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Supplemental Patches

Supplemental Patches

by jedlimlx • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

Supplemental Patches

Modrinth CurseForge Issue Tracker


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):

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

+ Add Version
Name Game version Platforms Published Downloads Actions
26.2
Fabric
1mo ago 1
26.1.2
Fabric
1mo ago 1
1.21.11
Fabric
1mo ago 1
1.21.x
Fabric
1mo ago 1
1.21.x
Fabric
1mo ago 1
1.21.x
Fabric
1mo ago 1
1.20.x
Fabric
1mo ago 1
1.21.x
Neoforge
1mo ago 1
1.20.x
Forge
1mo ago 1
26.2
Fabric
2mo ago 1
26.1.x
Fabric
2mo ago 1
1.21.11
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.20.x
Fabric
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.20.x
Forge
2mo ago 1
26.2
Fabric
2mo ago 1
26.1.x
Fabric
2mo ago 1
1.21.11
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.20.x
Fabric
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.20.x
Forge
2mo ago 1
1.21.11
Fabric
8mo ago 1
1.21.x
Fabric
8mo ago 1
1.21.x
Fabric
8mo ago 1
1.21.x
Fabric
8mo ago 1
1.20.x
Fabric
8mo ago 1
1.21.x
Neoforge
8mo ago 1
1.20.x
Forge
8mo ago 1
1.21.x
Fabric
11mo ago 1
1.21.x
Fabric
11mo ago 1
1.21.x
Fabric
11mo ago 1
1.20.x
Fabric
11mo ago 1
1.21.x
Neoforge
11mo ago 1
1.20.x
Forge
11mo ago 1
1.21.x
Fabric
11mo ago 1
1.21.x
Fabric
11mo ago 1
1.21.x
Fabric
11mo ago 1
1.20.x
Fabric
11mo ago 1
1.21.x
Neoforge
11mo ago 1
1.20.x
Forge
11mo ago 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Neoforge
last yr. 1
1.20.x
Forge
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Neoforge
last yr. 1
1.20.x
Forge
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Neoforge
last yr. 1
1.20.x
Forge
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Neoforge
last yr. 1
1.20.x
Forge
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Neoforge
last yr. 1
1.20.x
Forge
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Neoforge
last yr. 1
1.20.x
Forge
last yr. 1
1.21.x
Fabric
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Neoforge
last yr. 1
1.20.x
Forge
last yr. 1
1.21.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.21.x
Neoforge
last yr. 1
1.20.x
Forge
last yr. 1
![Ectoplasm pool in the Soul Sand Valley](https://supplemental-patches.pages.dev/assets/versions/1.0.2.png)

  • 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*
![Ectoplasm pool in the Soul Sand Valley](https://supplemental-patches.pages.dev/assets/versions/1.0.2.png)

  • 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*
![Ectoplasm pool in the Soul Sand Valley](https://supplemental-patches.pages.dev/assets/versions/1.0.2.png)

  • 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*
![Ectoplasm pool in the Soul Sand Valley](https://supplemental-patches.pages.dev/assets/versions/1.0.2.png)

  • 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*
![Ectoplasm pool in the Soul Sand Valley](https://supplemental-patches.pages.dev/assets/versions/1.0.2.png)

  • 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*
![Ectoplasm pool in the Soul Sand Valley](https://supplemental-patches.pages.dev/assets/versions/1.0.2.png)

  • 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*
![Ectoplasm pool in the Soul Sand Valley](https://supplemental-patches.pages.dev/assets/versions/1.0.2.png)

  • 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*
![Ectoplasm pool in the Soul Sand Valley](https://supplemental-patches.pages.dev/assets/versions/1.0.2.png)

  • 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*
![Ectoplasm pool in the Soul Sand Valley](https://supplemental-patches.pages.dev/assets/versions/1.0.2.png)

  • 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*
This is a hotfix to fix a major issue where the mod would delete everything inside the shader folder.
This is a hotfix to fix a major issue where the mod would delete everything inside the shader folder.
This is a hotfix to fix a major issue where the mod would delete everything inside the shader folder.
This is a hotfix to fix a major issue where the mod would delete everything inside the shader folder.
This is a hotfix to fix a major issue where the mod would delete everything inside the shader folder.
This is a hotfix to fix a major issue where the mod would delete everything inside the shader folder.
This is a hotfix to fix a major issue where the mod would delete everything inside the shader folder.
This is a hotfix to fix a major issue where the mod would delete everything inside the shader folder.
This is a hotfix to fix a major issue where the mod would delete everything inside the shader folder.
![A scene in Enderscape's Celestial Grove](https://supplemental-patches.pages.dev/assets/versions/1.0.0.png)

