v0.1.0-alpha.1
Curse Maven Snippet
What's new
First public alpha. Vitrail is not a shader pack: it is what makes the packs you already have run on Minecraft's native Vulkan renderer. It reads an unmodified OptiFine-format pack out of shaderpacks/, translates its GLSL once when the pack loads, and runs its frame on Vulkan.
This is an alpha because a pack running under it does not yet look like itself everywhere. The list below is the honest state of it.
Installing
Drop the jar in mods/ next to Sodium 0.9.x and Chloride, both required, then turn the Vulkan backend on: Options, Video Settings, Graphics API, "Prefer Vulkan (Experimental)", and restart. Left on OpenGL the mod loads and draws none of the world's passes, and says so as an error in the log. INSTALL.md has the rest, including the Chloride settings that decide what reaches the pack at all.
Do not go past Sodium 0.9.x. Vitrail hooks internals Sodium has no stable API for, so the range is pinned deliberately and the game will refuse to start rather than misbehave.
Drawn through the pack
- Terrain and water, and the shadow map, drawn and read
- The overworld sky and its clouds, the weather and the particles
- Mobs, block entities and the player's own hand
- Normal and specular maps out of a resource pack, so a material pack gives relief
- The pack's full pass chain after the world, with a settings screen that reads the pack's own menu layout
Not yet, or not right
- Entity geometry reaches a pack with its identifiers held constant - the material id, and the ones naming a mob type, a block entity type or the item in hand. A pack that branches on any of them takes the same branch for every draw: on Bliss this comes out as mobs and the held arm in flat wrong colours, on other packs as a mob shaded like another surface. Mobs also take no relief from a material pack, and a hurt one does not flash.
- The hand's solid pass does not write the pack's target directly, its colour reaching the picture the way everything the game draws does, so a pack cannot treat the hand as material of its own.
- The End's sky is the game's. The overworld's own elements go through the pack.
- The eyes, the enchantment glint, the beacon beam and name plate text stay the game's, inside a world the pack lights.
- A pack built on compute shaders is refused outright, by name and at load, rather than half drawn. Those passes are planned, not ruled out.
If what you want today is a finished picture, use Iris on the OpenGL backend. It does that job well, and it is the reference this engine is checked against. Vitrail is for people who want the Vulkan backend on and will trade image quality for it while that list shrinks.
Which packs this is measured against, and what was seen with each, starting from the symptom you are looking at.
Reports are welcome, and the log answers most of the first questions: the engine names the backend it came up on, what it refused, and which program it chose for each pass.
Full Changelog: https://github.com/avpbynf/Vitrail-Shaders/commits/v0.1.0-alpha.1
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