Changelog
Another month another update. I've been cooking up some big changes so be ready because I have a lot to share!
---General---
- Added sky color control to the settings menu
- Fixed incorrect pack name in the settings
- Added dithering to reduce banding
- Reduced color precision for potential performance gains for lower end hardware
- Added per-effect reprojection for improved denoising (currently has a lot of ghosting)
- Fixed various gamma encoding issues
- Added SSAO
---Lighting---
- Adjusted sun and skylight color intensities to be less intensely bright
- Entities now are separately lit, resolving various transparency related issues with players and translucent entities.
- Improved nighttime lighting
- Added Voxel Floodfill lighting
- Tweaked general blocklight distribution
- This means we now have separately colored blocklight!
- Improved lighting during rain events
---Atmosphere---
- Reduced quality of clouds and fog for hopeful performance gains
- Adjusted fog density distribution
- Increased default min/max height
- Reduced density for random fog plumes
- Increased static density
- Adjusted weather fog
- Weather fog now increases max fog height
- Weather fog is now more uniform and less reliant on random noise with Non-Uniform Fog enabled
---Water---
- Updated water waves
- New "wave density" system for more varied waves
- Adjusted wave distance falloff
- Adjusted water scattering and absorption
- High Quality Volumetric Fog setting now overrides underwater fog for a volumetric implementation when underwater
- Fixed an issue that caused underwater scattering to unintentionally fade out when using High Quality Volumetric Fog
---Post Processing---
- Updated tonemapping to ACES Fitted
- Improved old ACES Fitted implementation with better color conversions
- Corrected issues with gamma correction in the final color output
Files
Escheridia_V4.1.zip(8.3 MiB) Primary Download


