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CTMPOMFIX Shader (Chocapic13' Shaders edit)

A unique beautiful PBR shader that keeps adding features from the future, like CTMPOMFIX for better 3D Textures, texture upscaling, deep light scattering, optional path tracing, Distant Horizons with Iris and more.

File Details

CTMPOMFIX 1.6.3 (beta) (Chocapic13' Shaders edit).zip

  • R
  • Nov 15, 2023
  • 3.61 MB
  • 2.3K
  • 1.19.2+1

File Name

CTMPOMFIX 1.6.3 (beta) (Chocapic13' Shaders edit).zip

Supported Versions

  • 1.19.2
  • OptiFine

This release gives you beautiful pathtracing with very useable presets.That means the light bounces around in what is basically a physics simulation.

-low has no ray tracing

-medium ray traces sky lighting

-high profile should be playable at fluid fps and bounces light 1 time

-ultra aims to be a cinematic experience at lower but still playable fps, It bounces light 3 times and is much more dynamic looking. If it's too dark for you you can add back some of the flat ambient light, but too much ambient light will hide the fancy lighting.

-cook an egg and Ascended are not for gameplay with current GPUs until I optimize it.

*🟥 There is an fps kill switch for the light simulation. If you fall below the Killswitch fps amount, the effects will toggle off and a red square will appear in the top left of the screen. This is so you can get into the menu to reset the shader settings if you put things too high. You can disable this in pbr_lighting/light_simulation/performance/kill_switch. It isn't perfect. It toggles per frame, but it can help you get in there.

I fixed:

-sky light bug

-torches making the lighting look bad

-adjusted ray tracing for better distance/precision/Performance

-linked some settings to auto adjust and made things look better without having to tinker

-might have labeled a few settings 

🐞KNOWN BUGS:

❗ -the pathtracing resolution slider does not work how it will in the future. It just lowers the step counts for now. Later it will look better and be much more efficient.

❗-some tooltips are just wrong, sorry. I copy pasted slider code and accidentally took the comment with it

❗ - pbr_lighting/light_simulation/ASSUMED_DEPTH has a default value of 1. This is probably way too low and discards a lot of the bounce lighting and makes the sky light apper where it shouldn't. If you crank this up things will generally look better, but light will not be able to move sideways behind trees and stuff. I will try to find a better dynamic solution, but for now you can adjust this higher to see if you like it better higher. This may depend on the scene but it seems to look better high outdoors.

 

I don't think I'll be updating for a bit besides compatibility or bugs, so dig in

Enjoy!