
Zephyr Starlight
Experimental real-time path traced shaderpack for Minecraft
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Changes over v0.2.2:
- Fixed SSS causing objects to glow in dark areas
- Fixed labPBR emission not working sometimes
- Fixed shader compile error when disabling Water Refraction
- Fixed shadow artifacts with Half Res Trace and Blue Noise
- Fixed sky artifacts around terrain edges (especially noticeable with TAAU)
Changes over v0.2.1:
- Improved the look & quality of TAA upscaling
- Fixed water & glass flickering with TAAU
- Tweaked water caustics to be more visible at sunrise/sunset
- Added refracted glass caustics in diffuse lighting
- Small tweaks to shadow denoising
- Implemented atmosphere multiple scattering to make the sky bluer and less dingy
- New shader effects:
- Subsurface scattering
- Volumetric lighting
- Diffuse and reflection denoiser improvements
- Implemented Catmull-Rom TAA history sampling for less blur
- Reduced flickering and shimmering with POM and detailed normal maps on distant objects
- Fixed issues with water waves at high coordinates
- Fixed sky noise visible near the horizon
- Fixed POM not working with low Mipmap Levels
- Fixed the sky looking too dark in refractions
- Fixed reflection per pixel shadow calculation not working if Screen Space Reuse is disabled
- Fixed the sun being too bright when under the horizon
- Fixed a precision issue that caused light leaking in some situations
Changes over v0.2.1:
- Fixed water reflected caustics being super bright at night
- Fixed TAAU breaking some post processing effects

