Introduction
"Spring" sets a tone of freshness and nature, using soft and bright colors to create a tranquil and harmonious atmosphere. As the harsh winter melts away and all living things recover, who is it that plucks the strings of the season and plays the movement of life? The brand-new shader work, Spring v2, will take you into a dreamlike utopia.
Shader Information
This shader is a practice work I wrote while studying the course Games202 - High Quality Real-Time Rendering. I consider it a sequel to the "Spring" series of shaders; you can view it as a refactored/completed version of Spring v1. "Spring" is the codename I used when creating texture packs ten years ago, and I have continued to use this designation.
Below are the effects included in this shader:
Lighting System
- Path Traced Global Illumination (PTGI) and Ray-Traced Colored Lighting (Requires Iris, disabled by default).
- Reflective Shadow Maps (RSM) with denoiser and screen space light leak suppression.
- PCSS Soft Shadows, Cloud Shadows, Colored (Glass) Shadows, and Screen Space Shadows supporting both near and far distances.
- Ground Truth Ambient Occlusion (GTAO).
- Handheld Dynamic Lighting with colored light support (Syncs with Ray Tracing/Colored Lighting settings).
Atmosphere System
- Physically Based Atmospheric Scattering and Atmospheric Fog.
- Volumetric Fog, 2D Planar Clouds, Volumetric Clouds, and Screen Space Godrays.
- Unique sunrise and sunset hues.
- Celestial bodies (Sun, Moon, Stars).
Water and Translucency
- Three wave patterns and Wave Parallax.
- Water Fog, Underwater Volumetrics, and Immersive Underwater Effects.
- Water Refraction simulation and Screen Space Reflections (SSR).
- Water Caustics and Dispersion effects.
- Translucent Object Shadows, PBR Reflections, and Translucent Refraction simulation.
Material Rendering
- Supports Normal Mapping, Smooth Parallax, and Voxel Parallax.
- Physically Based Rendering (PBR) for reflections, specular highlights, and material interactions.
- Rain puddles, ripples, and wet surface reflection effects.
Post-Processing
- High-quality Bloom, Auto Exposure, Simple Filters, Tone Mapping, Motion Blur, Depth of Field (DoF), Vignette, and Lens Occlusion.
- Temporal Anti-Aliasing (TAA), Robust Contrast Adaptive Sharpening (RCAS), and Anisotropic Filtering.
Others
- Exclusive effects for Night, Rain, The End, and The Nether.
- Natural foliage waving animations.
- Full English shader settings interface.
- Supports Distant Horizons, Voxy (Basic/Partial support), Kaleidoscope Cookery, Farmer's Delight, and Biomes O' Plenty.
Ray Tracing Comparison
Top: Ray Tracing / Colored Lighting Enabled.
Bottom: Standard Rendering



All Versions
+ Add Version- General Update**
2. Fix several bugs in PBR reflections.
3. Fix the bug that caused it to be unavailable on certain Iris versions.
4. Other optimizations and adjustments.
- General Update**
2. Simple refactoring and reorganization of output targets.
3. Optimized wet ground effect in rainy weather, optimized ray tracing effects, and optimized Voxy distant shadow effects.
4. Added more shader setting options, along with other optimizations and adjustments.
- The Cloud & Sea Update**
2. Adjusted atmospheric effects, including the sky, volumetric clouds, and volumetric fog.
3. Enabling Smooth Parallax will now simultaneously smooth the normal maps of resource packs.
4. Added a third water wave style: Composite Ocean.
5. Tweaked the appearance of the default water waves. Additionally, introduced randomized calmer areas to the water surface for a more diverse and natural look.
6. Adjusted the lighting for translucent objects when Ray Tracing or Colored Lighting is enabled.
7. Added more shader configuration options, along with various other optimizations and tweaks.
- Hotfix**
- General Update**
1. Added cloud shadows (the effect where ground lighting is blocked by clouds; this can be disabled in the Lighting/Shadows section of the Shader Settings).
2. Adjusted shadow effects to reduce moiré patterns on foliage. Tweaked the Ambient Occlusion (AO) effect: AO no longer affects Global Illumination (GI), resulting in cleaner lighting.
3. Fixed several issues with the original AgX implementation and changed the default tonemapping to AgX. The overall visual style has been altered.
4. Improved the quality of smooth parallax.
5. Fixed a bug in older versions where object surface lighting would disappear when picking up an item. Fixed a bug in older versions where lightning strikes appeared black.
6. Adjusted the rendering of particles and other translucent objects. Lines and item selection outlines are now treated as translucent materials.
