Supplemental Patches
Supplemental Patches enables users to create custom shaders for modded blocks, entities, items, particles, etc,
through a resource-pack. The mod by default, comes with a built-in resource pack which supports many popular mods.
These additional shaders are patched into Euphoria Patches, if it is installed.
Features
Some of the most exciting features of the mod include (for players):
- Over 500 high-quality shaders for custom materials from a variety of popular mods (e.g. Supplementaries, Quark, Jaden's Nether Expansion). See full list here.
- A custom End nebula skybox based on Enderscape's End atmosphere
- A cool fog effect based on the effect from Doom and Gloom
- Fixes to shader issues for many mods (e.g. Endergetic Expansion, Upgrade Aquatic, Doom and Gloom)
- Fixed rendering of item shaders when displayed on block entities (e.g. Supplementaries Pedestals, Item Shelves)
For details on the supported areas that can be patched onto Euphoria Patches, check out this tutorial.
FAQ
Q: Will there be ports to loaders other than (Neo)Forge and Fabric? A: Probably not.
Q: Will there be backports? A: Probably not.
Q: Can you support XXX mod? A: All in due time. Alternatively, you could do it yourself. Have a look at this tutorial for more details.
Q: I found a bug. A: Please report it to me first, do not bother the developers of Complementary Shaders / Euphoria Patches.
Q: The shaders I added aren't showing. A: Try reloading the shaderpack, after ensuring that the resource-pack is loaded. Alternatively, check which layer the block is being rendered in using the Euphoria Companion mod. Certain blocks (e.g. certain glass blocks) may be rendered as cutouts rather than translucent blocks. You will need to change the layer they are rendered under using block.properties.json.
Q: The built-in shaders aren't working. A: Similarly, try reloading the shaderpack and ensuring that the built-in resource-pack is loaded.
Q: Does this work with Optifine? A: No. This only works with Oculus / Iris.
Q: Can I include this my modpack? A: Yes, go ahead.
All Versions
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- Fixes**
- Fix bug with buffer injection
- Fix bug where regex would end up in an endless loop and cause a stack overflow
- Additions**
- Update Oreganized support to latest version
- Update Windlink support to the latest version
- Changes**
- Updated to *Complementary Shaders r5.9.3 + Euphoria Patches 1.10.5*
- Fixes**
- Fix bug with buffer injection
- Fix bug where regex would end up in an endless loop and cause a stack overflow
- Additions**
- Update Oreganized support to latest version
- Update Windlink support to the latest version
- Changes**
- Updated to *Complementary Shaders r5.9.3 + Euphoria Patches 1.10.5*
- Fixes**
- Fix bug with buffer injection
- Fix bug where regex would end up in an endless loop and cause a stack overflow
- Additions**
- Update Oreganized support to latest version
- Update Windlink support to the latest version
- Changes**
- Updated to *Complementary Shaders r5.9.3 + Euphoria Patches 1.10.5*
- Fixes**
- Fix bug with buffer injection
- Fix bug where regex would end up in an endless loop and cause a stack overflow
- Additions**
- Update Oreganized support to latest version
- Update Windlink support to the latest version
- Changes**
- Updated to *Complementary Shaders r5.9.3 + Euphoria Patches 1.10.5*
- Fixes**
- Fix bug with buffer injection
- Fix bug where regex would end up in an endless loop and cause a stack overflow
- Additions**
- Update Oreganized support to latest version
- Update Windlink support to the latest version
- Changes**
- Updated to *Complementary Shaders r5.9.3 + Euphoria Patches 1.10.5*
- Fixes**
- Fix bug with buffer injection
- Fix bug where regex would end up in an endless loop and cause a stack overflow
- Additions**
- Update Oreganized support to latest version
- Update Windlink support to the latest version
- Changes**
- Updated to *Complementary Shaders r5.9.3 + Euphoria Patches 1.10.5*
- Fixes**
- Fix bug with buffer injection
- Fix bug where regex would end up in an endless loop and cause a stack overflow
- Additions**
- Update Oreganized support to latest version
- Update Windlink support to the latest version
- Changes**
- Updated to *Complementary Shaders r5.9.3 + Euphoria Patches 1.10.5*
- Fixes**
- Fix bug with buffer injection
- Fix bug where regex would end up in an endless loop and cause a stack overflow
- Additions**
- Update Oreganized support to latest version
- Update Windlink support to the latest version
- Changes**
- Updated to *Complementary Shaders r5.9.3 + Euphoria Patches 1.10.5*
- Fixes**
- Fix bug with buffer injection
- Fix bug where regex would end up in an endless loop and cause a stack overflow
- Additions**
- Update Oreganized support to latest version
- Update Windlink support to the latest version
- Changes**
- Updated to *Complementary Shaders r5.9.3 + Euphoria Patches 1.10.5*
It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
- Fixes**
- Fix off-by-one error in addition of
colortexbuffers - Fix shaders not being applied to
