Translucent terrain is still forward rendered using a technique similar to that in RenderPearl v2.1, though this is subject to change
- Fog can now be disabled (requested by Baldous_)
Fixed Issues
- Enchantment glint is broken in the nether (reported by Stonease)
- Light Level Visualization is incompatible with some drivers (reported by Paragoumba)
Only supports Iris 1.7.x
Minor Fix
- Applied textureMatrix in all gbuffers-style programs to improve future and mod compatibility
Major and Minor Bug Fixes
- Fixed FXAA causing a compile failure on AMD drivers (found by Robyn_smh)
- Fixed DCG Peak Sensitivity range and changed default value to
3
- Disabled dynamic hand light when Light Level Visualization is enabled
New Features
- Minimum Peak DCG option
Other Changes
- Made manual color balance preserve luma
- Disabled emissive emerald and lapis blocks by default
New Features
- Dynamic Color Grading:
- Uses data from multiple frames to automatically adjust exposure, color balance and black point before/during tone mapping
- Replaces Automatic Exposure
- Held dynamic light sources
- PBR Neutral and SBDT tonemap operator support
- Specular Map support (a bit more properly this time!)
- Small utility features (can be found in Misc):
- Light Level Visualization
- Simple compass overlay
Experimental
- Colored Block Light:
- Colored light with glossy BRDF-based reflections, with brightness based on Vanilla lighting
- Uses both SSBOs and Custom Images
- Varies significantly in performance and quality
- SMAA - Enhanced Subpixel Morphological Antialiasing:
- An alternative to the existing FXAA that preserves more sharpness and clarity
- Currently experimental in RenderPearl due to some issues with it's implementation
Improvements
- Switched from Phong to BRDF lighting
- Improved shadow quality and performance using a fast gaussian blur approximation:
- Can be toggled for solid and translucent shadows, or disabled to use the Linear and Off (Nearest) blur options
- Improved the skylight color calculation
- Used faster texture sampling functions where possible
- Switched to RCA Sharpening
- Made moon phase affect moonlight color
- Lava is now recognized as a fluid and has waves!
- Switched to a more accurate sRGB <-> Linear conversion
- Renamed Translucent Shadows to Subsurface Scattering, and improved its quality and performance:
- There is now another list in
block.properties
containing blocks affected by SSS (which can only be of cutout type)
- There is now another list in
Removed Features
- Variable Penumbra Shadows (because it didn't work with the new shadow blur)
- Reinhard-Jodie Tonemap Curve option
- Emissive Flowers and Fungi options (as they were incompatible with the new SSS)
- Cloud lighting calculation (which didn't even work)
Other Changes
- Reverted default profile back to High
- Lowered default Volumetric Light amount
- Enabled RCA Sharpening by default
- Disabled shadow interval snapping
Fixed Issues
- Dropped items render incorrectly
- Enchantment glint animation is frozen (reported by drakray)
- Entities are treated as water in the shadow pass
- The
BLOCK_EMISSION_ATTRIBUTE
Iris feature is used but not marked as required - Some post-processing effects run in the wrong order
Improvements
- Significantly improved Shadows and Volumetric Light
- Volumetric Light is now enabled by default and has three new customization options: VL Base, Sun and Sky
- Lighting now uses shadow samplers, allowing for smoother shadows and light rays
- Modified Light Color
- Shadows & Colored Shadows are now always enabled
- Shadow Distance Culling is now 3D, improving performance
- Added Shadow Fade option (Misc)
- Waves now cast shadows
- Rewrote most of gbuffers, removing unnecessary calculations and alpha tests, allowing the use the GLSL Early Fragment Test instead of a custom depth test, simplifying the code, fixing shadow rendering while moving the camera and possibly improving performance
- Improved Clouds
- Made more blocks and items emissive and added a range of brightness (1-15) for emissive blocks
- Modified FXAA (no longer based on BSL)
- Optimized FXAA and Sharpening
New Features
- Added Phong lighting with Specular Reflectivity & Shininess options
- Replaced Sun Brightness with Sun & Sky Bloom options
- Added Color Format, Skip Clear and Immutable Constants optimization/misc options
Fixed issues
- Hand lighting direction is incorrect
- Block Entity rendering in The End doesn't work
- Shadows don't render on Entities
- Improved and added more Tonemap Operators
- Changed default: Reinhard-Jodie -> Uchimura
- Expect colors and brightness to be significantly different (you can undo this by switching back to the old default)
- Added Waves on water
- Height and Speed is customizable
- Added Bloom (disabled by default)
- Strength and Radius is customizable
- Moved Color options to a separate menu and added Saturation slider
- Improved Sky, especially at night
- Added Shadows in The End
- Fixed Nether lighting
- Simplified Variable Penumbra Shadows, improving overall shaderpack performance by about 15%
- Changed order of Post Processing effects, removed a built-in color filter and enabled Automatic Exposure by default
- Improved Fog calculation
- Added Volumetric Light (disabled by default)
- Disabled Translucent Shadows by default
- Recalibrated Shadow Bias and fixed close up shadow artifacts
- Made more blocks emissive
- Sun is now hidden when it's raining
- Removed Emissive Map support
- Changed default Emissive Color value: 15 -> 13
- Changed Emissive Color value range: 10-30 -> 10-20
- Changed default Sunlight Strength value: 40 -> 30
- Improved some option descriptions
- Major changes to how Shadows and Fog work
- Switched from deferred to forward rendering
- Shadows now apply to transparent surfaces (even multiple layers!)
- Improved Colored Shadows
- Removed Shadow Blur Quality option
- Lowered default Shadow Distance to 10 chunks
- Added Vignette & Underwater Overlay support
- Improved how Emissive Blocks & Items work internally
- Added a lot of new emissive blocks
- Also added Emissive Flowers and Emissive Fungi options
- Added Translucent Shadows option
- Allows sunlight to slightly shine through thin surfaces like banners and leaves
- Significantly improved lighting in The Nether and The End
- Increased Lava Fog
- Removed Exposure option as it was causing issues with colors.
- Colors should now be significantly more vibrant and Vanilla-like
- Added Water Transparency option
- Changed Sun Brightness range from 1-10 to 1-5 with smaller increments
- Fixed bugs:
- Flickering when sunlight is parallel to a surface
- Transparent hand
- BurgessHDR Tonemap Operator causing error
- Sharpening option causing error
- Fixed dark Fog at night
- Made Shadow Distance an option in the shader pack rather than using the Iris option
- This allows the shader pack to know the current Shadow Distance and skip checking for shadows outside, improving performance
- It also allows Shadow Distance to be controlled by the current Profile
- Updated GUI
- Adds a little symbol to show approximate performance impact of each option
- Red - High
- Gold - Medium
- Yellow - Low
- Aqua - None
- Adds a little symbol to show approximate performance impact of each option
Almost the entire pack has been changed in this update, and some of the most important changes include:
- Updated to support and make use of...
- Minecraft 1.19.4
- Iris 1.6
- GLSL 4.60 Core (mostly)
- Significantly improved performance
- Removed support for OptiFine
- Simplified and improved Colored Shadows to no longer depend on block.properties
- Removed Bloom because it made the pack to a lot more complex and didn't look very good
- Updated GUI
- Removed "POM" because it didn't work properly
- Removed Color Precision and Noise Texture Resolution settings as they weren't useful
- Reduced file size and count
- Improved Emissive Items
- Lots of bug fixes