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- Vibrant shaders v1.21:
- - Added support for MC 1.14+ (waving entities, new emissive blocks)
- - Updated shadows code and reduced shadow acne. This might improve performance on lower end systems slightly.
- - Added an ingame option to adjust the volumetric clouds height, found in the sky and lighting section. (yes you can also fly through them)
- - Updated water color slighty, made it a bit more blue.
- - Added a new ingame options section called Colors.
- - Added an ingame option to adjust water color found in the new Colors section.
- - Added an ingame option to adjust color contrast, found in the new Colors section.
- - Added an ingame option to adjust color brightness, found in the new Colors section.
- - Removed ingame option colorboost. Contrast and brightness allow you to fine tune colors better.
- - Added waving water and an option to toggle it.
- - Added an ingame option to adjust the amplitude (height) of water waves.
- - Updated waving lilypads to be in sync with waving water.
- - Added an ingame option to adjust the noise amount of rain reflections. Higher values mean less noise.
- - Added a new ingame options section called Shading.
- - Moved Ambient occlusion to the new shading section.
- - Added an ingame option to adjust the ambient occlusion strength/amount.
- - Moved Celshading to the new shading section.
- - Updated celshading code.
- - Added an ingame option to adjust the border thickness of celshading.
- - Added an ingame option to adjust the search radius of celshading.
- - Moved option Moonlight to the Sky & Lighting section.
- - Reduced buffer accuracy resulting in a small perfomance increase!
- - Expanded values range of option minlight. (0.002 - 0.02)
- - Fixed broken reflections on MacOS with amd cards.
- - Fixed broken parallax mapping on amd cards running linux drivers
- - Updated overworld fog color slighty, gave it some of that blue color back, like it used to be in older versions.
- - Volumetric lighting now auto disables godrays since they're not compatible.
- Vibrant shaders v1.20:
- - Added a reflections section to the option menu.
- - Added rain reflections, wetness effect while and after raining. Enabled in high and extreme by default. (WIP)
- *Note: This requires optifine 1.13.2 E7 pre2 for now, if you don't use that version disable the biome check, see below. Upcoming optifine updates for older versions should fix that.
- - Added an ingame option to disable the biome check for rain reflections / wetness. Turn off the biome check if rain reflections / wetness won't show up.
- - Added an ingame option to disable water reflections (all reflections actually)
- - Merged lite and main branch, meaning that lite users can now enable water reflections if they want to. Let me know of any performance regressions!
- - Various code optimizations and refactoring
- - Moved ice and glass reflections to the new reflections section.
- - Moved cloud reflections and cloud reflections quality to the new reflections section.
- - Adjusted the raytracer used for all reflections, very slight decrease in quality but about a 10% performance increase!
- - Added an ingame option to adjust the default sun and moon angle to the sky options section.
- - Fixed various amd drivers bugs. Latest amd driver (19.2.3) should work fine now. Thanks to Tinyds for testing! (tested on a RX580)
- - Fixed lighting on entities underwater / in water.
- - Fixed emissive lighting on rain/weather, ingame changes to emissive lighting will now affect it correctly.
- - Fixed blurred hand in nether if depth of field was enabled
- - Fixed various issues with water and sky rendering
- - Fixed/removed beacon beam shadows
- - Fixed entities rendering while raining
- Vibrant shaders v1.19:
- - Added support for blindness (effect blindness, black fog)
- - Added support for nightvision
- - Added lava fog while under/in lava
- - Reworked and improved bump and parallax mapping
- - Replaced option section Parallax mapping with Normal map
- - Replaced option parallax mapping with RP support, toggles between off/bumpmapping/parallax
- - Added ingame option RP Resolution, set it to your resourcepack resolution or higher to make pom smoother.
- - Added parallax mapping support for x32 textures.
- - Added ingame option POM Depth, adjust to your liking.
- - Added ingame option POM Distance, adjust the distance at which parallax mapping renders.
- - Moved option water texture to the new Normal map options section.
