Sundial Lite
Sundial Lite is the free and open source version of Sundial, using GNU General Public Licence 3.0. It's designed to make the balance between quality, performance and compatibility.
Supported versions
Optifine released after 04.12.2019 (1.8.9 L5) is supported.
Theoretically can run on Iris 1.5.0 and above, but for less bugs, latest Iris is suggested.
Features
Sundial Lite contains most features from the full version and with some extra features, including but not limits to:
- Shadowmapping, including transparent shadow and water caustics
- Waving plants
- Full LabPBR support (LabPBR AO is disabled by default) and some optional builtin PBR material for certain blocks
- Builtin anisotropic filtering, does not need vanilla/Optifine's anisotropic enabled
- Smooth parallax for smoothed surface, and voxel parallax for exact cubic surface
- Parallax based normal for unified parallax and normal experience
- Percentage closer soft shadow, screen space shadow and cloud shadow
- Noisy SSGI and SSAO based on screen space visibility bitmask from shadertoy (CC0)
- Screen space reflection with reflection filter
- Physical based atmosphere that considers player height
- Switchable blocky and realistic cloud, both can occlude ground if you fly high enough, and extra 2D plane cloud
- Vanilla weather rendering
- Switchable realistic and vanilla style water type
- Refraction based on one time offset
- Sunlight specular on transparent objects
- Water fog, nether fog and the end fog, also include galaxy for the end
- Volumetric light and volumetric fog
- Depth of Field
- Temporal anti aliasing
- Motion blur
- Bloom
- Average exposure
- Barrel/pincushion disortion
- Chromatic dispersion
- Tonemapping and some final color adjustments
- FidelityFX RCAS final sharpening
- Lots of configurable shader options for above features
- Correct held object support for SSGI, SSAO, Screen space shadow, reflection, DoF and TAA
- Compatible with Distant Horizons, Voxy, Vivecraft, Colorwheel, Super Resolution and Physics Mod Pro
As a compartion to the full version, it does not use voxelization and world space ray tracing, reducing volumetric light and reflection from computing 2 times to 1 time, losing multiple bounce reflection, but have much better performance and mod compatibility.
Known issues
- As a deferred-rendering shaders, it does not work well on mods that use transparent objects without writing to depth, and can only see the closest transparent objects, like you cannot see water behind stained glass blocks
- Due to terrain culling in shadow and render distance limit, sometimes you may see sunlight leaks in caves and buildings, this is not that resolvable on shader side
- Minecraft 26.1's rendering order is very bad, causing some overlay designed to decorate solid object are rendering with transparent obejcts, causing enchantment glint, horse marking, banner pattern, spider/enderman eyes and so on cannot rendered correctly on deferred-rendering shaders, and very expensive to resolve on shader side
- Certain versions of Optifine (like 1.21.2 to 1.21.8 J6 Pre15) cannot use vanilla light texture in deferred pipeline correctly, disable
Mod support > Mod night vision compatcan fix it on those versions
All Versions
+ Add Version- Added end flash effect on supported Iris versions;
- Added
Texture > Normal > Entity vertex TBNoption, can provide smooth normal look on some mod entities; - Added TAA_HISTORY_WEIGHT and TAA_HISTORY_CLIP_VARIANCE option;
- Added water fog scatting options;
- Added GT7 tonemapping;
- Added
Texture > Normal > Directional light leveloption, provide better lighting with texture normal, but may look strange in certain scene; - Added
Texture > Parallax > Smooth parallax offsetoption, make smooth parallax matches pixel range, also affectParallax based normal; - Added physics ocean v3 compat;
- Added Distant Horizons' LoD texture support (require Distant Horizons 3.2.1 or above, and Iris 1.11.4 or above);
- Added support for enchantment glint in Iris 26.3;
- Added colorwheel indirect shadow cull support (require Colorwheel 1.3.0 or above);
### Changed
- Adjusted default water look;
- Improved rain fog rendering on sky and far away terrain when camera in cave;
- Reduced rain fog strength when player is too high in atmosphere;
- Removed beacon's alpha cutout in block entities shaders on 1.17+ and 1.15-, should provide better mod translucent block entities support;
- Jittered cloud shadow light sampling;
- No longer apply light leaking fix on sky in reflection rendering if ray direction in screen hits sky pixel;
### Fixed
- Fixed particle rendering in 1.12.2 (and maybe 1.8.9);
- Fixed top and bottom face normal of item models using
builtin/generatedin 1.12.2 (and maybe 1.8.9); - Fixed objects with strange
mc_midTexCoordmay break translucent check in shadow; - Fixed bloom become darker on screen edge;
- Added SuperResolution mod compat;
- Added 26.2 new blocks to needed hardcoded support list;
- Added 26.3 (up to 26.3 snapshot 3) new blocks to needed hardcoded support list;
- Added physics ocean v2 compat (require Physics Mod Pro v185c or later versions);
- Added normal clamping to physics ocean wave (already exist on common/DH/Voxy water);
- Added PARALLAX_DOF support for DoF focus point (previously it does not run on focus point depth);
### Changed
- Reworked water wave on default WATER_TYPE, and added some customize options for it;
- Normalized colorwheel light level;
- Adjusted sky lighting strength to fit some option change during rain;
- HARDCODED_EMISSIVE now only applies on blocks;
- Using sky light level of start block instead of camera in light leaking fix for reflection;
- Updated sky light fading curve;
- Using rendered sun but not specular in smooth reflection;
- Adjusted sunlight shadow outside shadowmapping;
- Adjusted rainy volumetric light/fog lighting;
- Adjusted water/powder snow fog during rain;
- Try to avoid allocating main/alt shadowcolor1 to reduce VRAM usage;
- Remapped gbuffer data storage to improve performance on certain effects;
### Fixed
- Fixed anisotropic filter issue on terrain far away caused by interpolation on
coordRange; - Fixed self hit on solid reflection near screen edge;
- Fixed color interpolation in refraction (#14);
- Fixed voxy water when setting WATER_TYPE to 1 (Vanilla);
- Fixed sunlight color will contribute to sky lighting on translucent particles in the end;
- Fixed realistic cloud will ignore hit result of last step;
- Fixed DoF when DOF_FOCUS_TEXTURE is not depthtex2, CORRECT_DOF_HAND_DEPTH is on, and focusing on held object;
- Fixed translucent shadow does not consider vertex color;
- Fixed rain puddle on cauldron water may become weaker when setting RAIN_PUDDLE to high below 26.1;