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 colortex buffers
  • 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:floodlight and 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_torch and netherexp: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_FLASH to configure End Flashes to reduce ambient lighting instead of increasing it
  • Add options SOFTEN_END_SHADOWS and SOFTEN_END_SHADOWS_I to soften shadows from top-down End ambient lighting. Setting to 0 removes shadows entirely
  • Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at y = 0 and y = 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 -> entities
  • block_entity -> block_entities
  • translucent -> translucents
  • Modify the way that colours are specified within material shader JSONs
  • Field color is renamed to blocklight
  • Field conditions is moved under blocklight to allow different colors based on different conditions
  • See the rewritten shaders within the built-in resource-pack for examples
  • Resource-packs now require an entrypoint.json within the settings folder 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

![A scene in Enderscape's Celestial Grove](https://supplemental-patches.pages.dev/assets/versions/1.0.0.png)

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 colortex buffers
  • 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:floodlight and 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_torch and netherexp: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_FLASH to configure End Flashes to reduce ambient lighting instead of increasing it
  • Add options SOFTEN_END_SHADOWS and SOFTEN_END_SHADOWS_I to soften shadows from top-down End ambient lighting. Setting to 0 removes shadows entirely
  • Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at y = 0 and y = 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 -> entities
  • block_entity -> block_entities
  • translucent -> translucents
  • Modify the way that colours are specified within material shader JSONs
  • Field color is renamed to blocklight
  • Field conditions is moved under blocklight to allow different colors based on different conditions
  • See the rewritten shaders within the built-in resource-pack for examples
  • Resource-packs now require an entrypoint.json within the settings folder 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

![A scene in Enderscape's Celestial Grove](https://supplemental-patches.pages.dev/assets/versions/1.0.0.png)

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 colortex buffers
  • 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:floodlight and 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_torch and netherexp: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_FLASH to configure End Flashes to reduce ambient lighting instead of increasing it
  • Add options SOFTEN_END_SHADOWS and SOFTEN_END_SHADOWS_I to soften shadows from top-down End ambient lighting. Setting to 0 removes shadows entirely
  • Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at y = 0 and y = 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 -> entities
  • block_entity -> block_entities
  • translucent -> translucents
  • Modify the way that colours are specified within material shader JSONs
  • Field color is renamed to blocklight
  • Field conditions is moved under blocklight to allow different colors based on different conditions
  • See the rewritten shaders within the built-in resource-pack for examples
  • Resource-packs now require an entrypoint.json within the settings folder 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

![A scene in Enderscape's Celestial Grove](https://supplemental-patches.pages.dev/assets/versions/1.0.0.png)

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 colortex buffers
  • 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:floodlight and 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_torch and netherexp: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_FLASH to configure End Flashes to reduce ambient lighting instead of increasing it
  • Add options SOFTEN_END_SHADOWS and SOFTEN_END_SHADOWS_I to soften shadows from top-down End ambient lighting. Setting to 0 removes shadows entirely
  • Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at y = 0 and y = 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 -> entities
  • block_entity -> block_entities
  • translucent -> translucents
  • Modify the way that colours are specified within material shader JSONs
  • Field color is renamed to blocklight
  • Field conditions is moved under blocklight to allow different colors based on different conditions
  • See the rewritten shaders within the built-in resource-pack for examples
  • Resource-packs now require an entrypoint.json within the settings folder 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

![A scene in Enderscape's Celestial Grove](https://supplemental-patches.pages.dev/assets/versions/1.0.0.png)

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 colortex buffers
  • 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:floodlight and 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_torch and netherexp: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_FLASH to configure End Flashes to reduce ambient lighting instead of increasing it
  • Add options SOFTEN_END_SHADOWS and SOFTEN_END_SHADOWS_I to soften shadows from top-down End ambient lighting. Setting to 0 removes shadows entirely
  • Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at y = 0 and y = 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 -> entities
  • block_entity -> block_entities
  • translucent -> translucents
  • Modify the way that colours are specified within material shader JSONs
  • Field color is renamed to blocklight
  • Field conditions is moved under blocklight to allow different colors based on different conditions
  • See the rewritten shaders within the built-in resource-pack for examples
  • Resource-packs now require an entrypoint.json within the settings folder 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

![A scene in Enderscape's Celestial Grove](https://supplemental-patches.pages.dev/assets/versions/1.0.0.png)

