Glimmer Shaders

Glimmer Shaders

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《Glimmer》是一款简约而不失精致的Minecraft光影包,在保持流畅性能的同时带来惊艳的视觉体验。

光影开发难度大且耗时久。如果你喜欢我的光影,请考虑支持我的工作!

微光

“微光”是一款《我的世界》光影包,旨在做到简约高效,却又不显简陋。

特性

  • “土豆机”“烤面包机”“核显”和“独显”预设,从你的冰箱到美国国家航空航天局的超级计算机,任何设备都能运行。
  • 支持远景!
  • “无尽海洋”,让渲染距离外也有水延伸。
  • 完全兼容LabPBR 1.3。
  • 阴影,可使用阴影贴图或从光照图近似得出。
  • 屏幕空间反射与折射。
  • 程序化二维云朵。
  • 时间滤波,在低采样数时减少噪点。
  • 泛光

兼容性

  • OpenGL 4.3+ - 不支持MacOS系统,树莓派也不支持。大多数现代GPU(核显或独显)应该都能正常工作。
  • Iris 1.6+,不支持Optifine。

致谢

  • 安德鲁·希尔默(Andrew Hilmer),因其在Shadertoy上实现了塞巴斯蒂安·希莱尔(Sébastien Hillaire)的“一种可扩展且适用于生产的天空与大气渲染技术”
  • 贝尔穆(Belmu) - 屏幕空间反射的参考代码
  • 埃敏(Emin) - 来自Complementary的阴影偏移计算
  • 忍者迈克(NinjaMike) - 定向光照图方法
  • 第六浪潮(sixthsurge) - 大量来自Photon的代码参考
  • 诺尔(Null) - 协助移植大气散射代码
  • 一如既往,ShaderLABS Discord服务器的成员们,他们帮助我学习并走到了今天这一步
  • 还有许多其他人,代码中到处都有相关链接

联系我们

如果你在使用“微光”时遇到问题,或者只是想聊聊天,可以加入我的Discord服务器,或者在ShaderLABS Discord服务器的#jbritains - shaderpacks频道找到我。


Shader development is hard and takes a lot of time. If you enjoy my shaders, please consider supporting my work!

Glimmer

Glimmer is a Minecraft shaderpack designed to be simple and performant without looking like it.

Features

  • 'Potato', 'Toaster', 'Integrated Graphics' and 'Dedicated Graphics' presets, designed to run on anything from your fridge to a NASA supercomputer.
  • Distant Horizons Support!
  • 'Infinite Ocean', adding water stretching out of render distance.
  • Complete LabPBR 1.3 compliance.
  • Shadows, using either the shadow map or approximated from the lightmap.
  • Screen space reflections and refractions.
  • Procedural 2D clouds.
  • Temporal filtering to reduce noise at low sample counts.
  • Bloom

Compatibility

  • OpenGL 4.3+ - MacOS is not supported, nor is the Raspberry Pi. Most modern GPUs (integrated or dedicated) should work fine.
  • Iris 1.6+, Optifine is not supported.

Acknowledgements

  • Andrew Hilmer, for his Shadertoy implementation of Sébastien Hillaire's 'A Scalable and Production Ready Sky and Atmosphere Rendering Technique'
  • Belmu - Reference code for SSR
  • Emin - Shadow bias calculation from Complementary
  • NinjaMike - Directional lightmapping method
  • sixthsurge - A decent amount of code reference from Photon
  • Null - Help porting in the atmospheric scattering code
  • As always, the members of the ShaderLABS Discord server who have helped me get this far learning how to do all this
  • Many other people, there are links scattered throughout the code

Get in touch

If you have an issue with Glimmer or just want to chat, you can join my Discord server or find me in #jbritains-shaderpacks in the shaderLABS Discord server.

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