[Suggestion] Add shadows from blocky lights
Andrew-Sor opened this issue · 17 comments
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.
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.
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
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...
Maybe Eldeston or someone else will fork this shaderpack and add shadows from blocky lights to it?
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...
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
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)
you need voxelization for floodfill too; for block-light shadows you need ray-tracing, which gets very expensive & complicated
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...
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
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?
By the way, why then do I have no reflections if SSR is disabled in ray tracing settings?