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SpacEagle17
652 posts

SpacEagle17
@SpacEagle17
Love Shaders. Developer of Euphoria Patches, moderates Complementary Discord. Dev versions of Euphoria Patches: https://t.co/5Ylkfv05Rr
Katılım Ocak 2019
176 Takip Edilen1.1K Takipçiler

@SpacEagle17 also curious if its possible for clouds to reflect? so maybe this could be a cool future add on if possible!
love your work, definitely my favorite shader thanks to you

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hey @SpacEagle17 love and i mean LOVE the new update
im a big fan of pixelating reflections, shadows etc. and i noticed when using world space reflections the reflections dont pixelate
is this possible to fix? (not an expert but maybe this could save on performance too if used?)



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@NealjanNealjan Nope that's a limitation which is not easily doable
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Euphoria Patches 1.9.0 has been released bringing photonics support, pixelated Unbound clouds, better resourcepack sky support and much more!
youtu.be/onb7BZcHu1Y

YouTube
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@IrisShaders @echo3092 Oh it is? O.o
Yeah then it's a no-brainer!
F3+R by default then please.
And a user can still rebind it.
Sounds ideal!
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@SpacEagle17 @echo3092 It actually is in the newest version…
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@IrisShaders I or U would be my personal choice. I is next to the O so that would be intuitive and it could also stand for Iris
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@echo3092 @IrisShaders Iris would have done that already if it wouldn't prevent rebinding. Currently it's not possible to have a key combination as a keybind. F3 + R would be hard-coded which also isn't ideal...
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@IrisShaders I suggest you change the reload shaders button because R is commonly used by players and also easy to mispress. Perhaps F3+?
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@jayrat_ Simply because that's how sunPathRotation works. The shader loader mod is rotating it. Unrotating it isn't all that simple, and likely breaks between Minecraft versions/iris versions.
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they all do this. why. WHY

holly 🏳️⚧️@jayrat_
MINECRAFT SHADERS DONT ROTATE THE SUN CHALLENGE
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@cazfps1 Ah so the actual color is not texture based but still hard-coded I see. Just how much the block is illuminated depends on the luminance of the texture. Got it :)
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The volume only carries light color (authored per block ID). Textures react on the receiving side, each pixel's luminance drives how much LPV it "catches" (dark = 0.25×, bright = 1.5×), then the texture's own color tints the caught light via standard diffuse multiply. No GI bounce, no texture injection into the volume.
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@SpacEagle17 wish more shaders did this instead of just add photoreal clouds, sun/moon, etc.
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@Vuthakral Most ray tracing is real-time if it isn't an offline renderer. If you're asking if this is using hardware RT, then no, still software. But it's quite fast because of the accel structures photonics uses. But yeah this is voxel tracing specifically.
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@SpacEagle17 Nobody else has asked it so I'm gonna be that guy: Is this a form of real time raytracing or is it the older stuff of GI like we saw before raytracing took the industry by storm?
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@SpacEagle17 Photonics is cool but the time it takes for the shadow to update makes it not great for gameplay, at this time, imo.
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@SpacEagle17 @LofiMeOw Do you also get similar result with DH? Is it even supported?
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@popi8909 It's been a while since this got published, on discord I did upload it as well and there it isn't compressed, it's also in the YouTube video about that update and ofc already available for everyone to experience themselves in game
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@SpacEagle17 I can barely see anything due to twitter compression. A zoom in on the details would be nice
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@popi8909 Yeah agreed... But maintaining voxy for so many versions would be too difficult
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@SpacEagle17 An absolute shame it's not available on the Minecraft version that actually matters.
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@NathanTheFunker Depending on the other settings you adjust and play on 1080p, not impossible
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