TrueLightFX Lite v5.5.3
Fixes
- Odd reflection of sun in water rotating randomly when moving the screen is now fixed.
- Shadow resolution slider has been corrected to include 8K resolution and properly align all profile settings.
- Default rain intensity is now 0.4, meaning falling rain drops are visible by default rather than just splashes.
- The default base profile when loading the pack for the first time is now set to Medium.
Notes
- This is a patch update, noticeable via the v5.5.X versioning scheme (where “X” represents the patch number, e.g., the first patch is v5.5.1, and so on).
- All profiles (Low, Medium, High, Ultra) are now fully compatible with the new config values.
- Thank you to everyone testing and supporting TrueLightFX!
- If you encounter any bugs, please report them on my Discord server.
TrueLightFX Lite v5.5.2
Features & Adjustments
- Adjusted the default God Rays Intensity to 2
- Reconfigured God Rays settings for better user control:
- Fixed an issue where the intensity slider range was locked to a maximum of 4.0
- Restored full slider range (steps 0-10) in the shader settings menu
- Enhanced GLSL compiler compatibility for the intensity calculations across all platforms
Notes
- This is a patch update, noticeable via the v5.5.X versioning scheme (where “X” represents the patch number, e.g., the first patch is v5.5.1, and so on).
- Thank you to everyone using TrueLightFX Lite!
- If you encounter any bugs, please report them on my Discord server or via GitHub Issues.
TrueLightFX Lite v5.5.1
Profiles
- The shaderpack now defaults to the Medium profile on first launch
- Reconfigured the Medium profile settings for a customized experience:
- Enabled Bloom
- Disabled Flat Lighting
- Disabled Fog Color Enhancement
- Disabled TAA
- Disabled Wavy Plants
- Set Rain Intensity to 0.0
- Set Entity Shadow to Player only
- Set Shadow Quality to Balanced (8 samples)
- Adjusted Shadow Distance to 32.0
- Adjusted Shadow Interval Size to 7.0
- Adjusted Shadow Map Resolution to 128
Notes
- This is a patch update, noticeable via the v5.5.X versioning scheme (where “X” represents the patch number, e.g., the first patch is v5.5.1, and so on).
- Thank you to everyone using TrueLightFX Lite!
- If you encounter any bugs, please report them on my Discord server or via GitHub Issues.
TrueLightFX Lite v5.5
Motion Blur
- Added a new Motion Blur system available in Visuals
- Added smooth blur effects for camera movement and the world
Performance
- Improved Smooth Shadows performance
- Optimized coordinate transformations
- Improved reflection performance
- Optimized thunder entity detection
Profiles
- The shaderpack now defaults to the Medium profile on first launch
Settings
- Added a Motion Blur ON/OFF toggle (disabled by default)
- Added a Motion Blur Intensity slider with values up to 3.0
Fixes
- Fixed first-person hand and held item rendering issues
- Fixed TAA ghosting and Motion Blur smearing on hand pixels
- Thank you to everyone using TrueLightFX Lite!
- If you encounter any bugs, please report them on my Discord server or via GitHub Issues.
TrueLightFX Lite v5.4
Water / Waves
• Added a new Realistic Waves System - available in Water & Rain → Wave Settings
• Overhauled the water surface for improved movement and realism
God Rays
• Fixed multiple issues with God Rays
• Improved overall stability and visuals
Profiles
• The profile "your pc isnt that slow isnt it" now automatically enables God Rays and Realistic Waves
Settings
• Added a Realistic Waves ON/OFF toggle
• Added a Wave Size slider
• Added a Wave Speed slider
• Made slight adjustments to wave settings
• Adjusted maximum intensity on certain sliders
Fixes
• Fixed sun reflection issues
Notes
• Thank you to everyone using TrueLightFX Lite!
• If you encounter any bugs, please report them on my Discord server or via GitHub Issues.
TrueLightFX Lite v5.3.2
Rain
• Fixed various bugs with the rain; a more realistic rain system overhaul has now been implemented!
GUI
• Removed the settings for rain droplet size & rain wet surface
Notes
• This is a patch update, noticeable via the v5.3.X versioning scheme (where “X” represents the patch number, e.g., the first performance patch is v5.3.1, and so on).
TrueLightFX Lite v5.3.1
Out of the box Profile
• First-time Setup: Default shader settings now seamlessly match the "Medium" profile.
GUI
• Sun Rays Fixed: Addressed a bug where the God Rays toggle was completely missing from the shader settings. It is now properly available in the Lighting menu. • New Setting: Added a God Rays Intensity slider in the Lighting menu so users can manually adjust the brightness of the light shafts.
Notes
• This is a patch update, noticeable via the v5.3.X versioning scheme (where “X” represents the patch number, e.g., the first performance patch is v5.3.1, and so on).
TrueLightFX Lite v5.3
Visuals
• Fog Enhancement: Dynamic golden fog during daylight and sunrise/sunset, remains naturally dark at night and in caves • Fog slider fixed: No longer resets/reverts after changing values • Sun Rays (God Rays): Efficient screen-space effect creating visible light beams through trees and windows • Fixed some issues with water reflections • New underwater look
Water & Rain
• Underwater Caustics added: Animated light patterns underwater (uses performant sine-wave calculations instead of heavy 3D noise) • Caustics configurable in the Water & Rain tab
GUI
• Added a slider in the Water & Rain section to control the intensity of water reflections
Notes
• Thank you to everyone using TrueLightFX Lite! If you encounter any bugs, please report them on my Discord server or via GitHub issues. • Huge thanks to PesH_RU for actively reporting bugs and helping improve the shader!
TrueLightFX Lite v5.2.1
Fixed
• when player is in Nether/End-Dimensions with the shader, only showing white screen
Notes
• No files added or removed
TrueLightFX Lite v5.2
Added
• Temporal Anti-Aliasing (TAA) • Fast Approximate Anti-Aliasing (FXAA) • Improved rain rendering system
Visuals
• Glowing Ores overhauled: Real additive emission glows through cave darkness, stones stay dark • Improved color grading and tonemapping • More consistent lighting results • Enhanced cloud quality • Improved rain visuals and integration
Changes
• Refactored final.fsh (post-processing pipeline) • Updated shader.h (internal optimizations / cleanup) • Adjusted cloud rendering (gbuffers_clouds.fsh) • Revised shaders.properties
GUI
• Lighting/Visuals menus reorganized, clean grids • Smooth Shadows now in the Lighting section • "Water" → "Water & Rain" • "More" → "Visuals" • Added settings for anti-aliasing and rain • General UI/UX improvements
Performance
• Early-exit for non-ore blocks (dirt/stone/wood)
• Skips heavy water math on glass/ice • Native gl_FragCoord for dithering (millions fewer muls/sec) • Better overall performance
Notes
• No files added or removed • Includes both new features and internal improvements
TrueLightFX Lite V5.1
Added
Bloom effect with adjustable strength
Wind settings menu
Wavy plants system with configurable wind strength and speed
Additional block groups (leaves, sand)
Improved entity detection for players and mobs
Changed
Reworked performance profiles (A / B / C / D)
Adjusted sun brightness
Updated tonemapping in the final shader
Improved sunlight contribution in textured lighting
Improved entity shadow rendering
Improvements
Improved ambient lighting calculations
General shader performance optimizations
Cleaner lighting calculations across shader passes
Fixes
Fixed lighting inconsistencies on some blocks
Fixed entity shadow issues
Minor stability improvements
TrueLightFX Lite V5 Changelog
Added
Added Cloud Style setting with two options:
Standard Clouds
Enhanced Clouds
Added cloud style option to the Visual settings menu.
Improvements
Improved water wave animation.
Improved water reflections.
Improved ambient lighting calculations.
Improved sun lighting and color blending.
Improved torch light brightness and color.
Improved fog blending and distance transitions.
Improved sky color transitions.
Changes
Adjusted shadow interval and resolution values.
Updated several internal shaders including sky, clouds, water, and final rendering passes.
General shader code cleanup and internal adjustments.
Performance
Minor shader optimizations.
Improved performance scaling on lower presets.
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