- - Improved volumetric clouds color-blending while raining
- - Fixed flashing water on amd cards, introduced in driver 18.8.1+ (workaround)
- - Fixed weird outlines on amd cards. (workaround, cloudsblur will blur distance land abit, only on amd cards)
- - Fixed black sky while raining and being underwater
- - Fixed broken sky while raining when looking through stained glass (transparent blocks)
- - Minor code optimizations
- **I know rain reflections, puddles, wetness was requested alot, there's a wip version in lite, it doesn't have reflections yet.
- Just letting you guys know, that I'm working on it..**
- Vibrant shaders v1.18:
- - Improved sky during sunrise and sunset (transition from sun and moon, ticks 12250 and 23000)
- - Improved water refraction and caustics.
- - Minor code optimizations.
- - Added custom stars and an ingame option to toggle them. (ty robobo1221)
- - Added ingame option default skybox/stars to the sky options screen, causes some lighting issues with the sky during sunset and sunrise.
- - Disabled support for default stars / skybox by default.
- - Disabled alternative weather angle by default, you can still turn it back on if you want to.
- - Fixed a bug caused by optimizations which caused certain particles to not render against the sky - firework particles finally work!
- - Fixed option shader moon, it will now enable the default moon once it's disabled.
- - Fixed tallgrass / doubleplants from waving out of sync in 1.13+ (top and bottom half)
- - Fixed a bug with the horizon while underwater.
- - Found the cause of broken block animations, fixed in optifine pre6 and newer.
- - Removed default underwater texture overlay
- Vibrant shaders v1.173:
- - Added ingame option cloudsblur, blurres the sky abit, making volumetric clouds less "noisy", enabled by default, very low performance hit. Unfortunately it won't work with MB or DoF enabled.
- - Now works with 1.12.2 and below. 1.13+ requires optifine E3 pre4.
- - removed basic end shaders.
- Vibrant shaders v1.172:
- - Added ingame option minlight to the emissive lighting options, allowing you to tweak the brightness / min light inside caves etc.
- - fixed connected textures being reflective / textures with translucent layers
- want your custom block to be reflective? Add it to ice in block.properties
- - fixed depth of field blurring your hand
- - fixed underwater shadows
- - various code improvements
- Vibrant shaders v1.1712 Lite:
- - Fixed water for 1.13/1.13.1
- Vibrant shaders v1.171 alpha:
- - Updated underwater fog color, it's now based on sky color and changes based on time of day
- - Added support for underwater fog color per biome, it's now greenish in swamp biomes. (experimental)
- - Added options screen Emissive Light, containing sliders for red, green and blue - you're now able to change torch/glowstone/whatever color ingame.
- - Added support for block.properties, check it out if you want to add new IDs to waving entities or reflective blocks.
- - Updated parallax mapping code and fixed weird "warping" issues
- - Fixed underwater shadows
- Currently broken:
- Water and lava, their new nominal IDs won't work in the shadersmod, wait for optifine update
- Going inside underwater plants or certain underwater effects will break a function called IsEyeInWater, which in return breaks everything that uses this function, wait for optifine update
- Tall grass/Tall flowers, top half out of sync ..again
- Vibrant shaders v1.17:
- - Added volumetric clouds (They are faster than 2D clouds! ~15% performance increase)
- - Expanded cloud options in sky & lighting options screen.
- - Improved motionblur quality
- - Improved blending between sky and land if volumetric lighting is enabled (still prefer godrays)
- - Various code improvements and cleanup based on enhanced default resulting in minor performance boost
- - Removed an outdated ingame option previously required for mc 1.8.x
- - Increased texture visibility of water if watertex is enabled
- - Updated legacy code to new optifine standards (1.7.10+)
- Previous changes which you might missed:
- - Updated water visuals
- - Added ingame option water height found in parallax option screen.
- - Added ingame option water texture, it blends your resourcepack texture with the water color, so it might not be that visible.
- Vibrant shaders 1.166:
- - Fixed lighting on transparent blocks during night time
- Vibrant shaders 1.165:
- - Downported water from upcoming v1.17
- - Added ingame option water height found in parallax option screen.
- - Added ingame option water texture, it blends your resourcepack texture with the water color, so it might not be that visible.
- Vibrant shaders 1.164:
- - Fixed bloom in nether
- - Ported improved colored shadows from enhanced default to vibrant shaders!
