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Im really with skl stuffs these and did not have quite a lot of time to code like before. Since I have not posted a devlog in a long time, I’ll just briefly explain some simple changes/updates that were done.
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The shader was approved on Modrinth and
CurseForge (). We also recieved decent amount of
downloads combined. Check out below:
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A custom LICENSE file has been created to suit all the rules and regulations. And previous LICENSE based on GPL 3.0 was removed. Find it here:
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Gamma correction value has been altered. The day might look a little pale in color than before but it ensures that the night does not black out completely
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Reflection of moonlight on water is visible now (no performance cuts)
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Yoo, Im back after a long time, cuz I was really busy and tired with the school works, exams etc. Today I was bit free so I did lots of testing, debugging, editing etc. and then prepared the shader for a beta release on modrinth.
I got nothing much to say cuz I’m really sleepy isw. And this ain’t the end, not the final version so please report bugs under any latest devlog here and i’ll look after it
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This project was marked as “Super Star Project”! and I would like to thank all of you who have interacted via following, commenting etc. cuz its an important milestone for our project. tysm once again…
Some quite simple changes has been done in this log such as:
- Altered wavering effect to water to bare minimum value (unnoticeable tbh) so that when shadow falls on it, the shadow sort of move.
- Added a hover me button on the pack settings with some parts of README section (also read the note)
Honestly the changes seems simple but the second change was kinda hard cuz it’s not that simple to make desc. of texts appear on buttons but credits to iris documentation, I made it into hovering style instead with the help of it. I’ll see if I can add more things to it … cya
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Feeling a bit lazy today cuz it’s sunday but I still made some updates, from the last log, I’ve fixed the water opacity issue (the water is now in 1 color across all y-angle) and now I’m mostly debugging and making small changes here and there, like updating the readme, seeing if certain blocks render properly etc.
So far we are mostly done for a good optimized shader but I think there might be some things missing that I haven’t looked after- like today when I was working with the water shader files on overworld but then I remembered that I forgot to add the files for water to the end dimension (excluding nether here cuz water don’t work there yk).Which would have made water appear like normal vanilla ones.
So there might lots of other stuffs im missing out. Once I make every major fix, I’ll upload the shader to modrinth so that you guys can review and give me feedback on it.
Updates done:
- Fixed water opacity issue across the y axis from the crosshair horizontally.
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Today I was working on improving the water, I did some noticeable improvements but it still has one issue, at different y angles the opacity of the blue color of water changes. So I will try to fix next time or keep it as it since its not a big visual issue. Also found another problem at End, when I hit the ender mobs they do not render the red effect. Therefore i’ve encountered 2 minor issues. Hope i’ll be able to patch it… bye
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I really felt dumb after spending over 4 hrs trying to fix the last 2 issues, ill tell you why. The issue with grainy effect on the sky can’t be fixed, some of my friends told it kinda looks good like a galaxy with millions of star and there isnt any point of working on it if Im not able to patch it. And here where it gets interesting. The first issue was where I spent most of the time, to then discover that the fix was sitting just on a different directory. I tottaly forgot that I’ve patched mob texture issues before with the help of gbuffer_textured f/v shader files, so I just copied them from overworld and pasted them on world1 file and everything got fixed. I was really dissapointed tbh. So the fixes were:
- Copying gbuffer_textured f/v shader files & gbuffer_terrain_lit f/v shader files to world1
- Copying gbuffer_textured f/v shader files to world-1
So basically we got our shader made but we can’t be just releasing on modrinth like this. We need to test with older version, check various scenarios to see if things break, improve some current elements like water, maybe add reflection etc. Please let me know if you have suggestions…
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I’ve finally fixed the End dimension the shading works well and also added aurora effect in the sky (this genuinely required help from claude), and the good news is it does not effect fps much or even at all. Also there is an alternation in sky light between the cheese yellow and slight pink (u can see the variation in both images). But I ran into 2 different issues here:
- The ender mobs (enderman,mites, dragon) are not rendering their purple from their eyes aka no eyes.
- When moved to outer end island or when dragon is killed in main island, the sky seems to render the grainy effect (which looks a bit odd like its a whole milky way)
So, I’ll try to patch it today night, cuz these are some common shader issues while making one, there are enough documentation from various sources like iris, shaderLABs etc. Wish me gl!
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I’m really tired today after juggling school works and this project at the same time, as of now I made a pretty basic shader, the lighting work (as you can see the light from the torches) but the shadow is sorta broken, its not appearing and the whole world kinda look way too lit up (when Im far from the ender dragon’s main island). Imma peace out for today and will try to patch it tmrw.
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Just did a little work some code cleanup and also made the end files inspired by shaderLABS which were similar to nether files but certain things like change in color filter of sky for end is needed. I’ll try to add the end shader update on the next devlog. CYA…
[wrong file image, sry it should have been world1 folder, imma edit it later]
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I thought the nether was gonna work with the same shader files from the overworld but when I went through the portal, I saw a different story. Everything looked dark, dark as if it was nighttime during overworld but with no moon, also realised that the entities had a transparent body. So these 2 issues were fixed along with the nether shader base when I made it. Things that were done are:
- Fixed nether lighting
- Added shadows
- Removed fog codes from composite.fsh
What I have noticed was that I got slight better fps in nether than overworld cuz lots of parts of nether consist of wasteland biome which has less structures and vegetation.
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I started making it way before Stardance cuz I was planning to submit it to Lumen but unfortunately Lumen ended (I was working towards getting a GPU) and I was not able to finish my shader by then.
(I spent 10+ hrs of which 3hrs were logged, but not shown here since I logged them before Stardance)
As of now its a very lightweight & basic shader, but honestly I think its sorta visually appealing (at least for those who got no ded. gpu).
I myslef is use my father’s ancient PC from 2013 with no GPU (MC crashed over 20 times while debugging) and Ik the pain of others who runs their game at bare bones low settings, so I hope this project will come in a help for them as I’ll try to make the shader as optimized as possible.
As of now the overworld is sorta complete with these features:
- Fake sun/moon rays
- V. weak Fog
- semi-realistic fresnel water (still in dev.)
- Shadows, Lighting etc.
In my next devlog i’ll update the nether a little more to make it look standout.
And I think my logs are not gonna have good amount of time logged in cuz im using Win7 and Hackatime does not work, so I’ll have to manually edit codespaces and local shader files while testing.