Emissive Textures Support for Shaders
xdevilkillx opened this issue ยท 27 comments
If you can point me toward a resource that will show me how to add support for this then I will do my best to add it.
This seems like it: Tutorial
test the version I just pushed because I don't have my game setup to test emissive textures
Taken from reddit:
"Long answer: An emissive texture overlays on top of any already existing in-world texture. So if you add a custom item texture (CIT) depending on the item's name, you can just make parts of that texture emissive by adding an emissive map for that item.
Example: My pack has a unique diamond_sword.png texture. I've added a custom variant for diamond swords when they're renamed to "Command Block Sword", which uses the command_block_sword.png texture in the CIT folder of my resource pack. That folder also contains a command_block_sword_emissive.png texture (where "_emissive" is specified in my pack's emissive.properties file), which applies an emissive map on top of the command_block_sword.png file - which only shows up when a diamond sword has a custom name."
So possibly just add the emissive texture to the same folder as the regular? I'm not sure.
go to mores/build/libs
and take the mores-1.2.5.jar file and put it in your mods folder
No worries, you might be able to ask in their discord how a mod could add emissive compatibility, if you find out any more info, feel free to create a new issue
can't find any documentation anywhere for how to add emissive textures to iris + sodium, are you using a resource pack?
I'm not sure, as Complementary Shaders is what give ores Emissive properties, not resource pack.
Sodium is just another Optifine-like performance mod and Iris Shaders just enables Shaders support.
I know what sodium and optifine are, I just don't know where your current emissive ores are coming from so idk how to make mine do the same
I was just thinking that, might be up to the Complimentary Shaders Devs to do that on their end.
All well, thanks for trying anyways.
To be fair I am also using Sodium+Iris Shaders and not Optifine, so I can try that in a sec.
I seem to be crashing when loading into world with Optifabric, so I can't test Optifine.
Though I don't see a reason why it shouldn't work with Sodium+Iris Shaders. I could be wrong though.
According to the Discord, there's no way of adding it unless the shader natively supports it.
No, you don't need shaders for this, you can just use optifine.
https://www.curseforge.com/minecraft/texture-packs/emissive-ores-1-17
https://www.planetminecraft.com/texture-pack/neon-ores-hd-1-18-emissive-ores/
No, you don't need shaders for this, you can just use optifine. https://www.curseforge.com/minecraft/texture-packs/emissive-ores-1-17 https://www.planetminecraft.com/texture-pack/neon-ores-hd-1-18-emissive-ores/
Yes, but neither of those affect modded ores. Shaders also add the emissive textures which again, don't affected modded ores unless implemented to do so natively.
I'm not gonna use Optifine anyways because Sodium gives me better performance, 200+FPS with shaders on, while Optifine stays around 70-80 FPS with shaders.
This is the official resource pack for BetterNether mod that adds emissive textures to mod's blocks. No idea if there is some code in the mod to make this possible.
https://www.curseforge.com/minecraft/texture-packs/lum