- Vibrant shaders 1.163:
- - Fixed weird color issues on newer nvidia drivers (381.65, 381.78)
- - Added waving tallgrass
- Vibrant shaders 1.162:
- - Added water parallax mapping (medium - extreme, can be toggled in parallax mapping option, disabled by default in medium)
- - Added support for User friendly options. Update optifine to one of the many preview versions to make use of this:
- http://optifine.net/downloads
- The preview version for 1.8.9 no longer requires you to enable the ingame MC1.8 option! (OF author backported shadersmod improvements from 1.11.2)
- - Various code improvements
- - Improved water visuals, adjusted colors
- - Volumetric lighting now automaticly disables godrays
- - Fixed flashing black square caused by bloom
- - Fixed white border caused by bloom for fermi nvidia gpus and some intel gpus
- Vibrant shaders 1.161:
- - Fixed rendering of non moving entities (like chests, signs etc)
- - Fixed lines in water, thanks to Builderb0y
- - Fixed End shaders
- - Improved lighting on chests, signs etc.
- Vibrant shaders 1.16:
- - Reworked rendering system to fix a bunch of issues, see below:
- - Fixed stained glass colors near lightsources
- - Fixed entities rendering (players etc)
- - Fixed hand rendering
- - Fixed translucent blocks rendering (stained glass etc)
- - Fixed rendering of enchanted items (armor, weapons etc)
- - Fixed distance dof/blur, blurring your hand
- - Fixed motionblur blurring your hand
- - Fixed underwater shadows
- - Fixed block selection color (leads are a bit broken because of this)
- - Fixed rain on water/translucent blocks
- - Fixed light bleeding in caves
- - Fixed weird color issues on certain systems
- - Fixed lines in water thanks to BuilderB0y
- - Code optimizations to reduce potential errors on certain systems. (Like weird colors)
- - Improved support for translucent blocks, mods that add translucent blocks should work better now.
- - Improved bloom
- - Improved lens flare
- - Improved water caustics
- - Improved water ripples
- - Improved lighting
- - Improved motionblur
- - Improved ambient occlusion (it's now only enabled in extreme, because it causes huge slowdowns with lots of entities nearby)
- - Added Volumetric lighting (based off chocapics beta release, WIP)
- - Added an ingame option to toggle volumetric lighting, found in sky options. Disable godrays before enabling it.
- - Added waving beetroot
- - Added an ingame option to adjust the motionblur strength
- - Added an ingame option to adjust the bloom strength
- - Added an ingame option to toggle ice and stained glass reflections
- - Adjusted water colors
- - Adjusted colors, they were abit over the top.
- - Color boost can now be adjusted ingame:
- 0.04 = old color boost set to off.
- 0.2 = new adjusted colors
- 0.35 = old color boost set to on.
- - Removed dynamic handheld light due to rendering issues. Use the inbuild "Dynamic Lights" option from Optifine.
- Found in options -> video settings -> quality. Or options -> video settings.
- Known issues:
- - Bloom on torches can become to strong if they are next to each other because they light themself up.
- Vibrant v1.153:
- - Improved lighting on mobs in caves.
- - Fixed transparent mobs in nether for some intel and amd gpus.
- - Fixed hand flickering on some amd gpus. (tested on hd6870, driver 16.2.1)
- - Fixed nether sky being rendered ontop of transparent blocks.
- - Applied a temporary fix for transparent blocks in nether for all systems. It depens on your GPU how well it works / looks.
- - Applied a temporary fix for enchanted stuff, it shows the effect on some items but the colors are abit off. (requires optifine shadersmod, so 1.8+)
- Thanks to Vico, Turtac and Digitalshadowhawk for testing.
- *Know issues: Colors of stained glass and ice in nether might look abit off depending on the GPU (mostly amd and intel). Still released this patch because they are no longer invisible.
- Temponary fixes will be resolved in the future, I have to rework the way things are rendered to fix everything correctly.
- Vibrant v1.152:
- - Improved sky while raining on lite preset.
- - Fixed flickering on hand / handheld items (for intel gpus). Thanks to Vico for testing.
- - Fixed fog rendering in nether.
- - Fixed fog rendering through transparency in nether.
- - Fixed pixelated screen if bloom is disabled.
- - Fixed bloom option in nether.
- *Know issues:
- Transparency isn't rendering correctly in nether for Intel gpus, not sure why.
- Vibrant v1.151 hotfix:
- - Fixed issues with compiling the shaderpack on intel gpus.
- - Fixed text on signs if parallax mapping is enabled.
- Some undocumented changes, missing from the previous changelog:
- - Moon is now also drawn by the shaderpack, like the sun.
- - Added an ingame option to toggle the shader moon.
- If it overlaps with the default moon either disable it in video settings -> details -> Sun & Moon. Or disable the shader moon.
- Vibrant v1.15:
- - Improved shadow distance.
- - Shadows go through water now.
- - Shadows can be disabled now. (added an ingame option to disable shadows)
- - Added an ingame option to toggle shadows.
- - Light from emissive blocks now goes through water instead of ontop.
- - Almost full transparency support. (stained glass, ice etc)
- - Improved godrays.
- - Improved sky and general lighting colors.
- - Improved sun glow.
- - Improved water transparency.
- - Improved water visuals for all presets (lite - extreme)
- - Adjusted water colors.
- - Changed rain/snow angle, it no longer falls straight down.
- - Added an ingame option to toggle the alternative weather angle.
- - Fixed issues with particles and transparency.
- - Added subtile ice reflections.
- - Added subtile stained glass reflections.
- - SSAO replaced with SSDO, it's faster and more accurate. (Ambient occlusion)
- - You don't like how colorful everything is? No problem, added an ingame option to toggle the color boost.
- - Added a new option called whiteworld which makes replaces every color with white. Screenshot -> https://i.imgur.com/xziUB8O.png
- - Added an ingame option to toggle mobs flashing red when hurt
- - Added an ingame option to toggle underwater fog
- - Added an ingame option to adjust the view distance of distance-blur (dof)
- - Added parallax mapping. (parallax mapping depth is based on what your pom res is set to)
- - Added an ingame options for parallax mapping and it's resolution.
- - Added waving water
- - Added an ingame option to toggle waving water
- - Optimized water code, reduced if statements since they are somewhat slow.
- - Improved red flashing mobs while hurt, thanks to Sp614x.
- - Reduced noise texture resolution from 1024 to 512, this will increase the overall performance by quite a bit!
- - Optimized code to reduce visual differences caused by lower noise texture.
- - Fixed leashes.
- - Improved overall performance of vibrant shaders.
- - Added colored shadows! (if going through stained glass).
- - Added an ingame option to toggle colored shadows.
- - Added bump mapping. (it's tied to parallax mapping)
- - Optimized both bump mapping and parallax code alot.
- - Added an ingame option to toggle clouds (in sky options)
- - Added an ingame option to toggle cloud reflections. (in sky options, only enabled in extreme)
- - Clouds move slower now.
- - Renamed sun effects to sky options
- - Added nether shaders!
- - The End now makes use of my basic shaders (until I work something out for them)
- ***
- Know issues and more:
- - Transparency can sometimes look abit off
- - Entities (players, mobs and such) can look a bit off at times. (Applied a temporary fix to prevent issues with transparency on entities)
- - Lens flares is applied to everything bright (intended by chocapic), but it's rather annoying for gameplay. So disabled by default until recoded. Also requires bloom to be enabled.
- - Bloom is not final, but the current one should be faster compared to v1.141.
- - Motionblur affects your hand / handheld items, same for depth of field.
- - Lite preset is no longer that cut down, the only thing that's missing are reflections.
- Vibrant 1.141:
- - Added an ingame option to change the amount of blur used by bloom.
- - Reduced the amount of blur used by bloom a bit. Reducing blur makes the bloom effect abit weaker.
- - Added an ingame option to adjust the lighting strength of emissive blocks, like torches.
- - Lighting strength of emissive blocks is NO LONGER AFFECTED BY MOONLIGHT.
- - Bloom strength is NO LONGER AFFECTED BY MOONLIGHT.
- - Increased the max. allowed value for moonlight to 0.10.
- - The whole lighting system has been rewritten, it's way better and less hardcoded now. (To allow tweaks)
- - Alot smoother transitions between lighting states. No more jumpy lighting switches between day/night/inside
- - Cleaned and optimized code(small performance boost), no more double defines @Sp614x
- - Fixed and improved handheld items that cast light. Their light range is no longer nearly infinite.
- - Mobs now flash red again when hurt.
- Vibrant 1.14:
- - New, much better bloom.
- - Godrays are no longer visible while raining.
- - Nights are now a bit brighter.
- - Everything is now less dark while raining.
- - Shadows are now a bit darker, to increase contrast and compensate for increased brightness caused by bloom.
- - Overall some minor lighting changes, improvements and bugfixes.
- - Emissive blocks now look better even if bloom is disabled.
- - Motionblur works way better with the new bloom, I can only recommend it.
- Vibrant 1.13:
- - NEW, simple water caustics, also slightly changed transparency of water
- - NEW, added more options that can be tweaked ingame is using Optifine 1.8.9 G9 or higher.
- For example: Brightness during night time can be adjusted ingame now. Also things like shadow distance and resolution can be changed while playing.
- Vibrant 1.12
- - FIXED, Depth of field, thanks to Skate702 for indirectly reporting this issue.
- Vibrant 1.11
- - FIXED, Cel shading, thanks to Apechief for pointing that out!
- - Updated whole shaderpack to support new optifine features better (Requires optifine 1.8.9 G9 or newer)
- Vibrant 1.10
- - NEW, simple HDR, your "eyes" now adjust to the lighting, for example: if you go out of a cave everything will be bright for a few seconds.
- - NEW, Water has changed again, can be seen in the screenshot!
- - FIXED, Bloom no longer gets cut of by the sky.
- - FIXED, Leaves in the distance are no longer bright.
- - IMPROVED, Bloom is less pixelated now, without a loss of performance!
- - CHANGED, Turned bloom a bit down, as suggested a few times.
- Important notes:
- Lite and medium should experience a boost in performance, about 10-20fps more compared to v1.09!
- High and extreme are now a bit more performance tanking in areas with water, before everyone starts to cry, it's only about 5fps worse compared to v1.09.
- Vibrant 1.09:
- - FIXED, Ice blocks in water.
- - FIXED, Stars, they are visible at night again!
- - FIXED, Maps, they are displayed correctly now.
- - ADDED, Workarround to disable Minecraft's Pseudo lighting system. You can disable my workarround if you like the default MC lighting which darkens sides of blocks.
- - ADDED, Cloud "distortion" for a more realistic movement.
- - CHANGED, Sun glow at night no longer has the same redish color like daytime. It's now more blue-ish. (Moon glow)
- - CHANGED, Godrays are now located in final.fsh and have been merged with lens flare code to reduce duplicated code.
- - Code has been cleaned up A LOT, also lots of optimations being made. Performance should've increased for about 5-15frames!
- Vibrant 1.08:
- - FIXED almost all bloom issues, see bloom changes below
- - NEW Bloom is now only active in dark areas, like caves or certain houses. (Based on the lightlevel arround your character)
- Bloom is also enabled during raining and night time.
- - FIXED Vines are no longer glitching through blocks
- - FIXED weird-redish lighting in caves / dark areas
- - FIXED Distance blur, it no longer affects the sky.
- - FIXED Fog in caves and houses while raining
- - NEW Lens flare from newest chocapic branch has been ported over for more customization in the future
- - FIXED New Lens flare caused a blackscreen while looking at the moon / away from the sun.
- - NEW Fog now has it's own color in caves / dark places
- - NEW Water has been reworked, looks pretty awesome!
- Vibrant 1.07 (beta) - Updated to newest chocapic version, read his updated agreement / rules!
- - NEW Fog color now adjust according to world lighting
- - NEW Subsurface scattering, can be seen while raining.
- - OPTIMIZED Clouds are no longer calculated twice for sky and water.
- - OPTIMIZED Sun, it's no longer just a huge white spot.
- - IMPROVED World lighting and colors
- - FIXED Distance blur no longer affects the sky.
