Super Duper Vanilla Shaders

Super Duper Vanilla Shaders

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[Suggestion] Add shadows from blocky lights

Andrew-Sor opened this issue · 17 comments

commented

Is your feature request related to a problem? Please describe.
It would be really cool to have shadows and colored light from block lights in these shaders. The rooms would look much better with them, but now they are very overexposed... And in general, this would also improve the overall atmosphere of the game

Describe the solution you'd like
Shadows and colored light from block light sources. Shadows with approximately the same settings as shadows from the sun and moon (their resolution, colored shadows, soft shadows, etc.)

Describe alternatives you've considered
I've seen a few shaders for Iris with shadows and lighting like this, but one of them worked on OptiFine too. It's Rethinking Voxels.

Additional context
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commented

Author

Shadows from blocklights are probably never happening due to performance, Eldeston wants this shader to look really good while running really well, the use of voxel floodfill for colored lights tho is something he wants to work on when he can.

commented

By the way, why then do I have no reflections if SSR is disabled in ray tracing settings?
As for this I'm pretty sure sky reflections are just hard-coded, you can try disabling rough reflections as well if that's enabled

commented

sky reflections are just hard-coded

By the way, yes. And because of this, we have to fold the sky when the light from it is less than 6. And in the windows we begin to see black or brown color...

you can try disabling rough reflections as well if that's enabled

Ok. I try it. But I don't think it will change anything...

commented

Maybe Eldeston or someone else will fork this shaderpack and add shadows from blocky lights to it?

commented

Maybe Eldeston or someone else will fork this shaderpack and add shadows from blocky lights to it?

I would be glad myself, but if I knew how...

commented

Honestly main issue here is performance, SDV strives to be a lightweight shader that can run well on most devices, floodfill is viable for colored light from blocklight but having to use voxelisation for shadows is gonna severely tank performance

commented

use voxelisation

Is this possible to achieve only using voxelisation?
Well, if this is difficult, then at least you can add colored lighting from block light sources (i.e. different light sources should shine with their own color)

commented

you need voxelization for floodfill too; for block-light shadows you need ray-tracing, which gets very expensive & complicated

commented

for block-light shadows you need ray-tracing

I don't have a video card and those shaders work, but at 10 FPS... But in addition to these shadows on high settings there are still a lot of effects, and since there are a lot of settings in a language I don't know well, I didn't figure out where they are turned on and configured...

commented

if you're saying you don't have an "RTX" card, then that is irrelevant since optifine/iris shaders cannot use that hardware anyways. You do not need RTX hardware for ray-tracing, that's just a faster way to do it on more modern hardware/graphics API's

commented

if you're saying you don't have an "RTX" card, then that is irrelevant since optifine/iris shaders cannot use that hardware anyways. You do not need RTX hardware for ray-tracing, that's just a faster way to do it on more modern hardware/graphics API's

🤯 And I didn't know...

Well, let's assume that shadows can be transferred to the future... But will it be possible to implement different colored light from block sources?

commented

By the way, why then do I have no reflections if SSR is disabled in ray tracing settings?

commented

I'm new to GitHub... Can someone explain what this means?...
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commented

It means I am taking interest in this post.

commented

Thank you, now it's clear

commented

you can try disabling rough reflections as well if that's enabled

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They are disabled by default. And if I disable SSR, the reflections disappear too.

Maybe I should create a separate issue?...