File Details
HyShade-v1.2.0.zip
- R
- Jun 12, 2026
- 99.87 KB
- 41
- 0.5
File Name
HyShade-v1.2.0.zip
Supported Versions
- 0.5
HyShade — Changelog
v1.2.0 — Hidden Depths
This release activates high-quality rendering paths that have been sitting inside
Hytale's own shaders, compiled off, the whole time — discovered while mapping the
engine's rendering pipeline shader by shader (see docs/HYTALE_RENDERING_PIPELINE.md
and docs/UPGRADE_ROADMAP.md). Four new effects, all in the Realistic and Natural
packs, all individually toggleable. Performance pack is untouched.
✅ Source-verified AND game-verified. Every injection anchor was checked byte-for-byte against the engine's dumped shader source, then confirmed in a live session (2026-06-12): all rules fired, visuals confirmed clean, zero shader errors.
New
- Soft shadows (
SoftShadows) — the engine ships a 16-sample soft-shadow path that was never enabled, and it contains a math bug (the average divides by 4 instead of 16, which would make shadows 4× too bright). HyShade enables the path AND fixes the math: smooth penumbras instead of the dithered single-sample edges. Scoped to fragment shaders only — the 6 vertex shaders that also sample shadows (particles) keep their cheap path. This is the most GPU-expensive new feature: turn it off first on weak PCs. - High-quality FXAA (
FxaaHighQuality) — flips the engine's anti-aliasing from the 3-pass preset 20 to the 12-pass preset 39 (already present in the shader; the engine itself ships preset-39 variants, so this is production-tested engine code). Cleaner foliage and roofline edges; edge threshold tightens 0.15 → 0.05 automatically. - High-quality bloom (
BloomHighQuality) — switches the bloom downsample from the 4-fetch method to the 13-fetch COD-style method (both already in the shader), and upgrades the 5-tap/1-tap upsample variants to the 9-tap tent. Less flicker and fewer aliased rings on bright lights. Covers all engine quality-setting variants. - Filmic tonemapping, relocated (
FilmicTonemap) — ACES now runs before the engine's hard clamp to white, where bloom overshoot (values above 1.0) still exists — previously it ran after, on an image whose highlights were already destroyed. Sunsets and bright water glints now roll off smoothly. The old post-clamp ACES block was removed from both packs' look snippets (keeping both would double-tonemap).
Changed
/hyshade togglelearned the four new effects:softshadows,fxaa,bloomhq,tonemap.hyshade.inidocuments the four new toggles (all default ON; absent key = ON).- Injection rule count: Realistic 9 → 15, Natural 4 → 10 (engine limit is 32).
- In-game verified 2026-06-12: 304 injections across 48 live shader variants, zero GLSL compile errors, clean session.
Known limitations
- The 16-tap shadow grid has no noise jitter (the engine's jitter only exists in the single-tap path), so mild penumbra banding is possible — report it and a jitter injection can be added in a point release.
- FXAA subpixel blending stays off — it's a
constin the shader that injection cannot override (full shader replacement would be needed).

