Zepholume Shaders V1.0.2
What's new
Zepholume Shaders V1.0.2
File: Zepholume-Shaders-1.0.2.zip
V1.0.2 is a major visual-refinement and optimisation update focused on better lighting indoors and underground, more convincing water, cleaner atmospheric transitions, and reducing unnecessary shader work across different quality profiles.
✨ Visual Improvements
- Improved cave and interior lighting to reduce unrealistic sunlight and moonlight leaking into enclosed spaces.
- Added better skylight-aware cave grounding, making underground areas feel more naturally separated from the surface.
- Refined block-light warmth so torches and other light sources blend more naturally instead of producing overly flat orange lighting.
- Improved water rendering with:
- Schlick-style Fresnel reflections.
- Refined dual-lobe specular highlights.
- More convincing viewing-angle response.
- Enhanced cloud lighting with restrained twilight rim lighting and moon-influenced coloration.
- Improved consistency between the sky, horizon and fog, especially during sunrise, sunset and changing weather.
- Prevented inappropriate celestial lighting from affecting the Nether and End.
- Further refined atmospheric transitions without introducing heavy post-processing or additional render passes.
⚡ Performance & Optimisation
- Reduced redundant normal-vector normalisations in several shader paths.
- Added faster helpers for calculating sun elevation and related lighting values.
- Removed unnecessary sky-vector re-normalisation work.
- Compiled out irrelevant celestial calculations in the Nether and End.
- Expanded compile-time feature removal for the Potato profile.
- Kept the shader architecture lightweight:
- No shadow pass.
- No composite pipeline.
- No temporal/history buffers.
- No compute shaders.
- No SSR or heavy volumetric pipeline.
- Terrain remains highly economical, requiring only one texture sample and one primary normalisation on its core textured path.
🎚️ Quality Profile Refinements
The quality presets now separate their workloads more deliberately:
- Potato — strips out additional atmospheric and analytical effects for maximum performance.
- Low — focuses primarily on direct lighting with minimal additional processing.
- Balanced — enables improved cave grounding and the intended core Zepholume visual experience.
- High — increases visual refinement while remaining performance-conscious.
- Ultra — uses stronger water Fresnel/specular behaviour and the fullest available visual treatment.
This makes the presets more meaningful instead of simply changing a few arbitrary constants.
🌍 Compatibility & Portability
- Continued focus on cross-GPU portability and conservative GLSL usage.
- Maintains the lightweight GLSL 330-compatible shader architecture.
- Designed for Iris and Oculus.
- Minecraft 1.20+ remains the primary supported range, with Minecraft 1.20.1 used as the main development target.
- Older Minecraft versions may work but are not guaranteed.
🛠️ Shader Code Improvements
- Added safer normal handling to reduce the chance of invalid values from unusual or modded geometry.
- Simplified several lighting calculations and shared helpers.
- Reduced duplicated calculations between terrain, sky, fog and dimension-specific shader paths.
- Improved compile-time separation between dimensions and quality tiers.
- Continued cleanup of shader code without adding additional render buffers or expensive new passes.
📦 Release
Zepholume Shaders V1.0.2 represents a substantial refinement of V1.0.1: better underground lighting, better water, tighter atmospheric integration and leaner shader execution across supported presets.
Release file: Zepholume-Shaders-1.0.2.zip
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