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 colortex buffers
  • 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:floodlight and 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_torch and netherexp: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_FLASH to configure End Flashes to reduce ambient lighting instead of increasing it
  • Add options SOFTEN_END_SHADOWS and SOFTEN_END_SHADOWS_I to soften shadows from top-down End ambient lighting. Setting to 0 removes shadows entirely
  • Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at y = 0 and y = 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 -> entities
  • block_entity -> block_entities
  • translucent -> translucents
  • Modify the way that colours are specified within material shader JSONs
  • Field color is renamed to blocklight
  • Field conditions is moved under blocklight to allow different colors based on different conditions
  • See the rewritten shaders within the built-in resource-pack for examples
  • Resource-packs now require an entrypoint.json within the settings folder 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

![A scene in Enderscape's Celestial Grove](https://supplemental-patches.pages.dev/assets/versions/1.0.0.png)

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 colortex buffers
  • 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:floodlight and 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_torch and netherexp: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_FLASH to configure End Flashes to reduce ambient lighting instead of increasing it
  • Add options SOFTEN_END_SHADOWS and SOFTEN_END_SHADOWS_I to soften shadows from top-down End ambient lighting. Setting to 0 removes shadows entirely
  • Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at y = 0 and y = 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 -> entities
  • block_entity -> block_entities
  • translucent -> translucents
  • Modify the way that colours are specified within material shader JSONs
  • Field color is renamed to blocklight
  • Field conditions is moved under blocklight to allow different colors based on different conditions
  • See the rewritten shaders within the built-in resource-pack for examples
  • Resource-packs now require an entrypoint.json within the settings folder 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

![A scene in Enderscape's Celestial Grove](https://supplemental-patches.pages.dev/assets/versions/1.0.0.png)

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 colortex buffers
  • 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:floodlight and 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_torch and netherexp: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_FLASH to configure End Flashes to reduce ambient lighting instead of increasing it
  • Add options SOFTEN_END_SHADOWS and SOFTEN_END_SHADOWS_I to soften shadows from top-down End ambient lighting. Setting to 0 removes shadows entirely
  • Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at y = 0 and y = 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 -> entities
  • block_entity -> block_entities
  • translucent -> translucents
  • Modify the way that colours are specified within material shader JSONs
  • Field color is renamed to blocklight
  • Field conditions is moved under blocklight to allow different colors based on different conditions
  • See the rewritten shaders within the built-in resource-pack for examples
  • Resource-packs now require an entrypoint.json within the settings folder 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

![A scene in Enderscape's Celestial Grove](https://supplemental-patches.pages.dev/assets/versions/1.0.0.png)

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 colortex buffers
  • 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:floodlight and 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_torch and netherexp: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_FLASH to configure End Flashes to reduce ambient lighting instead of increasing it
  • Add options SOFTEN_END_SHADOWS and SOFTEN_END_SHADOWS_I to soften shadows from top-down End ambient lighting. Setting to 0 removes shadows entirely
  • Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at y = 0 and y = 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 -> entities
  • block_entity -> block_entities
  • translucent -> translucents
  • Modify the way that colours are specified within material shader JSONs
  • Field color is renamed to blocklight
  • Field conditions is moved under blocklight to allow different colors based on different conditions
  • See the rewritten shaders within the built-in resource-pack for examples
  • Resource-packs now require an entrypoint.json within the settings folder 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

![Corviknight flying off into the sunset](https://supplemental-patches.pages.dev/assets/versions/0.8.0-beta.png)

  • 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_LIGHTMAP option to use Enderscape lightmap in the End instead of the default
  • Add ES_STAR_COLOR, along with new uniforms enderscapeStarColor, enderscapeStarAlpha to 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_LAMP has been changed to be disabled by default
![Corviknight flying off into the sunset](https://supplemental-patches.pages.dev/assets/versions/0.8.0-beta.png)

  • 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_LIGHTMAP option to use Enderscape lightmap in the End instead of the default
  • Add ES_STAR_COLOR, along with new uniforms enderscapeStarColor, enderscapeStarAlpha to 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_LAMP has been changed to be disabled by default
![Corviknight flying off into the sunset](https://supplemental-patches.pages.dev/assets/versions/0.8.0-beta.png)

  • 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_LIGHTMAP option to use Enderscape lightmap in the End instead of the default
  • Add ES_STAR_COLOR, along with new uniforms enderscapeStarColor, enderscapeStarAlpha to 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_LAMP has been changed to be disabled by default
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