- - REMOVED Wetness while raining, it will come back tho. Don't worry
- ----Know issues----
- - Bloom causes blending from sky into ground / objects. It's only enabled in extreme because of that.
- - Bloom can result in overbrightness
- - Lighting in dungeons is to bright / redish
- Vibrant 1.06
- - NEW Motionblur, it's working well
- - NEW Underwater fog
- - NEW Lens flare
- - NEW Water ripples
- - NEW Water "lighting"
- - IMPROVED Fog
- - IMPROVED Overall lighting
- - REWORKED lighting system from torches
- - AND MUCH MUCH MORE, GO CHECK IT OUT INGAME YOURSELF!
- Vibrant 1.053
- - TWEAKED Water waves
- - Minor code optimations
- - REMOVED PoM and Specular mapping for now..(to fps draining)
- Vibrant 1.052
- - NEW Motion blur!
- - NEW HDR effect! Thanks to DeDelner
- - NEW Water refraction
- - TWEAKED Water waves (ripples)
- - TWEAKED Lighting from torches etc.
- - CHANGED Ultra version now uses DoF as in older releases
- Vibrant 1.051
- - CHANGE Bloom got another rework
- - CHANGE Torches etc are now brighter and got a new color tone
- - NEW Added a workarround for macs with very low fps, can be enabled in composite.fsh
- Vibrant 1.05
- - NEW Bloom method
- - NEW Colors (Tonemapping and such)
- - NEW 2D Clouds, taking almost no fps.
- - NEW Bokeh DoF and distance blur
- - NEW Water ripples
- - NEW Water reflections
- - NEW Reflections when raining / wetness
- - NEW Sun
- - NEW Torchlight color
- - NEW/BETTER Godrays
- - NEW FOG finally!
- - NEW Underwater is now kinda foggy
- - FIXED black night
- - FIXED flickering
- - FIXED SSAO
- - FIXED a hell lot more bugs
- - More optimized
- Probably way more changes, but I can't remember them all.
- Works with PC's and Mac's with Nvidia and some AMD cards (plz report your result if it doesnt work, by also posting the devlog from the minecraft launcher into a spoiler. This helps me the most, I still need to know at least your OS and graphic card)
- Vibrant 1.03
- - Fixed specular mapping (reflections)
- - Added parallax mapping (pom, requires adjusted TP)
- - Way better night can be disabled in composite.fsh
- - Sharper shadows without fps hit
- - White screen caused by lens flare probably fixed
- - Added version for Intel cards
- - Better sun and sky
- - probably some more changes which I forgot
- Vibrant 1.02
- - Added new waving objects from 1.7.2
- Vibrant 1.01
- - fixed blurred hand when using depth of field
- Vibrant 1.0
- - Bunch of bugfixes and improvments
- - All versions works with any Nvidia drivers now. (Im on the latest beta for ex.)
- - Motionblur added, currently overlapping with Godrays, so you can only use one. (Found in composite1.fsh, but dont use it yet, requires more work)
- - No depth of field pre-configured download added
- * TODO *
- - Fog
- - Better glowing effects
- - Parallax mapping
- - ...
- Vibrant Pre9.
- - fixed weird white transparent "screen"
- - fixed black ground while looking away from the sun
- - Activated Ice and Netherportal reflections in max and max+celshading (May be tweaked and optimized in future update)
- - Added handeld items casting light ~ from Chocapics WIP9. Can be activated in composite.fsh
- - Darker nights added
- - Optimized even a little bit more
- Vibrant Pre8.3
- - fixed weird looking ice (reworked how I changed the water color)
- - Specular mapping is kinda fixed - can look weird sometimes
- Vibrant Pre8.2
- - Godrays
- - Handheld items like torches cast light (enable in composite.fsh)
- - New water color WIP *Ice is a bit buggy
- - Screen gets brighter while looking at the sun WIP
- - Basic function for a better night added
- - Fixed SSAO
- There will be a few other bugs maybe, its a preview
- Vibrant Pre7.1
- - Fixed specular mapping
- Vibrant Pre7
- - Added basic lens flare
- - Merged with chocapics rain flares
- - Added specular mapping back (broken, fixed in 7.1)
- - Reworked water shader again
- - Ssao currently broken
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