My minecraft shaders for minecraft. This project will receive a lot fewer updates than usual for the coming 1-2 weeks
New TODO list:
- Use
noistex
to generate perlin and simplex noise. This will useful for the fBm noise use in VL cloud rendering - Screen space reflections
- Realistic ocean waves
- Reflective shadow maps
- Multiple scattering atmosphere
- Move the gbuffers files into one program
- Proper waterdroplet on camera simulation
- Add a focal engine branch once focal engine goes public, and rename this branch to optifine branch
Old TODO list:
Add forward rendering for gbuffers_water and other forward shader stagesImprove shadows while optimially keeping shadowDistance around 128.0f and shadowResolution under 2048- Add other programs - mostly done
Organize the shader files in a better manner- Specular map (labpbr)
Add better support for plants (subsurface scattering and waving plants)- Sky rendering (volumetric clouds and atmospheric scattering, ozone absorption ) - cloud rendering needs to be reworked
- Bloom - needs more tuning/fixing, maybe switch to bloom tiles
DOF- SSAO
- SSR
- Reflective shadow maps
- Revisit volumetric lighting and try to implement it properly
- Give the shader a name
- 2D clouds, like the one in void 2.0 and seus v10.1 - I don't have cloud streaks but the current implementation is enough for now
- Water droplet effect on the camera
Use a LUT for atmospheric scatteringFire volume rendering - too difficult and uncessary- Use a more realistic method for plant displacement, like the one used in SEUS v10.1
- Color temprature and more accurate sun color
- Add support for oldPBR and other resource packs as well
- Proper day night transition
- Adjusted values for torch and sky lightmap
- Star rendering - sort of? but it looks terrible
Additional tonemap supportFog- Combine deferred gbuffers and forward gbuffers into a common file
Improve shadow quality
Atmosphere looks bad and isn't completely physically based- Translucent items do not have proper forward rendering when dropped
- Shadows of translucent items do not appear when held in the players hand
- Shadow acne at the bottom of the shadow map due to shadow distortion
- Volumetric lighting has an unintended cloud layer above the player
- VL also is barely visible in small scenes and maybe a bit too much in large scenes
- There is no fog for parts of the world behind the player due to the forward mie scattering that takes place in VL
- The waving plants start shaking quickly when transitioning from rain to clear or clear to rain
This shader is based of the works of:
- Continuum Shader Tutorial
- Continuum Shaders
- SEUS V10.1
- KUDA V6.5.56
- Kappa V2.2
- Scratch A Pixel - Simulating the Colors of the Sky
- Oskar Elek - Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real-Time
- Learn OpenGL - Bloom
- labPBR Documentation
- Sebastien Hillaire - Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
- Computer Graphics Forum - Efficiently Simulating the Bokeh of Polygonal Apertures in a Post-Process Depth of Field Shader
- Intel - Compute Shader HDR and Bloom
- ATI Technologies - Rendering Outdoor Light Scattering in Real Time
- GPU Gems - Chapter 11. Shadow Map Antialiasing
- GPU Gems 2 - Chapter 16. Accurate Atmospheric Scattering
- Wikipedia - Bilinear interpolation
- John Chapman - Screen Space Lens Flare
- Shadertoy robobo1221 - Real time PBR Volumetric Clouds
- Andrew Schneider and Nathan Vos - The real-time volumetric cloudscapes of Horizon: Zero Dawn
- Google Fractal Terrain Generation - Fractional Brownian Motion
- Generating and Rendering Procedural Clouds in Real Time on Programmable 3D Graphics Hardware