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Emin

Emin

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Complementary Shaders r5.2 Development Version 9

Screenshot by ___manuel15

Changes over r5.2_dev8:

- Changes regarding Advanced Colored Lighting:

  * Added connected glass using ACL voxelization

  * Added light color tinting to ice, slime, and honey blocks

  * Added subtle additional light to command blocks

  * Added glowing edge effect to end portals in the End dimension as well

  * Added an option to disable the glowing portal edg...

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Complementary Shaders r5.2 Development Version 8

Screenshot by asu

Changes over r5.2_dev7:

- Changes regarding Advanced Colored Lighting:

* Improved consistency light colors when moving around

* Added glowing edge effects to nether and end portals

* Added lighting to active end portal frames with Advanced Colored Lighting

* Added "6 Chunks" Advanced Colored Lighting option

* Fixed held light sources being incorrectly self-lit with Advanced Colored Lighting

* Fixed some stained glass panes not ...

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Complementary Shaders r5.2 Development Version 7

Changes over r5.2_dev6:

- Added further support for Minecraft 1.21 additions including IntegratedPBR and Advanced Colored Lighting support

- Added a fix for Rain Puddles setting causing puddles to appear in buildings with glass roofs. Enabled when Detail Quality is set to High. Iris-only feature

- Improved the accuracy of block reflection filtering. Fixing some smudging issues

- Dynamic Handheld Lighting now uses the position of the player instead of being stuck to the...

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Complementary Shaders r5.2 Development Version 6

Changes over r5.2_dev5:

- Added Colored Light Fog. Works with Advanced Colored Lighting to add volumetric blocklight to the world

- Improved performance of Advanced Colored Lighting especially with higher distance values

- Improved blending accuracy and light source handling of Advanced Colored Lighting

- Colored lighting distance can now be set to 12 chunks

- Changed Ultra and Very High Profiles to incorporate Advanced Colored Lighting

- Color coded Perfor...

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Complementary Shaders r5.2 Development Version 5

Changes over r5.2_dev4:

- Added "Advanced Colored Lighting" option

  * Using a worldspace flood-fill system to ensure that every light source is always correctly accounted for

  * Costs very little performance at lower distance settings thanks to Iris, which is required

  * Please consider this feature as "work in progress" and subject to changes

  * Massive thanks to sixthsurge for making this possible. Please check out Ph...

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Complementary Shaders r5.2 Development Version 4

Changes over r5.2_dev3_fix1:

- Added "Heavy & Colder" rainy weather style option

- Added an option to disable the special cold/dry weather feature

- Tweaked fog calculation for the End dimension

- Fixed IntegratedPBR particle effects and tweaks not working in newer Minecraft or Iris versions

- Fixed clouds not blending with the sky correctly with custom atmosphere/cloud color settings. Your custom settings may need to be rebalanced as this changes how cloud c...

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Complementary Shaders r5.2 Development Version 3

Changes over r5.2_dev2_fix2:

- Added snowstorm and sandstorm inspired rain atmosphere to cold and dry biomes

- Added water reflection handling for Distant Horizons chunks

- Added Waving Rain Multiplier setting

- Rain ambient lighting intensity is now affected by the Brightness slider. The old strength corresponds to 100 Brightness

- Cloud Shadows option now works even if Real-Time Shadows are disabled

- Slightly tweaked Scene Aware Light Shaft conditions View Post

Complementary Shaders r5.2 Development Version 2

Changes over r5.2_dev1:

- Added support for the Distant Horizons mod

  * Distant Horizons allows the game to have insane render distances without causing a big performance loss

  * Recommended Distant Horizons settings are the defaults. Changing settings may break the visuals

  * You need to use the latest development versions of Iris and DH for this to work for now. Join the Iris Discord Server here: 2024-02-06 21:19:45 +0000 UTC View Post

Complementary Shaders r5.2 Development Version 1

Changes over r5.1.1:

- Added "Light Shaft Smoke" option

- Tweaked rain light/atmosphere colors to be a bit more blue around noon time

- Tweaked rain texture to be slightly less opaque

- Tweaked rain particles to look similar to the rain texture (IntegratedPBR)

- Changing Color Multiplier settings for Sunrise/Sunset/Noon/Night times will no longer affect the Rainy/Snowy colors apart from the color intensity

- Fixed water refraction not working

- Fixed ...

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Complementary Shaders r5.1 is Out Now

The r5.1 update brings a ton of changes that are based on the suggestions and feedback from you after the release of r5.0. You can expect a ton of new settings, features, improvements, tweaks and fixes as usual.

Changes over r5.1_pre2:
- Fixed the pack not working on some Linux devices

The full list of changes over r5.0.1 can be found at https://www.complementary.dev/changelogs

Downlo...

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Complementary Shaders r5.1 Pre-Release 2

Changes over r5.1_pre1:

- Added Night Nebulae and star reflections to the water when Detail Quality is set to High

- Increased reflectivity of water by approximately 30% depending on the angle

- Slightly tweaked Unbound water waves

- Fixed grass having incorrect shading in Minecraft 1.20.3 and future versions

- Fixed iron golems having subtle opacity issues on Optifine

- Fixed sun/moon reflections on Unbound water not respecting wave strength settings

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Complementary Shaders r5.1 Pre-Release 1

Changes over r5.1_dev6:

- Added volumetric cloud and aurora borealis reflections to water when Detail Quality is set to High

- Added subtle direction waves to Reimagined Water Style when Waving Water Texture is enabled

- Lava buckets now contribute to the Dynamic Handheld Lighting

- Reduced the inconsistency of stars and night nebulae moving faster in the sky during sunset/sunrise

- Fixed reflections not respecting waves if Water Reflection Quality set to Potato ...

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Complementary Shaders r5.1 Development Version 6

Changes over r5.1_dev5:

- Improved labPBR/seuspbr reflection handling to look better balanced

- Improved parallax occlusion mapping to have more accurate shadowing

- Added "Less Fog Inside Lava or Snow" option replacing the lava-only one

- IntegratedPBR Changes:

  * Added emission to Glowstone Dust, Prismarine Crystal and End Crystal items (Iris only)

  * Added reflections to Minecarts

  * Added emission to powered Dragon...

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Complementary Shaders r5.1 Development Version 5

Changes over r5.1_dev4:

- Increased humidity bloom by 40% in caves

- IntegratedPBR Changes:

  * Added copper material properties to the 1.21 copper blocks

  * Added fancy emission to the 1.21 copper bulbs

  * Reworked Sculk block/vein emission to vary by time

  * Tweaked Glow Lichen emission to look less noisy in the distance

  * Tweaked blocklight on Deepslate to make caves look nicer

- Fixed li...

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Complementary Shaders r5.1 Development Version 4

Changes over r5.1_dev3:

- Improved the new Texture Filtering effect to also work correctly on cutout blocks

- Added specular and emission support for the upcoming Crafter block (IntegratedPBR)

- Added settings to change the color of the clouds

- Tweaked nether fog handling

- Nether View Limit setting can now be set higher than 16 chunks up to the "Limitless" option

- Waving Leaves option is now enabled by default

- Image Sharpening is now set to 5x by...

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Complementary Shaders r5.1 Development Version 3

Changes over r5.1_dev2:

- Added Texture Filtering performance setting

- Added "TAA Behaviour" setting

- Added waving texture effect to lily pads

- Added an option to remove Sun/Moon during rain

- Added "Moon Phased Night Atmosphere" option

- Slightly improved TAA smoothing

- Tweaked waving texture effect for water and leaves

- IntegratedPBR Changes:

* Improved entity and held item reflection handling

* Added reflectivity to iron gole...

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Complementary Shaders r5.1 Development Version 2

Changes over r5.1_dev1:

- Added "Force Glowing Particles" option

- Added "Rain Cloud Addition" setting

- Added higher Cave Lighting setting values

- Added a block.properties entry for disabling Parallax Occlusion Mapping on specific blocks and block entities

- Improved rough reflection noise quality

- Reduced the time it takes for rainbows to disappear after rain

- Slightly reduced reflection intensity of shields (IntegratedPBR x Iris)

- Fixed D...

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Complementary Shaders r5.1 Development Version 1

Changes over r5.0.1:

- Added "Shadow Smoothing" setting

- Added "Blocklight Flickering" option

- Added "Nether View Limit" setting

- Tweaked Unbound water waves to appear less flat in the distance

- Tweaked Unbound water reflections to appear less scattered

- Reduced the time it takes for Nether biome colors to change

- Fixed rainbows being able to appear when the sun is below horizon

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Complementary Shaders r5.0 is Out Now

The biggest update ever released for Complementary Shaders. Combining both Complementary Reimagined and Version 4 to get the ultimate Complementary pack. So many new features, so many reworks, so many improvements.

The full list of changes can be found at https://www.complementary.dev/changelogs

From now on, there will only be a single Complementary pack. "Unbound" and "Reimagined" are merely just def...

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Complementary Shaders r5.0 Release Candidate 4

I'm hoping this is the last one.


Changes over r5.0 Release Candidate 3:

- Slightly reduced the size of Unbound sun/moon

- Fixed compile error when "Shadow Sample Quality" is set to "Very Low"

- Fixed Lens Flare appearing when looking at sun/moon below the horizon

- Fixed guardians glowing with some resource packs (IntegratedPBR)

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Complementary Shaders r5.0 Release Candidate 3

This will most likely be the last release candidate. Now branded as "Complementary Shaders".