suppsquared:copper_lantern - Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for
caverns_and_chasms:floodlightand related blocks - Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for
mynethersdelight:powdery_torch - Fix missing shaders for
netherexp:wall_ancient_torchandnetherexp:ancient_campfire - Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
- Additions**
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option
DARK_ES_END_FLASHto configure End Flashes to reduce ambient lighting instead of increasing it - Add options
SOFTEN_END_SHADOWSandSOFTEN_END_SHADOWS_Ito soften shadows from top-down End ambient lighting. Setting to0removes shadows entirely - Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at
y = 0andy = 230 - Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @**[mpustovoi](https://github.com/mpustovoi)**
- Changes**
- Updated to *Minecraft 26.1* and *Minecraft 26.2*
- Updated to *Complementary Shaders r5.9 + Euphoria Patches 1.10*
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to
Supplemental Patches <version number> - Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
- Breaking Changes**
- Standardise all folders to use plurals
entity->entitiesblock_entity->block_entitiestranslucent->translucents- Modify the way that colours are specified within material shader JSONs
- Field
coloris renamed toblocklight - Field
conditionsis moved underblocklightto allow differentcolors based on differentconditions - See the rewritten shaders within the built-in resource-pack for examples
- Resource-packs now require an
entrypoint.jsonwithin thesettingsfolder for shader settings to work - Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function
minecraft:waving_tall_foliage_2->waving_tall_emissive_foliage
It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
- Fixes**
- Fix off-by-one error in addition of
colortexbuffers - Fix shaders not being applied to
suppsquared:copper_lantern - Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for
caverns_and_chasms:floodlightand related blocks - Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for
mynethersdelight:powdery_torch - Fix missing shaders for
netherexp:wall_ancient_torchandnetherexp:ancient_campfire - Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
- Additions**
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option
DARK_ES_END_FLASHto configure End Flashes to reduce ambient lighting instead of increasing it - Add options
SOFTEN_END_SHADOWSandSOFTEN_END_SHADOWS_Ito soften shadows from top-down End ambient lighting. Setting to0removes shadows entirely - Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at
y = 0andy = 230 - Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @**[mpustovoi](https://github.com/mpustovoi)**
- Changes**
- Updated to *Minecraft 26.1* and *Minecraft 26.2*
- Updated to *Complementary Shaders r5.9 + Euphoria Patches 1.10*
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to
Supplemental Patches <version number> - Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
- Breaking Changes**
- Standardise all folders to use plurals
entity->entitiesblock_entity->block_entitiestranslucent->translucents- Modify the way that colours are specified within material shader JSONs
- Field
coloris renamed toblocklight - Field
conditionsis moved underblocklightto allow differentcolors based on differentconditions - See the rewritten shaders within the built-in resource-pack for examples
- Resource-packs now require an
entrypoint.jsonwithin thesettingsfolder for shader settings to work - Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function
minecraft:waving_tall_foliage_2->waving_tall_emissive_foliage
It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
- Fixes**
- Fix off-by-one error in addition of
colortexbuffers - Fix shaders not being applied to
suppsquared:copper_lantern - Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for
caverns_and_chasms:floodlightand related blocks - Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for
mynethersdelight:powdery_torch - Fix missing shaders for
netherexp:wall_ancient_torchandnetherexp:ancient_campfire - Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
- Additions**
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option
DARK_ES_END_FLASHto configure End Flashes to reduce ambient lighting instead of increasing it - Add options
SOFTEN_END_SHADOWSandSOFTEN_END_SHADOWS_Ito soften shadows from top-down End ambient lighting. Setting to0removes shadows entirely - Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at
y = 0andy = 230 - Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @**[mpustovoi](https://github.com/mpustovoi)**
- Changes**
- Updated to *Minecraft 26.1* and *Minecraft 26.2*
- Updated to *Complementary Shaders r5.9 + Euphoria Patches 1.10*
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to
Supplemental Patches <version number> - Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
- Breaking Changes**
- Standardise all folders to use plurals
