
Due to a change in particle rendering, particles cannot be rendered and lit properly. All the new blocks and light sources should properly contribute to GI. Helps apparent clarity in lighting with HRR (particularly with grass and leaves) and gives nice contact shadows with POM
Reworked screen-space shadows: much more accurate and tighter shadows. New (work in progress) motion blur technique which properly blurs foreground motion and no longer makes HRR obvious by revealing jagged low-res edges (walking past grass or leaves close to the player shows the new improvements well). These areas should look much more realistic now (especially when lighter materials make up the interior space)! Fixed incorrect loss of energy in secondary light bounces which caused indirect lighting to look too dark, particularly in closed spaces/interiors. "Filmic" is the alternative setting which softens the rendered image before it's tonemapped which gives a more filmic and less video-gamey look at the cost of image clarity. Set to "Sharp" by default, which essentially does nothing. New shader option: Anti-Aliasing > Pixel Look. Enables interpolation of the heightmap driving displacement, leading to smooth slopes. New shader option: Surface Options > Smooth Parallax Surface. redstone dust can look "embedded" on the block it's placed on!) Fragment depth modification allows all kinds of cool stuff: "free" screen-space shadows (sunlight and GI), proper reprojection under motion, and displaced intersections on some blocks (depending on geometry and textures, e.g. Parallax Occlusion Mapping, finally! This is a totally new approach to POM that I've been working on for some time. Improvements to "HRR" tech: less ghosting and better image quality in general. There are a few cool new features as well though! Here's what's new: This version is mostly just an improvement to HRR (Half-Resolution Rendering) tech I've been working on for a while. This will influence whether I feel it's worth keeping as a permanent new feature or not. I'll be posting a poll soon to get a general idea of what you guys think of HRR after trying out this version. That bug I mentioned above has been driving me crazy, I can't seem to fix it. I'm sorry for the long wait! It's taken a while to get things dialed in properly, the new improvements to HRR require tweaking of many parameters which can all throw each other off. There is a bug in this version that causes off-screen geometry in reflections to appear black, doing this is a workaround for now.
This is new functionality, I kept going back and forth on this, let me know what you think! "Stable" is the way HRR has behaved previously, which makes the AA prefer to keep history in order for a more stable image.īLACK REFLECTIONS BUG WORKAROUND: When you first get in-game, or whenever you load a new resource pack, press F3 + R to reload the shaders. Set to "Responsive" by default, which makes the AA algorithm prefer refreshing the image more quickly when changes occur.
Added new shader option: Post-Processing Settings > Anti-Aliasing > AA Style. Fixed issue with HRR where darker areas were less responsive/had more ghosting. Fixed new issue caused by bad placeholder tonemapping that I forgot to revert (caused gross banding in dark areas).
#SMART PIXEL I DONT HAVE THE ADVANCE SETTINGS OPTION UPDATE#
Update "SEUS PTGI HRR Test 2.1" (Dec 21 2020) changelog: Resource Pack: HardTop Vanillaccurate (OldPBR variant)