DH has native taa support, but only on LODs so eh
Fork of https://modrinth.com/shader/taa to add distant horizons support. Only tested 1.20.1. Has almost 1:1 vanilla AO parity.
for the voxy port go to: https://modrinth.com/shader/taa-voxy-port
approximately a 5% performance impact(at 4 samples—at highest configuration(12 samples) expect around 13% performance impact)
Features:
- Works with Iris and Colorwheel(enable fallbackmode in colorwheel)
- TAA: Core feature, smooths edges AND gets rid of flickering/noise on distant terrain
- Sharpening:
- Unsharp Mask: Leaves trails behind fast moving objects.
- CAS (Contrast Adaptive Sharpening): More stable, but still has some downsides to it.
-
FIXED THE WATER BORDER: gets rid of the ugly water borders between DH and vanilla, check gallery for examples.
- Fog Start Distance:
- Configurable fog start for distant horizons, as a ratio of the render distance.
- Vanilla-like Ambient Occlusion:
- Configurable Ambient Occlusion samples, higher looks better but runs slower. (diminishing returns after 6 imo)
- Configurable Radius and Intensity: Preference based, feel free to play around with these, default values should look the same as vanila(or at least close enough).
if patches of your DH terrain are darker set LOD shading to Disabled or reload the world
if particles look weird against water(ex. Particle rain) revert to ver 3.6.2
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
|---|---|---|---|---|---|
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
| 1d ago | 1 | ||||
|
R
1.0
|
1d ago | 1 | |||
|
B
b0.4
|
1d ago | 1 | |||
|
B
b0.3
|
1d ago | 1 | |||
|
B
b0.2
|
1d ago | 1 | |||
| 1d ago | 1 | ||||
|
B
b0.1
|
1d ago | 1 | |||
|
A
a0.5
|
1d ago | 1 | |||
|
A
a0.4
|
1d ago | 1 | |||
|
A
a0.3
|
1d ago | 1 | |||
|
A
a0.2
|
1d ago | 1 | |||
| 1d ago | 1 | ||||
| 1d ago | 1 |
fix particles rendering under water pass
SSAO fadeout value changed a little from 0.0005 to 0.0004
no sure what to do with the crazy ghosting on LODs yet
disable noise on water and snow, increase noise resolution.
unscrew up the SSAO AGAIN.
- FIXED SSAO ON CLOUDS
- REMOVED NOISE ON UNKNOWN MATERIAL
anyways,
fixed fov scaling to only include sprinting while quake pro as thats where the problem appears
changed defaults again
added an extra fov based SSAO fix
fade ssao strength with distance—clamped at >0.4
buncha micro-optimizations, went from 150fps to 163fps on my 1050 ti (~8% improvement) sidenote: 12 samples performs the same as the old 4 samples
CHANGELOG:
- Changed noise toggle to be an actual button
- Added SSAO intensity and radius configs(changed default intensity to 0.7 as that matches vanilla better)