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Complementary Shaders r5.4 Development Version 2

Changes over r5.4_dev1:

- IntegratedPBR Changes:

  - Tweaked the "Glowing Armor Trim" IntegratedPBR option to be less intense and not apply to netherite trim material (any other materials on netherite armor will still glow)

  - Added a fade out effect for snow layers that are far away and higher than the player to mitigate aliasing

  - Fixed reflective held items having temporal artifacts when moving around (Iris exclusive feature)

  - Removed the lightmap tweak specific for deepslate and tuff blocks

- Pixelation related changes, all thanks to Junder-2 and Nestorboy:

  - Added "Pixelated Blocklight" option that makes light cast from light source blocks pixelated

  - Added "Pixelated Edge Shadows" option that makes Minecraft's vanilla ao pixelated

  - Improved the "Pixelated Shadows" option to work on much more surfaces and more consistently

- Slightly tweaked Distant Light Bokeh to give sharper results

- Fixed the sky brightness and color changing too quickly around early sunrise and late sunset

- Fixed Connected Glass ACL Feature being broken in Iris 1.8+. With the added bonus of it being more precise in Iris 1.8+ than before

- Fixed vanilla sun being cut off below a certain height near the horizon in Iris 1.8 to 1.8.4

- Fixed reflective held items looking too noisy when using custom PBR resource packs

- Slightly increased the default Intensity value of Colored Light Fog from 0.60 to 0.65

- Changed the "Light" blocks so that they no longer have their own light color or light fog with ACL

- Distant Light Bokeh option is now enabled by default

- Rain weather particles are no longer disabled when Detail Quality is set to Potato

Complementary Shaders r5.4 Development Version 2

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