Releases: Luracasmus/renderpearl
Releases · Luracasmus/renderpearl
v2.6.1
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Fixed Issues
- Enchantment glint overwrites ambient occlusion to complete occlusion, causing very dark surfaces in indirect light.
v2.6.0
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Improvements
- Fog now acts significantly more similar to vanilla. This should improve compatibility with mods and data packs that modify its appearance and density.
Fixed Issues
- Alpha checks are incorrectly skipped on spider eye-like geometry, causing copper golems to appear almost completely black (reported by elmonetina in the shaderLABS Discord server. Likely solves #5).
- sRGB colors are treated as linear without conversion on some types of unlit geometry, causing incorrect colors.
- Enchantment glint uses the wrong blend function and overwrites material data, causing enchanted items and armor to appear very bright.
v2.5.1
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Fixed Issues
- Light level is scaled incorrectly on non-terrain geometry.
- Block light isn't applied to translucent geometry.
- Indirect skylight falloff follows the wrong curve on translucent geometry.
v2.5.0
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Improvements
- Features enabled through a bug fixed in Iris for Minecraft 1.21.9+ are now used, for improved performance with 16/8-Bit Types.
v2.4.0
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New Features
- The end distance of cloud fog can now be configured
Other Changes
- The default value of Line Width now matches vanilla
Fixed Issues
- Clouds are invisible in recent Minecraft/Iris versions (Closes #7)
- Trinary Min./Max. support is incorrectly assumed to exist on all Intel+Windows graphics drivers (reported by User6010511G)
v2.3.0
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Improvements
- Some shader pack option names and descriptions are now more accurate
Other Changes
- The deferred lighting and sky rendering programs have been merged, and indirect dispatch is no longer used
- This should improve performance in most scenes, but might slightly reduce performance when most of the scene is sky
 
- The design of the compass is now slightly simpler and faster to render, with completely hard edges
Fixed Issues
- Indirect dispatch of the deferred lighting program doesn't work properly on some graphics drivers (Closes #6)
v2.3.0-beta.2
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Improvements
- Procedural roughness generation now uses a new algorithm
- Procedural normal generation is now significantly faster and only works with whole texels
- This should give a more vanilla-like appearance but also more depth
 
Other Changes
- The sky and fog are now brighter
- The brightness multiplier applied to emissive surfaces is now smaller
Fixed Issues
- Procedural normals are incorrect at borders between mipmap levels
v2.3.0-beta.1
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Other Changes
- The Specular Map Roughness option is now boolean instead of a slider. Onis equivalent to1.0in the previous version
Fixed Issues
- The shader pack fails to compile when 16-bit floating point shader variables are enabled (reported by dogsill)
Removed Features
- The Specular Intensity option has been removed
v2.3.0-beta.0
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New Features
- Basic ambient occlusion material data is now automatically generated
- LabPBR 1.3 ambient occlusion map support is planned too
 
- Indirect Sky Light and Fallback Block Light options have been added
- A Subgroup Operations compatibility option has been added
Improvements
- Block light falloff now follows the inverse square law more accurately by compensating for Manhattan distance falloff in the Vanilla lighting, down to some light level (defined by the new Falloff Margin option)
- Indirect sky light brightness now follows direct sky light brightness through the daylight cycle
- Ambient occlusion is now applied to indirect block and sky light
- Extension support assumption is now more accurate, and has been enabled by default for all compatibility options
- Negative Sun Path Rotation values are now allowed
- Fragment shader outputs are now 16-bit when writing to 16-bit targets
Other Changes
- The shader pack options menu has been completely redesigned
- Chorus flower blocks are now emissive, just like chorus flower items
- RenderPearl now prints a warning when used with Oculus
- Oculus support is not tested and may be incomplete or broken
 
Fixed Issues
- Undefined values are read at work group/tile corners in SMAA and Volumetric Light (Closes #3. Also reported by Timø on Discord)
- Some translucent particles hide what is behind their fully transparent parts
- Enabled alpha checks
 
- Resource pack normal maps are interpreted incorrectly
- 3D bounding boxes of deferred lighting tiles are computed with incorrect rounding
v2.2.0
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Improvements
- Many vertex parameters are now significantly smaller at the cost of packing and unpacking, likely improving performance in most circumstances
- Vertex parameters that are unused in the Nether or when Flat Normals are active are now completely disabled, improving performance
Fixed Issues
- Entity color isn't being applied
- Emission on held items is always zero
- The shader pack fails to compile when resource pack-provided normal or specular maps are enabled (likely related to a report by KrazyFF)