Its really been a long time, but a new version is finally here! After months of hard work and an entire rewrite, I'm happy to finally bring Escheridia V3.0 to all of you!
# Escheridia V3.0
# General
* Fixed an issue that resulted in particles blending incorrectly on surfaces with subsurface scattering, water, or reflections
* Rain has recieved the same fixes
* Fixed a shader compile error when disabling SSR
# Lighting
* Lighting has been completely rebuilt and overhauled
* Updated diffuse light method within the brdf for directional lighting
* Improved specular handling to fix bloom from "exploding" on metals and other shiny objects with a labPBR resource pack
* Improved skylight and blocklight curves for more dynamic lighting
# Atmosphere
* Made many improvements to volumetric fog
* Reduced number of filter samples for volumetrics
* Fixed an issue that would result in inconsistent volumetrics across old-newer mc versions
* Volumetric fog now fades out towards the border resulting in a more clear sky while volumetrics are enabled
* Note: Fog at the border does not blend cleanly with the terrain while volumetrics are enabled
* Improved sky colors
* Sky is now rendered in a deferred pass rather than from the sky gbuffers
* Border fog will now correctly render through transparent surfaces
* Fully overhauled the weather experience
* Weather visuals will now fade in/out when entering biomes that do not have weather affects in vanilla minecraft
# Materials
* Added porosity support during weather events
* Added a new noise-based puddle system with a puddle ripple effect during rain
* Water waves have been updated to appear less repetitive and have varying intensities
* Completely overhauled ssr and roughness based reflections
* Rough reflections now react more correctly and no longer rely on an arbitrary threshold.
* Reflections now exponentially lose their intensity based on the roughness of the block rather than being hard capped (will optimize this in the future)
* Greatly improved the handling of metals.
* Added a slight blur to denoise reflections
* Metals now have clean reflection tinting and also corrected a mistake that resulted in the incorrect F0 value being used in the BRDF pass
# Post processing
* Adjusted the default color parameters
* Changed tonemap to Lottes (was uncharted2)
* Added temporal reprojection filtering
* This will help clean up noise in the image that is produced from shadows, ssr etc. its not perfect but helps
Developer information
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maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }