XaiJu
Jessie
Jessie

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The future of my projects

It has been a while since I have posted anything here, sorry about that. I have been working on various miscellaneous projects during my unannounced break from major projects, but I am finally back and with some changes.

Now, about the future of my projects. Both Magnificent and NV are cancelled for the forseeable future as I just do not find any enjoyment in working on them and cannot deliver a good product as a result, and so I will be open sourcing Magnificent eventually and will open source the water tech I used in NV. Chronos is not cancelled, however it is on hiatus as the current base is complete shit and I need to do another rewrite.

There is good news that comes with this, as I am going to be focusing on two very special projects to me. Most of you may not know, but I started off making unrealistic packs that were edits of Zombye's original shaderpack, which was a shaderpack full of modern techniques that did not start getting used for another two years at least. My edits were nowhere near as impressive as the unedited pack but I didn't focus on realism back then. This background context is important I have gone back and revived his pack with his permission. We could not think of a serious name for it, so we called it "Shader McPhoenix" as a joke. The goal of this revival is simply to update and finish his original pack while keeping the same visual style. Over the past two weeks we have fixed many things about it, and it has been some of the most fun I have had in years with shader development as I have not been remotely concerned with realism. At the end of this post will be a list of things we have changed and fixed, and alongside the revival I will also share the original pack itself so that people can actually see the changes in action!

There is another shaderpack in the works, though it is way earlier in development and will take much longer to come out as a result. I am working on a shaderpack that is currently called "Bloodtinge", and if you know what that is then you should be able to guess what the pack is about. If you don't know, bloodtinge is a mechanic in a game called Bloodborne. And that just so happens to my favorite game, so I decided to do an unrealistic shaderpack based on the visual style seen in Bloodborne. There is not much else to say, as the goal is simply to be fast and resemble Bloodborne.

Changes to the original:

-IRIS ONLY

-Temporarily emoved broken effects

-Replaced exposure -Replaced specular

-Improved lighting a bit

-Improved water

-Improved skylight around sunrise and sunset

-Fixed refraction

-Improved tonemapping

-Various miscellaneous changes

-Added Contrast Adaptive Sharpening


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