## Hey there! New update? Who this. This update brings some nice bug fixes to the shader, and even a few new features! Sit tight as there have been ALOT of changes.
# ---Lighting---
* Overhauled lighting
* There should now be far less cases of blocks being over exposed and too bright
* All times of day have seen fresh new lighting, not gonna list it all so get in there and check it out yourself!
* Adjusted the blocklight color to be less orange and more whitish orange
* Increased skylight intensity
* Increased ambient lighting
* Added experimental pixelated shadows option
* Note shadows can be rather flickery with this option enabled

# ---Atmosphere---
* Updated the atmosphere with a bunch of changes based off feedback and suggestions
* Reduced the strength of the fog in total.
* This change was made because the fog felt too overwhelming at most times of the day so its been pushed back
* Made an adjustment that stops the sun fog from clipping through enviroment close to the player.
* This should look a bit more correct now that the sun isn't clipping through nearby trees and mountains
* Updated the sky colors
* They arent too different but should look more natural now
* Improved the blending between the outside fog and the cave fog (its still bad)
* Adjusted the MIE scattering around the sun/moon.
* Slightly adjusted some values for fog during rain
* Adjusted the default intensity of the screenspace godrays
# ---Materials---
* Added roughness based SSR
* This allows reflections to be more or less blurry based on the block's current roughness (this will introduce some extra noise but the effect is optional)
* Added a new smooth transition for sky reflections
* Sky reflections now get occluded by most surfaces. If a block cant see the sky. It wont have sky reflection. It also now has a smooth blend as it decreases in intensity
* Updated the weather "puddle system"
* Occluded areas now smoothly increase roughness and decrease reflection intensity (yes this works with rough reflections too)
* The Sky is now properly ignored by SSR
* This will fix a problem where sky reflections would look entirely different once the fallback was initiated
* Improved sky reflections
* They are far less intense on metals and are affected by roughness (with rough reflections)
# ---Post Processing---
* Correctly implemented the color adjustments option.
* You can now edit brightness, saturation and contrast again
* Updated tonemapping
* The tonemapping should be far more balanced now and things that would previously be too intense are no longer too intense
* Tweaked a few bloom settings
# ---Misc---
* Renamed a few settings to either align with in dev features/what they do
* Godrays setting has been renamed to Volumetric Lighting. Options changed from on/off to Screenspace/off
* Updated the emissive intensity option to be a slider
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" }