So, what's next? The first thing I'll work on is moving to a proper deferred + forward pipeline for better handling of transparent rendering. This will fix issues with transparent materials and free up the internal data structure a bit, which will likely improve performance.
Biome-specific features are now possible thanks to the new "custom uniforms" feature of OptiFine! I'll be delving into that as well.
I've got plans to redesign and integrate volumetric clouds and crepuscular rays, as well as work on better handling of reflections from various materials. I'll also be working on the new frontier of utilizing voxelized scene data for light propagation (improved block lighting, light from any block of any color, etc), as well as experiment with bleeding edge stuff like world-space reflections and, purely for experimentation, path-traced GI (don't hold your breath on that one)!
Here's the changelog:
Matthew
2021-07-15 00:36:46 +0000 UTCEbon Drake
2021-01-18 17:16:44 +0000 UTCDervalanana
2020-12-14 02:50:11 +0000 UTCWallHaxx Media
2019-10-12 13:29:25 +0000 UTCBlackTiger
2018-01-17 17:40:42 +0000 UTCThe adoring fan
2017-12-19 02:05:51 +0000 UTC