Minecraft Leaks
Sonic Ethers PTGI E6 (Ray Tracing Shaders)
Submitted by BadBoyReece30, 08-04-2019, 10:23 PM, Thread ID: 127648
Thread Closed
08-04-2019, 10:23 PM
#1 This post was last modified: 17-04-2019, 05:39 PM by BadBoyReece30
To view all updates and such, visit: ---https://yiff.party/4847727
DownloadDirect Link:---
beefy changelog!
- Redesigned GI noise filter which can now handle a wide range of light source intensity
- Redesigned reflection noise filter withmuchmore noise-killing power!
- Ray traced reflections now look much more consistent and similar to sunlight specular highlights (should make texture artists' lives much easier!)
- (Subjectively) better overall appearance when running the game at lower resolutions
- Fixed rendering of stained glass in hand
- Added support for 1k and 2k resolution resource packs
- Jack o' lanterns, sea lanterns, fire, and redstone torches now contribute to GI lighting
- Added Raytracing Options > Simpler GI Sky Model option
- Added Raytracing Options > Secondary GI Samples option
- Removed GI Responsiveness and GI Filter Quality options, they aren't integrated into the new GI filter yet. New default "responsiveness" similar to GI Responsiveness 2
- Screen-space reflection and GI tracing are OFF by default
- Full Raytrace Reflections is OFF by default
- Fixed Sunlight Leak Fix not removing reflection leaks
- Added Lighting & Shadows Options > Block Light Intensity option
- Added Lighting & Shadows Options > Torch Light Intensity option
- Removed shader options that didn't do anything
- Added Texture Resolution option to the main page of the shader options (since it's important to set it!)
- Surfaces with normal maps can no longer have impossible angles to them (surface pointing away from observer), helps a lot with reflections
- Improved GI stability on surfaces seen at a grazing angle
- Smooth auto-exposure (finally)! Fixes flickering when swinging tool/weapon and other brightness stability problems
- Night lighting adjustments
- Night time "blue filter", simulates how the human eye sees low intensity light
- Fixes for TAA artifacts on hand
- Improved frame rate when Raytraing Options > Full Raytrace Reflections is OFF (frame rate is about the same when it's ON and you're using a resource pack with specular maps)
- Fixed flickering artifacts that were caused by Screen-Space Reflection Tracing at grazing angles
- Normal maps ("bump mapping") much more visible in path traced GI
- Much more stable path traced GI on surfaces with normal maps
- Fail-safe code added to voxelization stage that ensures improperly voxelized blocks don't write garbage everywhere and ruin lighting
- No more noise seen on reflected blocks ambent lighting
- Fixed reflections bug that caused some pixels to shoot a ray in a totally wrong direction
- Fixed secondary bounce GI light leaking in enclosed spaces
- Fixed streaking artifacts caused by TAA when moving the view quickly
- Fixed "dusty" looking sky colors
- Added Post-Processing Settings > Black Depth option
- Other minor fixes
PLEASE READ THE FOLLWING REQUIREMENTS FOR USING THIS SHADER PACK!
- Minecraft 1.12.2 (no 1.13 support yet)
- OptiFine 1.12.2 HD U E2 or newer
- Options -- Video Settings -- Details -- Alternate Blocks:OFF
- Options -- Video Settings -- Details -- Trees:FancyorFast(Smart may break lighting)
- Options -- Video Settings -- Quality -- Natural Textures:OFF
- Options -- Video Settings -- Shaders -- Shadow Quality:1x
- Options -- Video Settings --Shaders --Old Lighting :DEFAULT
- Resource packs with custom block models may cause issues
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