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MinecraftShaders

My minecraft shaders for minecraft. This project will receive a lot fewer updates than usual for the coming 1-2 weeks

TODO List

New TODO list:

  • Use noistex to generate perlin and simplex noise. This will useful for the fBm noise use in VL cloud rendering
  • Screen space reflections
  • Realistic ocean waves
  • Reflective shadow maps
  • Multiple scattering atmosphere
  • Move the gbuffers files into one program
  • Proper waterdroplet on camera simulation
  • Add a focal engine branch once focal engine goes public, and rename this branch to optifine branch

Old TODO list:

  • Add forward rendering for gbuffers_water and other forward shader stages
  • Improve shadows while optimially keeping shadowDistance around 128.0f and shadowResolution under 2048
  • Add other programs - mostly done
  • Organize the shader files in a better manner
  • Specular map (labpbr)
  • Add better support for plants (subsurface scattering and waving plants)
  • Sky rendering (volumetric clouds and atmospheric scattering, ozone absorption ) - cloud rendering needs to be reworked
  • Bloom - needs more tuning/fixing, maybe switch to bloom tiles
  • DOF
  • SSAO
  • SSR
  • Reflective shadow maps
  • Revisit volumetric lighting and try to implement it properly
  • Give the shader a name
  • 2D clouds, like the one in void 2.0 and seus v10.1 - I don't have cloud streaks but the current implementation is enough for now
  • Water droplet effect on the camera
  • Use a LUT for atmospheric scattering
  • Fire volume rendering - too difficult and uncessary
  • Use a more realistic method for plant displacement, like the one used in SEUS v10.1
  • Color temprature and more accurate sun color
  • Add support for oldPBR and other resource packs as well
  • Proper day night transition
  • Adjusted values for torch and sky lightmap
  • Star rendering - sort of? but it looks terrible
  • Additional tonemap support
  • Fog
  • Combine deferred gbuffers and forward gbuffers into a common file
  • Improve shadow quality

Known issues

  • Atmosphere looks bad and isn't completely physically based
  • Translucent items do not have proper forward rendering when dropped
  • Shadows of translucent items do not appear when held in the players hand
  • Shadow acne at the bottom of the shadow map due to shadow distortion
  • Volumetric lighting has an unintended cloud layer above the player
  • VL also is barely visible in small scenes and maybe a bit too much in large scenes
  • There is no fog for parts of the world behind the player due to the forward mie scattering that takes place in VL
  • The waving plants start shaking quickly when transitioning from rain to clear or clear to rain

Works used

This shader is based of the works of: