A work in progress shaderpack for Minecraft.
- LabPBR support
- Fully forward rendered translucents even with SSR
- PCSS 'Variable Penumbra' shadows
- Volumetric clouds, fog, and water
- Cloud shadows
- Global illumination
- Auto exposure
- Nice bloom
- Cloud shape overhaul
- Biome based weather
- iPBR
- Ambient Occlusion
- Motion blur
- Skyboxes/atmospherics for other dimensions
- Floodfill
- Improve performance
TAA
- Banners don't render well
- Colours are ghastly
- Reflections on hand broken
- Ghosting on clouds when player moves
- Artifacts in atmospheric fog near the horizon
- Water waves broken on AMD
- Artifacts around edge of screen with DoF enabled
- GI noisy and bad
- Eric Bruneton - Precomputed Atmospheric Scattering
- Capt. Tatsu - FXAA from BSL Shaders
- Ary - SMAA Implementation
- Jessie-LC - various utility functions
- Tech - Help with subsurface scattering
- Belmu - Reference code for SSR
- Zombye - GGX VNDF Sampler
- Moments in Graphics - blue noise texture
- Experience.Monks - Fast Gaussian Blur Functions
- Sebastian Lague & SimonDev - YouTube videos used for reference on clouds.
- Geurrilla Games - Area light sources for specular highlights
- The members of the ShaderLABS Discord server who have helped me get this far learning how to do all this
- Many other people, there are links scattered throughout the code