Developed for iris, tested in minecraft 1.20.1. If you get bugs in other mc versions let me know!
Version Numbers: version numbers are the date I made them, the newest is usually the best. (It's Year-month-day format)
Attachments:
'Icarus feature fixes v2' is a resource pack that fixes the color of the '3D grass shader', it is also inside the shader.zip, it might need to be loaded on top. Don't use it if not using the 3D Grass shader or grass dirt will look green.
Modpack: the modpack is a modrinth modpack in a zip, it is what I am developing, playing, and testing in. Parts that I can't include in the modpack directly have links to those parts in its README file.
Shader Versions:
2025:1-29:
No more grain or noise on Mobs & Waving Plants!
Less noise when holding light sources
less noise in rain
fixed lighting for paintings
Screenshot Mode started, in Testing Menu
Texture Filtering is defaulted to crisp, as per the poll, and is removed from profiles so it should stay where you set it
LPV (Light Propagation Volume)
this gives Colored Lighting without the ScreenSpace problems it has had
this is what fixes lighting on mobs & plants
it is currently using floodfill, but will later have Voxel based GI & photon mapping & Light Sim data for better & faster lighting
It has a complete menu in 'Lighting/styles & sources/vanilla+/fancy block light/LPV/'
default it is on
it works in voxel range, the Screen Space version goes on forever
*it has some flicker-pulse with flickering light sources that i will try to remove later without costing fps
Started Glints (caustic reflections) from blocklight & literally everything that can still focus after multiple bounces off mirrors. -these aren't a realtime feature yet, but will be
Started more advanced voxel light structures for less noise, better Global Illumination, & the total scene glints and more fps
(image)
glints from everything: the light is from off screen bouncing off metal on cieling then floor onto right wall
(image) glints off even more & through colored glass casting shadow onto ceiling
(image) glint light path shown
this will be real time when i finish these voxel light structures
2025:1-17:
3D Grass Shader: Mobs now interact with it. this can be turned off as 'Footsteps' in the Grass menu. It's not perfect yet. but light things make it sway quickly and heavy things crush it. I need to play with it more to figure out how to do it better
getting done what i had to for that means i can do denoising and better global illumination from offscreen now too.
sand / snow / mud effects will be pretty easy now too
2025-1-12:
fixed view bobbing in some skies
fixed screen space reflection artifacts
2025-1-11:
performance.
Most profiles are over or near 100fps now, Low is 250, hybrid is 100, a new lower hybrid is 120. (The higher profiles are not changed yet)
turbo Light sim mode is improved an defaulted on Low-Mid presets
Sky & Cloud Styles added, and profiles are defaulted to styles that save performance & look better in most cases
sky and cloud menus updated to reflect the new way they are done and make customizing easier
fixed low res far reflections
*Known bugs:
'Medium Classic' has broken SSPTGI
'Medium Classic' and 'Low' have broken sky reflections in water
some of the sky styles have a view bob that's noticeable when clouds are off and they generally aren't done yet, but I need the weekend off
2025-1-8:
Fixed broken profiles
Changed 'cloud styles' to 'sky styles', there's reason
Added the clouds from the tutorial
Added a new system to be able to easily add more clouds and sky options, both cubemaps and immersive
Unfortunately, when you change sky styles I cannot automatically change the background resolution, I think I am confusing iris with how much is going on. But 'background resolution divider' of 1 should work for everything but style 5.
*Known bugs:
sky style 3 doesn't show right in off screen reflections, and it's sunrise is abrupt, I haven't ported it to the new system yet.
Profiles other than renders and hybrid have broken SSPTGI and sky reflections in water
Reflections of stuff in the distance are low res
Since it is not letting me change the background resolution divider when you change sky styles, if you change styles and the divider is higher than 1 you will see a glowing border on terrain at night, so just turn it down to 1
Working on:
Bugs
More clouds
Finishing grass physics
Finishing turbo lighting
Denoising
2025-1-7:
Rain Fog on clear glass is translucent now instead of opaque
rain fog on glass & metal are adjustable seperately in 'storms/' menu in the 'rain drips & drops' menu
defaulted lower rain steam/fog on metals
removed refractions from clear glass
'cloud styles' 0 & 1 work again, but vanilla clouds aren't working on them yet
better night time darkness with those cloud styles
going to fix vanilla clouds, and get resource pack moon to show on other cloud styles, -moon works on style 1 already
2025-1-1: ( Happy New Year! )
no more smearing in reflections on glass
reduced smearing in most highlights, but I'm going to redo all that to hopefully be even better
big performance boost started! You can test it in 'Testing/Fast Light Simulation Mode' = 1 : it doesn't look as good yet especially on rough shiny stuff, but is 45-80% more fps in my testing
some minor bug fixes
*I'm mainly working on denoising & performance right now
Older Versions Here: https://www.patreon.com/posts/icarus-shaders-117193650
timetravelbeard
2025-01-12 05:14:06 +0000 UTC