[Iris compatibility] Contraptions do not render properly when shader shadows are enabled
AeiouEnigma opened this issue Β· 27 comments
Not sure of the best way to word the title. Some shaderpacks completely break contraption rendering. In some cases, this can be 'resolved' by disabling shadows if the shaderpack offers an option to do so.
something I've seen that I don't thinks been mentioned is that, with shadows enable, moving contraptions don't simply not render they appear in the sky where your crosshair is
Complementary shaders is probably a good shaderpack to use for troubleshooting of this issue.
Complementary shaders is probably a good shaderpack to use for troubleshooting of this issue.
Definitely
Can confirm the issue.
Using any shaderpack with shadows enabled makes multiblock Entity contraptions disappear. Iris 1.2.0 allows turning all shadows off for the current shaderpack.
Mods used:
- Create 0.4c, build 347;
- Sodium 0.4.0-alpha-6;
- Sodium Extra 0.3.8;
- Iris 1.2.0;
- Indium 1.0.2-alpha-2;
- Phosphor 0.8.1.
Shaderpacks tested:
This behavior also applies to ponder mechanic. I did not create separate issues as they have common root cause.
I have done some more testing for this issue.
(1) Without Indium installed, the behaviour changes; Without shaders on, the shaft appears to rotate, but there is also a copy of it
in the same location that does not. This is not the case for gearboxes, which seem to work fine without duplicate model components.
There is z-fighting on the ends of these that is not visible in the images.
(2) With the same configuration, turning shaders on results in the rotating copy of the shaft disappearing, leaving only the static copy. On a gearbox, this looks like the little rotating mini-shafts completely disappearing, but leaving the rest of the gearbox model present.
This is a static shaft; it doesn't move.
(3) Once turning shaders off again, the rotating copies still are not present. This persists through block updates, unloading/loading the chunks, and logging out/into the world. The only way to get them to rotate again is to replace them.
The same static shaft, but with shaders off. This persisted until a replacement of the block.
Additionally, updating a line of shafts does not result in them starting to turn; each shaft must be replaced individually.
Hope this helps!
Thank you for your testing, but I feel that we're at a point where we fully understand the nature of these issues. You don't have to keep testing π
I have also just tested this with sails.
Following the same process, I get:
Probably caused by this(
#54
Try turning off flywheel backend by
/flywheel backend off
Probably caused by this( #54 Try turning off flywheel backend by /flywheel backend off
This works with Indium, shafts and the head of the windmill bearing render!
The actual turning sails, however, still do not render with shaders.
Probably caused by this( #54 Try turning off flywheel backend by /flywheel backend off
This works with Indium, shafts and the head of the windmill bearing render!
The actual turning sails, however, still do not render with shaders.
Actually you can turn the shadows off in shaders settings(iris has shaders settings from 1.2.0) just like what the title pointed
My current suspicion is unfortunate timing between Iris and flywheel causing beginFrameβs info to get overridden with the shadow one, even during normal rendering.
The cause behind this has been found, and multiple ways of fixing it are being investigated.
i think that was merged into the latest version but refabricated isn't working right now so
i think that was merged into the latest version but refabricated isn't working right now so
The "fix" on the iris side has been merged into the latest version, however the fix for flywheel hasn't (The PR) - which kind of works. (Renders some shadows π ).
So, here we are once again...
I'm currently testing build 495 with iris shaders installed.
Moving multiblock contraptions still do not render, though, cast shadows. Turning off shadows in the pack's setting fixes the problen.
Upd: This also applies to minecart contraptions.
Side note: turning off indium causes visual glitches on the models with animation, such as cogwheels.
Everything else seem to work properly, even the ponder scenes.
Full mod list:
- Create 0.4.1 Build 495
- Fabric API 0.48.0 1.18.2
- Indium 1.0.2
- Iris 1.2.2 Build 32
- Phosphor 0.8.1
- Reese's Sodium Options 1.4.2
- Sodium 0.4.1 Build 15
- Sodium Extra 0.4.3
Shaderpack used:
Sildur's Enhanced Default 1.131 (using default settings)
If you check out the flywheel github page, you can check if they have merged the iris stuff that fixes this (PR). Currently I donβt think they have fully fixed it yet as they are still trying to resolve it.
This has been fixed on Irisβ side in the new commits, but there are new issues pertaining to rendering entities + contraptions in the same scene now.
Yep, can confirm shadows render but the contraptions will still render on crosshair in random locations.
Iris 1.2.3 pre-alpha, with some support for contraptions: (Please do not report anything using this to the Iris support channel, but rather directly to me.)
https://cdn.discordapp.com/attachments/774353381057495061/963536834758053972/iris-mc1.18.2-1.2.3-pre-6a7bd8b2-dirty.jar
Did a quick test, rendered pretty well I would say that 1.2.3 will be a nice update. Performance also matched so I would say it's looking good without sacrificing anything.
Keep up the great work!