Shader Rain Puddles not appearing
calreveraster opened this issue ยท 2 comments
What happened?
Using Complementary shaders (any of them, including the new "unbound" version released just a few days ago) when rain puddles are turned on they do not appear.
If the "always" option is selected they do appear - but if you turn them on normally, and toggle rain, they will not appear.
Puddles are confirmed to be working with optifine on the same MC version.
Screenshots
No response
Relevant log output
No response
Minecraft Version
1.16.5
Oculus Version
1.4.6 (and also 1.4.5, and probably others)
Rubidium Version
0.2.13 (and 0.2.12, and probably others)
Operating System
Windows 11
What is your GPU?
nVidia GEForce 3060 TI
Java Version
Java 8
Additional context
Currently this is the only outstanding shader issue I have - the latest update from a few days ago resolved a lot of outstanding problems, including one with dynamic surroundings (yay).
So I went back and tested and the older complementary v4 was actually working, I originally thought it was not.
So I did a quick diff and the new shader is using a custom variable for isRainy (which they named inRainy) - I went ahead and tested it with the built-in isRainy variable and it tentatively appears to have fixed the issue. I'm not sure why the custom version didn't work, but the shader seems to be fine with that adjustment, so I'm going to make the shader dev aware.
I am still experiencing this problem on version 1.12.2 with optifine. Puddles are only displayed with the "always" parameter. Could you please provide a link to the shaderpack with the fixed variables. Or give instructions on how to fix it. I tried to change them myself in shaders.properties in the shader archive, but nothing changed after that.
So I went back and tested and the older complementary v4 was actually working, I originally thought it was not.
So I did a quick diff and the new shader is using a custom variable for isRainy (which they named inRainy) - I went ahead and tested it with the built-in isRainy variable and it tentatively appears to have fixed the issue. I'm not sure why the custom version didn't work, but the shader seems to be fine with that adjustment, so I'm going to make the shader dev aware.