
Oct-Path
Minecraft shaderpack with Octree-like acceleration structure for its raytracing
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33
- Completely fixed the issue where noise, flickering, and unnatural brightness were noticeable when viewed through translucent blocks such as water and stained glass
- Copper bulbs and furnaces are now supported emission with custom emission colors
- Fixed an issue where the setting for adjusting the intensity of transmitted light tinting through translucent blocks such as stained glass was not set to the appropriate intensity
- Added the moon to the night sky, along with moonlight as light source (including a moon phase system)
- Nether portal is now supported emission, and has geometry definition for raytracing
- Stairs now have accurate geometry definition for raytracing
- Adjusted raindrop color to be a bit more subdued
- The change of sky color when rainy is now correctly applied in reflections
- Fixed an issue where some textures used by ray tracing did not apply as intended when using resource packs with resolutions other than 16x
- When the weather is raining, the brightness of the sun, moon, and stars will be darker
- Comprehensively revised underwater visibility
- Fixed an issue where water colors were not being applied properly at depths where lightmap became 0 in water
- Adjusted the contrast looking up from underwater through the water surface
- Adjusted the brightness of player's hands or held items in water to match the surrounding scene
- The accumulation of ray tracing by temporal filter is now capped
- This not only improves the responsiveness of the ray tracing rendering to changes in brightness, but also significantly reduces the noise caused by ray tracing
- Sun's orbit has been corrected from rising in the south and setting in the north to rising in the east and setting in the west
- Fixed the stars that were fairly visible even during the day to only appear during the night
- By correcting the calculation of voxelization coordinates, completely prevented the defect that things drawn by ray tracing (such as shadows) become doubled or disappear under certain conditions
- The accumulation of ray tracing by temporal filter is now capped
- Added translucent shadows and transmitted light tinting to translucent blocks such as stained glass
- Added support for alpha-testing for texture in raytracing
- Added support for doors and trapdoors with geometry
- Added support for entity colors, such as when they are injured
- Color of objects on land when viewed from underwater have been adjusted to the correct intensity by calculating underwater depth more accurately
- Adjusted rain particle color to be more consistent between terrain and sky
- Fixed incorrect geometry mapping of wall button
- Fixed horizontal band-like noise that appeared on parts of the screen when the water surface took up most of the screen
- Fixed sky color change in overworld when weather is rainy also affecting the sky in the Nether and End
- When the weather is raining, the outdoor brightness will be slightly darker
- Fixed an issue where ray tracing did not work in some areas at the bottom of the screen when the bottom of the screen was the water surface
- Added support for many missing cube and slab blocks
- Added support for some emissive blocks (not all are complete yet)
- Stained glass now properly displays its texture instead of just displaying a single color
- Fixed issue where water wavering would incorrectly affect other translucent blocks at the border between water and other translucent blocks
- Fixed flickering of water surface at long distances
- Fixed issue where extraneous texture atlases would flicker when particles overlapped water
- Improved water
- Water depth can now be calculated correctly
- Brightness now matches the surroundings properly
- The reflection of the sky was too subtle, so made it a bit stronger
- Fixed one of the button mappings was ineffective
- Fixed player's hands burying into surrounding objects
- Improved water
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