Changes over r5.0 Release Candidate 2:

- Reduced texture coating on Unbound style moon

- IntegratedPBR glowing ores are now enabled by default with the Unbound visual style

- Rainbows setting is now set to "After Rain" by default

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Complementary Reimagined r5.0 Release Candidate 2

Changes over r5.0 Release Candidate 1:

- Improved shadow quality/performance ratio when Shadow Sample Quality is set to Very High or Ultra

- Tweaked the lighting of "Vanilla" cloud style

- Fixed image sharpening not working

- Fixed disabling Light Shafts or Real-Time Shadows causing an error if Rainbows are enabled

- Fixed blending issues with the "Vanilla" cloud style

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Complementary Reimagined r5.0 Release Candidate 1

Yup. It is r5.0 now.

Changes over r2.4 dev7:

- Added more world outline settings

- Added Lens Flare option

- Extended sky color handling to fix weird sky color during thunderstorms

- IntegratedPBR Changes (Most changes are Iris-only):

* Added specular and emission support for many more items

* Improved held item reflection handling with correct sky color and less smudging

* Slightly reduced intensity of Generated Normals on held items

* Fi...

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Complementary Reimagined r2.4 Development Version 7

Changes over r2.4 dev6:

- Reworked rainy atmosphere, lighting, and colors

- Extended IntegratedPBR using Iris-only features:

  * Added specular and emission support for all held blocks, dropped blocks, and blocks in item frames

  * Added specular and emission support for most tools, all armor, and many items

- Added waving effect to the rain/snow texture

- Added texture coating to the Unbound moon

- Improved block reflection filter...

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Complementary Reimagined r2.4 Development Version 6

Changes over r2.4 dev5:

- "Fantasy" visual style has been renamed to "Unbound"

- Added Moon Phase Influence options for night lighting and moon reflections

- Added "Reduce Close-up Particles" option

- Added an option to completely disable Bloom and added more values to the Bloom Strength slider

- Tweaked block reflection intensity curve to look more natural at different angles

- IntegratedPBR Changes:

  * Added "Glowing Armor Trim" option (I...

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Complementary Reimagined r2.4 Development Version 5

Changes over r2.4 dev4:

- Added "Rainbows" setting with "After Rain" and "Always" options

- Added "Versatile" Selection Outline option

- Added a dimension.properties file for Iris users to add custom dimensions easier

- Improved TAA accuracy. Thanks to Capt Tatsu

- Tweaked Nether lighting

- Increased the moving speed of Fantasy clouds

- Increased fog on Fantasy clouds

- Reduced brightness of modified Nether biome colors

- Fixed shadows loo...

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Complementary Reimagined r2.4 Development Version 4

Changes over r2.4 dev3 fix1:

- Further tweaked the Fantasy clouds (again)

  * Increased detail on Medium quality clouds to be closer to High quality

  * Tweaked lighting to appear more natural

  * Tweaked cloud distribution

  * Tweaked cloud fog

  * Reduced cloud amount during rain

- Rebalanced the modified biome colors in the Nether dimension alongside slower transitions

- Added "Brightness" Dep...

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Complementary Reimagined r2.4 Development Version 3

Changes over r2.4 dev2:

- Added Distance Blur and Depth of Field options alongside their customization settings

- Further tweaked Fantasy clouds

* Tweaked cloud fog for better visibility in the distance or when flying above them

* Tweaked sample handling to reduce artifacts and improve distribution

* The amount of clouds in the sky now increase during rain

* Several more small tweaks

- Reworked Fantasy water caustics

- Added an edge highlight ef...

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Complementary Reimagined r2.4 Development Version 2

Changes over r2.4 dev1:

- Reworked Fantasy clouds to be fully volumetric alongside improved detail and lighting

- Added "Cloud Quality" performance setting

- Added "Cloud Speed", "Cloud Amount", and "Cloud Size" settings

- Tweaked water caustics to look less contrasty

- Tweaked Fantasy water parallax effect

- Slightly reduced Fantasy water medium-wave strength

- Fixed enabling Motion Blur causing problems in the Nether dimension

- Fixed blocklig...

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Complementary Reimagined r2.4 Development Version 1

Changes over r2.3:

- Reworked the Nether dimension:

  * Added "Nether Storm" effect. Consists of animated volumetric smoke

  * Reworked color handling and added "Color Mode" setting to determine biome color influence

  * Tweaked fog handling

  * Tweaked bloom to improve visibility

- Improved the consistency of Scene-Aware Light Shafts

- Tweaked all block reflections to be a bit more intense

- Tweaked nethe...

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