It’s finally out: KUDA-Shaders v6.2.81 (Non beta!)
The shaderpack has been rewritten and is now structured differently. Like the shadows code from composite has been moved to the gbuffers-files -> The idea comes from Chocapic and some parts are based of his code. Now you can see shadows behind colored glass/ice and underwater.
And now you’re able to use this shaderpack in the nether and in “End”. I added an extra effect (jitter) for these 2 worlds. If you don’t like it, you can just disable it in the “shader options” menu.
One huge new feature is volumetric fog. Well.. you can use it, I cannot promise it will runs smoothly. It’s not done yet and I probably will rewrite the fog code for it. So it’s disabled by default.
The next huge feature is crepuscular rays. That means the godrays won’t go through the clouds. Search this feature in Google and you will see some example pictures. This feature is disabled by default, because when enabled, the lens flare will start to twitch. So it’s better to turn it off then. And yes, the hexagon lens flare is back with anamorphic lens. The sun/moon will disappear now, when a cloud is in front of it.
Mostly all colors have been changed in this update. Sky, sun, water, torch, fog, clouds, ambient and etc.
In this update, I added chromatic aberration by default and for depth of field. If you don’t like it, just disable it in the “shader options” menu aswell.
Raytracing (based by Chocapic) has been added and the old relfection method is gone. In empty spaces (that means, there is nothing to reflect in the screen space), you will just see the sun and cloud reflection to avoid “no reflection image”. Sadly, there are not rain reflections yet, because of the new structure of the shaderpack, I get some sweet negative reflection colors on the landscape. The problem is, I haven’t implemented a normal program for it. So it only works on the water surface.
The water depth is back using Minecraft’s lightmaps. And the underwater looks sweet aswell now. You’re now able to see the torchlight under the water.
I added some kind of “emissive light”, so that the light entities like glowstone are always bright, no matter in which lightning condition. I might look weird in the hand, because I haven’t implemented dynamic handlight yet. I was to lazy for that -w-
When it starts to rain, you will see, the rain texture is a little bit rotated (diagonally). It looks like, there is more wind in the world.
Bloom has been disabled, because honestly it looks to washed out .x. I’ll proably rewrite it aswell.
In some pictures is volumetric fog and DOF enabled.
Okaaaaay, enough with that. Here is the download link: http://dedelner.net/download-v6/
So much text for this huge update…
And yes, I enjoyed to let you wait 😛