[Feature Request]: Make chipped light blocks work with shaders
starkgate opened this issue ยท 5 comments
Is your feature request related to a problem?
Here is an example showing a vanilla light block (crying obsidian) emitting light with a shader, whereas the chipped variants of glowstone, froglight and crying obsidian don't.
Solution(s)
Chipped variants should emit light similarly to the vanilla block with shaders.
Describe alternatives you've considered
No response
Mod Version
3.1.2
Mod Loader Version
1.20.4
Mod Loader
Fabric
Additional context
No response
@starkgate hello, I updated the block.properties of the complementary shaders with the given in patch.zip. And I only tested if the chipped glasses pass the sunlight but they still did not. Is there a way to make the chipped glasses act like normal glass?
It should be working fine, can you test if other blocks look correct (like crying obsidian variants) ?
The reason why Chipped does not interact well with shaders is that the Chipped blocks are not listed in the shaders' block.properties file. Adding the Chipped blocks to the right section in the file within the shader zip fixes the issue.
I've uploaded an archive containing the updated block.properties file for the Complementary Reimagined shader. The archive also contains a python script that can be configured to patch other shaders.
patch.zip
@starkgate hello, I updated the block.properties of the complementary shaders with the given in patch.zip. And I only tested if the chipped glasses pass the sunlight but they still did not. Is there a way to make the chipped glasses act like normal glass?
@starkgate I think there's more conflicts than I think. I was playing on Very Low profile on Complementary. Chipped glasses was not working but Create glasses, vanilla glasses and quark glasses was working. When I changed the profile to high, Chipped ones started to work but vanilla glass started to act like opaque object. But maybe tagging chipped glass with "c:glass" (I think?) can solve the problem.
@starkgate I think there's more conflicts than I think. I was playing on Very Low profile on Complementary. Chipped glasses was not working but Create glasses, vanilla glasses and quark glasses was working. When I changed the profile to high, Chipped ones started to work but vanilla glass started to act like opaque object. But maybe tagging chipped glass with "c:glass" (I think?) can solve the problem.
All I do in the script is replace e.g. 'glass' with 'glass + list of chipped glass variants'. Then repeat for all the other blocks. So I don't see why glass and glass variants would behave differently.