entity->entitiesblock_entity->block_entitiestranslucent->translucents- Modify the way that colours are specified within material shader JSONs
- Field
coloris renamed toblocklight - Field
conditionsis moved underblocklightto allow differentcolors based on differentconditions - See the rewritten shaders within the built-in resource-pack for examples
- Resource-packs now require an
entrypoint.jsonwithin thesettingsfolder for shader settings to work - Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function
minecraft:waving_tall_foliage_2->waving_tall_emissive_foliage
It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
- Fixes**
- Fix off-by-one error in addition of
colortexbuffers - Fix shaders not being applied to
suppsquared:copper_lantern - Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for
caverns_and_chasms:floodlightand related blocks - Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for
mynethersdelight:powdery_torch - Fix missing shaders for
netherexp:wall_ancient_torchandnetherexp:ancient_campfire - Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
- Additions**
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option
DARK_ES_END_FLASHto configure End Flashes to reduce ambient lighting instead of increasing it - Add options
SOFTEN_END_SHADOWSandSOFTEN_END_SHADOWS_Ito soften shadows from top-down End ambient lighting. Setting to0removes shadows entirely - Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at
y = 0andy = 230 - Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @**[mpustovoi](https://github.com/mpustovoi)**
- Changes**
- Updated to *Minecraft 26.1* and *Minecraft 26.2*
- Updated to *Complementary Shaders r5.9 + Euphoria Patches 1.10*
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to
Supplemental Patches <version number> - Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
- Breaking Changes**
- Standardise all folders to use plurals
entity->entitiesblock_entity->block_entitiestranslucent->translucents- Modify the way that colours are specified within material shader JSONs
- Field
coloris renamed toblocklight - Field
conditionsis moved underblocklightto allow differentcolors based on differentconditions - See the rewritten shaders within the built-in resource-pack for examples
- Resource-packs now require an
entrypoint.jsonwithin thesettingsfolder for shader settings to work - Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function
minecraft:waving_tall_foliage_2->waving_tall_emissive_foliage
It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
- Fixes**
- Fix off-by-one error in addition of
colortexbuffers - Fix shaders not being applied to
suppsquared:copper_lantern - Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for
caverns_and_chasms:floodlightand related blocks - Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for
mynethersdelight:powdery_torch - Fix missing shaders for
netherexp:wall_ancient_torchandnetherexp:ancient_campfire - Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
- Additions**
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option
DARK_ES_END_FLASHto configure End Flashes to reduce ambient lighting instead of increasing it - Add options
SOFTEN_END_SHADOWSandSOFTEN_END_SHADOWS_Ito soften shadows from top-down End ambient lighting. Setting to0removes shadows entirely - Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at
y = 0andy = 230 - Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @**[mpustovoi](https://github.com/mpustovoi)**
- Changes**
- Updated to *Minecraft 26.1* and *Minecraft 26.2*
- Updated to *Complementary Shaders r5.9 + Euphoria Patches 1.10*
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to
Supplemental Patches <version number> - Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
- Breaking Changes**
- Standardise all folders to use plurals
entity->entitiesblock_entity->block_entitiestranslucent->translucents- Modify the way that colours are specified within material shader JSONs
- Field
coloris renamed toblocklight - Field
conditionsis moved underblocklightto allow differentcolors based on differentconditions - See the rewritten shaders within the built-in resource-pack for examples
- Resource-packs now require an
entrypoint.jsonwithin thesettingsfolder for shader settings to work - Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function
minecraft:waving_tall_foliage_2->waving_tall_emissive_foliage
It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
- Fixes**
- Fix off-by-one error in addition of
colortexbuffers - Fix shaders not being applied to
suppsquared:copper_lantern - Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for
caverns_and_chasms:floodlightand related blocks - Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for
mynethersdelight:powdery_torch - Fix missing shaders for
netherexp:wall_ancient_torchandnetherexp:ancient_campfire - Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
- Additions**
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option
DARK_ES_END_FLASHto configure End Flashes to reduce ambient lighting instead of increasing it - Add options
