## New
* **Tonemaps tab.** 11 curves, picked separately from the Color Correction mode: BSL, Complementary (Lottes), AgX, Photorealistic, Reinhard, Reinhard White Point, Filmic (Hejl), ACES, Uncharted 2 (Hable), PBR Neutral.
* **2KS Mode.** Camcorder post-processing ported from the 2KS shaderpack with permission, with most of its original settings. Sits next to BodyCam and works on all three Post-Processing pages.
* **Auto Exposure, rewritten.** It now reacts to what is in frame instead of to the overall light level. Look at a lamp and the world around it darkens; look at more lamps and it darkens further; a bright afternoon is left alone. New controls: Highlight Response, Highlight Threshold, Centre Bias, Shadow and Highlight Weight, Metering Samples, and classic level-following on its own switch.
* **Better Thunder.** The cloud deck drops while a storm lasts, and every strike lights it from inside. Clouds and ground flash off the same signal.
* **No Rain Above Clouds.** Precipitation fades out as you climb through the lower cloud deck. Works with both cloud styles.
* **Aurora colours.** 7 palettes: Oxygen, Deep Freeze, Emberlight, Neon, Acid, Spectrum, plus the original.
* **Night Desaturation.** Colour drains out of dark parts of the image, measured per pixel, so a lit doorway keeps its colour while the field beside it goes pale.
* **Nether biome colours.** Portals and lava take the colour of the Nether biome they are in. Crimson red, warped teal, soul valley blue, basalt ash. Off by default, with separate strength for each.
* **Fun tab.** 13 joke effects, from wobbling every block in the world to turning them all into spheres.
* **World Curvature** now has sliders instead of fixed steps.
## Changed
* **Biome atmosphere reworked.** The 64 biome entries are colours, but they were being applied as multipliers, which cannot move a hue. Blue midday fog times a green taiga came back cyan, and warm biomes came back blue. They now steer the hue with brightness held. Average hue error went from 36° to 4° at midday and from 89° to 8° at sunset, with brightness moving 1.8% on average. Eight entries whose written colour did not match the biome were corrected: Windswept Forest, Flower Forest, Meadow, Cherry Grove, Mangrove Swamp, Wooded Badlands, Warm Ocean, Basalt Deltas.
* **Apply to Sky** added to Biome Atmosphere. Off by default. The sky stays mostly its own colour.
* **Night is darker** and daylight no longer blows out. Sun settings taken from v1.3.
* **Global Illumination is off by default** on High+ and below.
* **Underwater light shafts** are dimmer by default.
* **Night vision** gain lowered from 5 to 3. It now engages when the scene gets dark, not only at night, so walking into a mine at noon turns it on.
* **Cinematic and Particles** moved into Misc.
* High+ defaults: Anisotropic Filter 4, Aurora Colours Deep Freeze, Saturation 1.15, GI Samples 7, Night Nebula on, No Rain Above Clouds on, World Curvature altitude 1024.
## Fixed
* The aurora drifted in steps under Smooth Time Transition while the rest of the sky glided. It now runs on the same eased clock as the clouds, stars and nebula.
* Auto exposure barely did anything. Its target sat above the level scenes actually arrive at, so the result was clamped to the same value in every scene.
* Auto Night Vision never engaged on the Potato profile.
* Sneak-to-toggle night vision could not work: the shader read a uniform nothing ever created.
* Five smaller defects and two orphaned menu entries.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }