THIS PROJECT IS CURRENTLY IN BETA. IF YOU ENCOUNTER ANY ERRORS/BUGS, I HIGHLY RECOMMEND REPORTING IT ON THE GITHUB PAGE, ESPECIALLY IF NO ONE ELSE HAS YET.
About
Are you looking to play Wynncraft with shaders, but don't want to compromise on playability or visuals? Nwoof's Wynn Shader is designed with a goal to fulfill that wish at its core. Designed and written based on problems encountered by Wynncraft players regarding shaders, this is the first shader designed with the Wynncraft player's experience in mind.
Features
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Shadowmapping
Virtual texture-based shadow system. Provides customization options such as adjustable resolution and culling distance.
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Bloom
Simulates a glow effect for added realism to the world's lighting and illumination. The amount of total samples in this effect can be adjusted to provide the right balance of performance and visual quality.
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Lighting
The lighting algorithms include Scene-Aware Lighting that adjusts the color of the world's lighting based on the original light source, toggleable Path-Traced Global Illumination which simulates the emission and reflection of light rays, and a customizable range for controlling/balancing light levels. There is also Custom Water with Screen Space Reflections and Light Refraction.
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Sky
The shader also comes with sky features such as Customizable Sky/Fog/Atmosphere Colors for various times of day, and Volumetric Clouds that adapt to the weather.
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Scene-Aware Grading
When travelling throughout the world, the tonemapping and color grading will automatically adjust to a scheme which is appropriate for your location.
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Mod Support
Nwoof's Wynn Shader has integrated support for mods like Wynncraft Dynamic Weather, Distant Horizons, and Physics Mod.
Additional Links
- Nwoof's Site - This is a portfolio site displaying information on my projects.
- Bluesky - This is my Bluesky account. I announce feature updates and milestones here.
Disclaimer
Nwoof's Wynn Shader is in no way affiliated with Wynncraft or any of the supported mods. Do not send them any bugs related to my shader, instead send them directly to me.
Q&A
Frequently Asked Questions
Why is the shader so dark/bright?
The optimal/preferred light levels can vary from person to person. If you feel the shader is too dark/bright, adjust the minimum/maximum light.
Why is the fog so strong?
The default fog settings are set for my personal taste. If you'd prefer something different, you can change the fog's settings.
All Versions
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- Added Auto Exposure
- Changed Volumetric Clouds algorithm noise to procedurally generated values
- Tweaked light balance
- Fixed severe flickering with floodfill dynamic llighting
- Added Raindrop Splashes
- Changed Scene-Aware Lighting method to Floodfill
- Added Toggleable Sun Style
- Improved Volumetric Cloud lighting
- Fixed jittery time transitions
- Fixed Lava not illuminating Voxy chunks
- Fixed light not affected by water refraction
- Added temperature-based light colors
- Overhauled night rendering
- Added tweakable parameters for light colors
- Rewrote bloom algorithm
- Made Scene-Aware Lighting falloff more natural
- Fixed flickering with day/night transitions
- Fixed inconsistencies in scene brightness with different Ambient Occlusion algorithms
- Fixed bugs and artifacts in sky on Linux systems
- Added Specular Highlights
- Added many new debug modes
- Implemented proper TAA
- Rebalanced lighting
- Tweaked presets and default settings
- Fixed foliage not projecting shadows
- Changed cloud rendering to be less empty
- Overhauled cloud lighting
- Added Subpixel Interpolation Anti-Aliasing (SIAA)
- Tweaked sun to appear brighter
- Fixed transparent leaf corners
- Added Roots of Corruption theme
- Improved lighting balance and performance
- Added Fancy Fog
- Added tweakable downsampling for Ambient Occlusion
- Fixed chaotic time of day behavior
- Added new fog variant for Mistwoods
- Adjusted default light settings for Fruma
- Fixed distant objects being soft/blurry with Ambient Occlusion
- Re-introduced cloud normals
- Overhauled sun
- Added switchable water theme
- Added POM
- Fixed sunlight showing through Voxy
- Added full Voxy support
- Added GTAO option for Ambient Occlusion
- Improved precision/calculation of Waving Foliage
- Added separate control over leaves in Waving Foliage
- Improved filtering/interpolation of Ambient Occlusion
- Added support for Particle Rain
- Implemented smooth weather transition
- Fixed sun shining through clouds at full brightness
- Heavy improvements to shadows
- Adjusted default shadow resolutions of various presets
- Improved Scene-Aware Lighting data transfer
- Increased default maximum light
- Partially added Voxy support
- Refactored code
- Fixed ambient occlusion not working on Distant Horizons
- Fixed fog not showing up without Distant Horizons
- Fixed water not rendering
- Partially refactored code
- Fixed Distant Horizons lighting being bright at night
- Overhauled bloom function
- Added AgX tonemaps
- Changed default Fancy Lighting tonemap to AgX (Punchy)
- Introduced exposure blend
- Refactored code
- Added Debug Mode
- Removed redundant calculations
- Tweaked samplers to run faster
- Smoothed out sunlight
- Adjusted lighting balance
- Fixed water inconsistency between Distant Horizons and normal chunks
- Fixed water reflections and normals not rendering properly
- Added lighting mode option
- Added noise to lightmaps
- Added separate Minimum Light and Ambient Occlusion Strength for foliage
- Fixed inconsistent Distant Horizons cutoff
- Fixed broken water normals
- Fixed Distant Horizons transparent blocks rendering too close
- Fixed normal lighting being too dark
- Fixed issues with calculating transparent depth
- Fixed error when disabling bloom
- Added World Curvature
- Added Vignette
- Added Cave Fog
- Implemented Light Scattering
- Improved Volumetric Cloud Rendering
- Improved Bloom
- Improved Lighting and Ambient Occlusion
- Adjusted water wave shading
- Fixed Distant Horizons chunks showing up closer than vanilla render distance
- Fixed overly bright entity lighting
- Fixed block lights not rendering in Silent Expanse
- Improved Scene-Aware Lighting falloff
- Adjusted light source balance with Scene-Aware Lighting
- Set default preset to High
- Improved cloud rendering
- Improved parity between normal
- Fixed sun/moon shrinking as they get further from the center of the screen
- Improved parity between Distant Horizons LODs and normal chunks
- Fixed Ambient Occlusion not working on Distant Horizons chunks
- Added skylight influence
- Improved Volumetric Clouds for more realism
- Improved sky saturation
- Fixed red outline with Volumetric Lighting
- Implemented HDR Exposure algorithm
- Changed default Scene-Aware Lighting Tonemap to Uncharted 2
- Increased Silent Expanse Minimum Light from 0.05 to 0.5
- Added adjustable Exposure system
- Added 3D depth to Volumetric Clouds
- Added sun direction influence to Fog