SOFTEN_END_SHADOWSandSOFTEN_END_SHADOWS_Ito soften shadows from top-down End ambient lighting. Setting to0removes shadows entirely - Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at
y = 0andy = 230 - Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @**[mpustovoi](https://github.com/mpustovoi)**
- Changes**
- Updated to *Minecraft 26.1* and *Minecraft 26.2*
- Updated to *Complementary Shaders r5.9 + Euphoria Patches 1.10*
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to
Supplemental Patches <version number> - Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
- Breaking Changes**
- Standardise all folders to use plurals
entity->entitiesblock_entity->block_entitiestranslucent->translucents- Modify the way that colours are specified within material shader JSONs
- Field
coloris renamed toblocklight - Field
conditionsis moved underblocklightto allow differentcolors based on differentconditions - See the rewritten shaders within the built-in resource-pack for examples
- Resource-packs now require an
entrypoint.jsonwithin thesettingsfolder for shader settings to work - Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function
minecraft:waving_tall_foliage_2->waving_tall_emissive_foliage
It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
- Fixes**
- Fix off-by-one error in addition of
colortexbuffers - Fix shaders not being applied to
suppsquared:copper_lantern - Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for
caverns_and_chasms:floodlightand related blocks - Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for
mynethersdelight:powdery_torch - Fix missing shaders for
netherexp:wall_ancient_torchandnetherexp:ancient_campfire - Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
- Additions**
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option
DARK_ES_END_FLASHto configure End Flashes to reduce ambient lighting instead of increasing it - Add options
SOFTEN_END_SHADOWSandSOFTEN_END_SHADOWS_Ito soften shadows from top-down End ambient lighting. Setting to0removes shadows entirely - Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at
y = 0andy = 230 - Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @**[mpustovoi](https://github.com/mpustovoi)**
- Changes**
- Updated to *Minecraft 26.1* and *Minecraft 26.2*
- Updated to *Complementary Shaders r5.9 + Euphoria Patches 1.10*
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to
Supplemental Patches <version number> - Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
- Breaking Changes**
- Standardise all folders to use plurals
entity->entitiesblock_entity->block_entitiestranslucent->translucents- Modify the way that colours are specified within material shader JSONs
- Field
coloris renamed toblocklight - Field
conditionsis moved underblocklightto allow differentcolors based on differentconditions - See the rewritten shaders within the built-in resource-pack for examples
- Resource-packs now require an
entrypoint.jsonwithin thesettingsfolder for shader settings to work - Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function
minecraft:waving_tall_foliage_2->waving_tall_emissive_foliage
It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
- Fixes**
- Fix off-by-one error in addition of
colortexbuffers - Fix shaders not being applied to
suppsquared:copper_lantern - Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for
caverns_and_chasms:floodlightand related blocks - Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for
mynethersdelight:powdery_torch - Fix missing shaders for
netherexp:wall_ancient_torchandnetherexp:ancient_campfire - Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
- Additions**
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option
DARK_ES_END_FLASHto configure End Flashes to reduce ambient lighting instead of increasing it - Add options
SOFTEN_END_SHADOWSandSOFTEN_END_SHADOWS_Ito soften shadows from top-down End ambient lighting. Setting to0removes shadows entirely - Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at
y = 0andy = 230 - Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @**[mpustovoi](https://github.com/mpustovoi)**
- Changes**
- Updated to *Minecraft 26.1* and *Minecraft 26.2*
- Updated to *Complementary Shaders r5.9 + Euphoria Patches 1.10*
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to
Supplemental Patches <version number> - Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
- Breaking Changes**
- Standardise all folders to use plurals
entity->entitiesblock_entity->block_entitiestranslucent->translucents- Modify the way that colours are specified within material shader JSONs
- Field
coloris renamed toblocklight - Field
conditionsis moved underblocklightto allow differentcolors based on differentconditions - See the rewritten shaders within the built-in resource-pack for examples
- Resource-packs now require an
entrypoint.jsonwithin thesettingsfolder for shader settings to work - Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function
minecraft:waving_tall_foliage_2->waving_tall_emissive_foliage
It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
- Fixes**
- Fix off-by-one error in addition of
