Aurelia Shaders v1.1.0
What's new
1.1.0 — THE LIGHTING UPDATE
NEW
- Screen-space bounced light (SSGI). Lit surfaces re-light their
surroundings: a red carpet tints the walls, a torch-lit wall glows onto
the floor, and bounces feed into each other frame over frame. Rays,
steps, strength, temporal blend and clamp are on the GI screen.
- Directional torchlight. Placed torches, lanterns and glowstone now shade
surface bumps and normal maps toward the light, so cave walls react to
where you put the torch. Flat faces keep their vanilla brightness.
Toggle and strength on the LIGHTING screen.
- Light spill in the Nether and the End. Glowstone, lava, shroomlight,
magma, campfires, portals and end rods wash light onto their neighbours,
and emitters and ores in those dimensions carry their own glow.
CHANGED
- Nether and End fog is now relative to render distance, so the void
beyond loaded chunks no longer stands as a wall of fog colour.
- The LOW profile skips texture fetches it was paying for without using.
- Placed water in the End reads as a visible teal rather than near-black.
FIXED
- The first frames after a load or reload no longer blend uninitialised
TAA, cloud and SSGI history.
- SSGI rays no longer treat a distant surface as a hit, which painted lava
colour onto far walls that could not see the lava.
NOTE
SSGI needs nine colour targets, so 1.1.0 does not run on macOS (the
driver caps at eight). Windows and Linux are unaffected.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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