Mello is a shader designed to deliver high performance with great visuals. It uses efficient and minimal algorithms for visuals to get better performance. It has different profiles and configurable options.
- Soft Large Bloom
- Screenspace Reflections
- Filtered Shadows
- Screenspace Sunrays
- Subsurface Scattering
Coming Soon :
- More accurate effects
- More efficient code
- Less visual bugs
Currently in development
All Versions
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Water colors improved
Reflectivity reduced on some blocks and water
Beacon whiter glow
Sun color change less dull
Hand shadow fix
Hand glass specular flickering fix
Changed shadows to work better
Dynamic usage of both depth and normal bias
Other small changes
Nether not working fix
Emission changes visibility fixes and more
Better handling of visual issues
Removed and Added features
Added worldspace raymarch option
Changed phase to add separately
Other minimal changes
Fixes and improvements
Added colored shadows (only on high or ultra)
Changed water significantly
Changed the atmosphere based on tempature of biome
Changed rain to have better snow
Changed subsurface scattering and shadow filtering
Improved other features, interpolated some values, fixes and improvements and a lot of value changes color or strength of effects
Added option to change sun rotation
Added puddle waves
Changed how end looks to be less red and rays come from flashes
Changed how puddles work and added specular for it
Improved screen space reflections to go further and step size more equal (it reaches farther)
Changed sky on rain
Other fixes and changes
Added blur to ambient occlusion with depth weights (and normal weight on higher levels)
Removed unnecessary bloom passes without difference
Changed vanilla ambient occlusion to be less effective
Reworked some materials
Other minimal optimizations fixes and additions
Added variable blur shadows
Added water refraction that looks smoother and does not have a 1 frame delay
Added colored handlighting
Added glowing blocks on player hands or other entities
Added cave fog underground
Changed a lot of colors everywhere
Changed clouds to have mie
Other minimal fixes and changes
Changed how subsurface scattering to be less blurry have more travel and shadows affect more to make sides of leaves and grass in general more shaded
Changed default transmission to get from texture and saturate instead of having a white colour
Changed refraction strength to be more accurate in large distances and leaking from front objects fixed
Changed sky colors to have a better atmosphere
Changed water to be softer instead of having harsh waves
Cloud opacity increased and changed how it handles color
Changed ambient occlusion to be more accurate
Other fixes and optimizations
Added screen space ambient occlusion
Added vanilla clouds (set clouds to fancy and cloud distance to 128 chunks in minecraft settings)
Added sun and moon underground fog back
Changed glass transmission to saturation instead of brightness
Fixes and changes with color and rendering
Added transmission
Added gamma correction and changed color visuals
Added new options
Changed profile reflection sizes
Changed end portal to have sharper pixels
Fixed lava noise not working
Added new misc options for new end portal
Changed end portals to be a lot better with pixels instead of swirl
Changed nether portals
Changed how mobs eyes glow
Other minimal changes and fixes
Added more materials
Changed bloom pass to be better
Changed sides of block to have more sunlight
Changed lava noise to be less visible and have a fog
Other small changes and fixes
Added lava noise that moves
Added stronger rays during sunset and sunrise and doesnt come back under terrain
Changed shadows to avoid shading on unneeded surfaces
Changed rays radius to become smaller
Changed nights to become faster instead of being stuck in sunset so long
Changed iron golems to be reflective
Removed saturation that only affected lower amounts
Added fog for lava water powdered snow
Increased shadow resolution
Increased sunlight strength
Increased ray samples
Decreased rays strength underwater
Changed rays to become larger on screen
Changed end dimension colors
Changed nether ambient color higher
Changed glass invisible parts to reflect as well
Changed colors to be better with bloom
Changed materials leaves scatter more light
New material added with other blocks that might scatter light
Fixed bloom removed unnecessary tonemapping
Added sunrays in screenspace with its own colour with time
Added actually accurate transparency rendering (does not glow anymore)
Added more accurate specular
Changed how reflections work
Changed a lot of visual values
Changed dimensions appearances
Changed how water absorbs
Reduced reflection steps
Reduced shadowmap resolution
Reduced unwanted contrast in image
Replaced Volumetric fog with sunrays
Removed gamma correction
Removed motion blur
Changed how glass renders
Color changes and improvements
Small fixes
Fixed player rendering
Improved volumetric water and fog
Added water foam
Improved colors and values
Added foliage wave strength
Other fixes
Improved water look
Custom portal shaders
Accurate subsurface scattering
Player not rendering fixed
Reverted no ambient occlusion on sunlight
Improved values and colors
More color changes like less red sunlight during the day
Change water to be more gameplay friendly and make shadows pass through
Ambient occlusion will only be visible in shadows
New Misc Tab
Fixes and improvements
some color changes
Transparency rendering added
Changed lighting and reflections to be more correct
Added better bloom without pixelation
Wavy leaves and bushes that only wave when exposed to sky
Added motion blur
Sharper shadows with better smoothing using blue noise
More time based coloring
Debanding with blue noise
Brighter lava
Entities dont let light right through
Other fixes and improvements
Emission with texture masking
Water fog improved
Minor fixes and changes
Changed visual look
Added and categorized profile settings
Sunlight increased
Shadows are smoother
Temperature affects sky
Fixes and improvements