This is a mostly experimental resource pack that uses core shaders for a Level-of-Detail effect.
Overview
Blocks near the player look normal, but as they get further away, their textures are scaled more, so that far away blocks are textured with a single pixel.
With the default settings, faraway blocks look blockier:
While closer blocks look normal:
Through the config file, the ranges and zoom levels can be changed. Enabling the max zoom level at all times makes the world look like it was created with the Chisels and Bits mod:
Alternatively, mega-structures can be made to look like normal blocks:
Config
Shader settings can be edited by editing the values in assets/abnc/shaders/include/config.glsl
.
BLOCK_MAX_SIZE
, BLOCK_MID_SIZE
, and BLOCK_MIN_SIZE
controls the block scale at different distances. Block sizes can technically be any positive value, but powers of 2 work best.
At scale size 1, blocks look normal. At scale size 16, a 16x16x16 cube of a block will look like a single normally textured block.
BLOCK_MID_START
, BLOCK_MID_END
, BLOCK_MAX_START
, and BLOCK_MAX_END
controls the distances the different scales start at. Blocks between START
and END
values will fade between the two scales.
BLOCK_STILL_WATER
, BLOCK_FLOW_WATER
, BLOCK_STILL_LAVA
, BLOCK_FLOW_LAVA
, and BLOCK_ALL_BLOCKS
control which blocks are scaled. Set them to 1 to enable, or 0 to disable.
While having all blocks turned on is fun to mess around with, just having water and lava enabled actually just looks nice!
Flowing water is kind of borked right now, so you may want to disable it and leave the other water on.