7. Tweaked volumetric fog, volumetric clouds, and underwater fog effects. Increased the brightness of the night sky.
8. Added Depth of Field (DoF) edge blur (Experimental feature, disabled by default).
9. Added more customizable options in the Shader Settings.
10. Other minor optimizations and adjustments.
- Temporary compatibility for version 26.1**
2. Thanks to the new architecture, fixed an issue where lighting rendering failed for attached objects, and fixed an issue where lightning appeared solid black.
3. Versions prior to 26.1 remain unchanged, and these issues remain unresolved in those versions.
- Routine Update**
Unfortunately, due to personal (mental health) reasons, I was unable to deliver the expected content for this update. My sincere apologies.
- Post-Processing Update**
0. **Happy Spring Festival!**
1. Added a "Depth Confidence" option for TAA. It relaxes the acceptance rate of history frame colors based on depth information to reduce flickering and jittering, thereby improving image stability. However, this will cause noticeable ghosting and blurring. It can be turned off in the shader settings.
2. Rewrote Depth of Field (DoF) to support a wider range of blur.
3. Adjusted the usage of reflection data to reduce tearing and grid artifacts in specular reflections.
4. Adjusted translucency effects in the Nether and the End.
5. Added comments to some shader settings and synced them to the English language file.
6. Minor refactoring, fixed some bugs, and other adjustments and optimizations.
- Voxy Compatibility**
2. Fixed various bugs caused by oversights during ray tracing implementation.
3. Tweaked the visual effects of volumetric clouds and fog.
4. Fixed a long-standing minor bug affecting the water surface.
5. Adjusted visuals for The End dimension.
### 1. Added Ray Tracing & Ray Traced Colored Lighting
- Implementation:** Replaced RSM (Reflective Shadow Maps) with basic PTGI (Path Traced Global Illumination). No extra post-processing was applied; please consider this an experimental feature or a practice run, so the quality may not be perfect.
- Requirements:** Currently only supported on **Iris**. It is disabled by default.
- How to Enable:**
- Ray Tracing:** Go to Shader Options and enable **Ray Tracing Diffuse** and **Ray Tracing Specular**.
- Colored Lighting:** Enable the **Colored Lighting** option separately if you need it without full Ray Tracing.
- Important:** Ray Tracing already includes colored lighting effects. **Do NOT enable "Colored Lighting" while Ray Tracing is active** to avoid unnecessary performance waste. Please refer to the in-game shader settings for more details.
- Performance:** Due to architectural changes required for Ray Tracing, there is a slight performance cost compared to older versions, even when Ray Tracing is disabled. Thank you for your understanding.
### 2. Handheld Dynamic Lighting
- Added settings related to Handheld Dynamic Lighting.
- When **Ray Tracing** or **Colored Lighting** is enabled, the dynamic lighting system will automatically switch to **Colored Handheld Dynamic Lighting**.
### 3. Parallax Occlusion Mapping (POM) Improvements
- Modified the Parallax texture sampling method to prevent bugs caused by incomplete resource packs.
- Fixed several existing bugs within the parallax system.
### 4. PBR Adjustments
- Tweaked and adjusted PBR effects.
### 5. The Nether Overhaul
- Increased overall brightness.
- Reduced fog density and Bloom intensity for a clearer, brighter image.
- Added support for **Ray Tracing** and **Colored Lighting** within the Nether.
### 6. The End Overhaul
- Code cleanup and optimization.
- Reduced fog density and Bloom intensity; adjusted post-processing effects.
- Reflections in The End now support **Skybox reflections**.
- Added support for **Ray Tracing** and **Colored Lighting** within The End.
### 7. Atmosphere
- Adjusted sunrise color tones.
### 8. Localization
- Added **English translations** for the Shader Options UI.
### 9. Misc
- Other various optimizations and adjustments.
2. **Weather Effects:** Added ground puddles and ripple effects during rainy weather.
3. **Foliage Animation:** Rewrote the waving plants code for more natural movement.
4. **Lighting:** Added **Handheld Dynamic Lighting** and increased the default brightness of artificial light sources.
5. **Filtering:** Enabled **Anisotropic Filtering** (Low Quality) by default and improved its overall effect.
6. **Shadows:** Screen Space Shadows are now applied to close-range views as well.
7. **Mod Compatibility:** Added compatibility for *Kaleidoscope Cookery*, *Farmer's Delight*, and *Biomes O' Plenty* (Special thanks to **@xuyin2333**).
New Volumetric Clouds and their lighting settings
Adjusted Volumetric Fog and added its lighting settings
Support for Distant Horizons
Adjusted the effect of water and transparent objects, added refraction for transparent objects
Significantly improved the quality of Bloom
Adjusted Nether and End effects
Other algorithm and parameter adjustments