colortexbuffers - Fix shaders not being applied to
suppsquared:copper_lantern - Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for
caverns_and_chasms:floodlightand related blocks - Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for
mynethersdelight:powdery_torch - Fix missing shaders for
netherexp:wall_ancient_torchandnetherexp:ancient_campfire - Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
- Additions**
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option
DARK_ES_END_FLASHto configure End Flashes to reduce ambient lighting instead of increasing it - Add options
SOFTEN_END_SHADOWSandSOFTEN_END_SHADOWS_Ito soften shadows from top-down End ambient lighting. Setting to0removes shadows entirely - Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at
y = 0andy = 230 - Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @**[mpustovoi](https://github.com/mpustovoi)**
- Changes**
- Updated to *Minecraft 26.1* and *Minecraft 26.2*
- Updated to *Complementary Shaders r5.9 + Euphoria Patches 1.10*
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to
Supplemental Patches <version number> - Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
- Breaking Changes**
- Standardise all folders to use plurals
entity->entitiesblock_entity->block_entitiestranslucent->translucents- Modify the way that colours are specified within material shader JSONs
- Field
coloris renamed toblocklight - Field
conditionsis moved underblocklightto allow differentcolors based on differentconditions - See the rewritten shaders within the built-in resource-pack for examples
- Resource-packs now require an
entrypoint.jsonwithin thesettingsfolder for shader settings to work - Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function
minecraft:waving_tall_foliage_2->waving_tall_emissive_foliage
- Fixes**
- Fix issue with missing settings for mods that are not uninstalled
- Fix issues with particle shaders not working with Cobblemon installed
- Additions**
- Add support for the following mods
- Enderscape (updated to 2.1.0)
- Cobblemon
- Added shaders for
enderscape:void_shale - Add
USE_ENDERSCAPE_LIGHTMAPoption to use Enderscape lightmap in the End instead of the default - Add
ES_STAR_COLOR, along with new uniformsenderscapeStarColor,enderscapeStarAlphato allow stars to use the colors defined by Enderscape - Allow individual Pokemon to be given custom shaders (only on NeoForge for now, Fabric mixin doesn't want to work 😢)
- This is done by adding their showdown ids (e.g.
cobblemon:rowlet) to entity.properties - Only a handful of Pokemon have custom shaders now, more will come in the future
- This works for custom pokemon too
- Added more information to in-game about page
- Added documentation to wiki on defining mixins and custom fogs
- Changes**
- Updated to *Complementary Shaders r5.7.1 + Euphoria Patches 1.8.6*
ANIMATED_END_LAMPhas been changed to be disabled by default
- Fixes**
- Fix issue with missing settings for mods that are not uninstalled
- Fix issues with particle shaders not working with Cobblemon installed
- Additions**
- Add support for the following mods
- Enderscape (updated to 2.1.0)
- Cobblemon
- Added shaders for
enderscape:void_shale - Add
USE_ENDERSCAPE_LIGHTMAPoption to use Enderscape lightmap in the End instead of the default - Add
ES_STAR_COLOR, along with new uniformsenderscapeStarColor,enderscapeStarAlphato allow stars to use the colors defined by Enderscape - Allow individual Pokemon to be given custom shaders (only on NeoForge for now, Fabric mixin doesn't want to work 😢)
- This is done by adding their showdown ids (e.g.
cobblemon:rowlet) to entity.properties - Only a handful of Pokemon have custom shaders now, more will come in the future
- This works for custom pokemon too
- Added more information to in-game about page
- Added documentation to wiki on defining mixins and custom fogs
- Changes**
- Updated to *Complementary Shaders r5.7.1 + Euphoria Patches 1.8.6*
ANIMATED_END_LAMPhas been changed to be disabled by default
- Fixes**
- Fix issue with missing settings for mods that are not uninstalled
- Fix issues with particle shaders not working with Cobblemon installed
- Additions**
- Add support for the following mods
- Enderscape (updated to 2.1.0)
- Cobblemon
- Added shaders for
enderscape:void_shale - Add
USE_ENDERSCAPE_LIGHTMAPoption to use Enderscape lightmap in the End instead of the default - Add
ES_STAR_COLOR, along with new uniformsenderscapeStarColor,enderscapeStarAlphato allow stars to use the colors defined by Enderscape - Allow individual Pokemon to be given custom shaders (only on NeoForge for now, Fabric mixin doesn't want to work 😢)
- This is done by adding their showdown ids (e.g.
cobblemon:rowlet) to entity.properties - Only a handful of Pokemon have custom shaders now, more will come in the future
- This works for custom pokemon too
- Added more information to in-game about page
- Added documentation to wiki on defining mixins and custom fogs
- Changes**
- Updated to *Complementary Shaders r5.7.1 + Euphoria Patches 1.8.6*
ANIMATED_END_LAMPhas been changed to be disabled by default