despatra / phoxel Goto Github PK
View Code? Open in Web Editor NEWA path traced shader for Optifine or Iris. With easy to use profiles. Or if you like, fully customizable experience.
Home Page: https://modrinth.com/project/phoxel
A path traced shader for Optifine or Iris. With easy to use profiles. Or if you like, fully customizable experience.
Home Page: https://modrinth.com/project/phoxel
Describe the bug
Somewhat creepy lines appear all over the screen and grow in thickness as I look around, until the whole world goes totally black. The whole world, when not being obscured by these lines, is cast in a dark cyan/green color, where only the edges of the blocks have a lot of noise.
Steps to Reproduce
n/a
Screenshots
Specifications if it has to do with performance or crashes
In this case it's not really performance nor crashes, but maybe you'll find it helpful. I'm getting about 35 FPS as it is right now, which is great to me.
Additional context
On Ubuntu 24.04. Previous versions of Phoxel (last version tested was 0.4 Patch 2) would simply cause Iris to say "The shaderpack failed to load!"...
Also unrelated to this bug report, I really love the idea of this shader and can't wait to see it working on my machine!
Describe the bug
sours light emit light only if (and):
Steps to Reproduce
Specifications if it has to do with performance or crashes
Additional context
world: New World.zip
PBR resourpack: ultimacraft-pbr-modded-b-0-1.zip
logs: latest.log
shader config: Phoxel Beta 0.4.0.3.zip.txt
any objects being held and the hand don't have correct normals
Certain non-blocks are voxelized still
use the shader with a bed, torch, lantern, etc. being voxelized
In composite.fsh when you assign "Seed"
The way it's assigned causes repetitions along the screen making for lines in the final image
sampling noisetex
No longer require a PBR pack to have certain features
Shader doesn't appear to do anything on mac books
steps to reproduce
open iris on MacBook, load shader
Specifications if it has to do with performance or crashes
-This was reported to me.
Where is the code that has the problem?:
In Gbuffers_terrain.fsh, inside the main loop in PerformParallax()
What is inaccurate or problematic about this code?:
Steps are not adaptive, you will not need a large amount of steps once you get close to the intersection point. The parallax steps should only really apply at the first few checks, like 2 or 3
How could it be fixed? (If you don't know please say that):
Create a setting that allows the user to choose a maximum pixel accuracy, then rather set the step to be based on that, so it may move a constant maximum distance and the lowest setting is "Pixel Perfect" where the step is equal to how much is needed to move to the next pixel in the texture. (at least for the first test)
Using optifine causes shader compilation errors
Data like color and lighting is not stored correctly
start the shader, and find a blocklight (this will make it easier to see) walk around until the color or location of the light changes
Describe the bug
Shaderpack fails to load immediately.
Steps to Reproduce
Enable the shaderpack.
Screenshots
Not relevant.
Specifications if it has to do with performance or crashes
Additional context
None.
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