Additions:
- Scalable Render Resolution in shader settings for Screen Space Path Tracing and Volumetric Clouds. For a minor performance increase
- Added a blur for clouds to help with lower render resolutions - may look blurrier but also no more hard edge clouds. Helps to make them look a little softer
Fixes:
- Auto exposure is now a bit stricter, with less flickering
- Auto exposure going very dark to black when looking at highly emissive blocks
- Harsh lightmaps when raining, too much for auto exposure to adapt to
- Improved anti ghosting for path tracing temporal filtering
Changes:
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Massive Lighting Changes
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Replaced Screen Spaced Raytracing into Pathtracing
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Performance increases from raytracing to allow us to do path tracing (this by no means that path tracing will perform better than raytracing. It just means that with the increased performance, we can do path tracing instead but its still impacts framerates more than raytracing
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Bounce calculations
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Performance increase to ray steps, allowing us to get more range in gi than we originally could without impacting our performance
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Denoiser improvements
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Improvements to ghosting and temporal stability for the denoiser
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Auto Exposure
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Some sky changes
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Shader Settings changes
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Fixes:
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Missing GetSky function for presets lower than High
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Inconsistent GI accumulation
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Ambient Occlusion and Sky Contribution inconsistencies
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Ghosting has been tuned down a slight bit. BUT NOT REMOVED!
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Global Illumination flickering when camera is panning around on older GPUs (tested on my GTX 1060 3gb card. if this issue persists on other gpus, please lmk in the github issues)
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Temporal issues with rough reflections
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Not being able to apply temporal filter to reflection when Indirect Lighting Setting is on a mode other than Screen Spaced Pathtracing
Changes:
- Cloud lighting has more depth and color during sunrise and sunset
- Cloud shape has been tweaked
- Global Illumination Denoiser Tweaks
- Sky is a lot less pink and more blue and gold during sunrise and sunset.
- Raytraced Ambient Occlusion is now written on a seperate texture so that it properly occludes the main color rather than just global illumination and it's sky contribution (fixes transparent ao and boosts its intensity)
Fixes:
- Fixed NaNs on sky and temporal filtering
- Fixed Nether and End Broken with Global Illumination turned on
- Performance improvements
- Denoiser tweaks
- Fixed Ambient Occlusion intensity in shader settings
Hotfix:
- Fixed reflections disappearing in higher shader setting presets
- Fixed Ambient Occlusion accumulating sky color rather than darkening
- Sky Contribution is now properly accumulating with rays
Tweaks:
- Less cloud sky color blend for more clarity on clouds
- Ambient Lighting changes to match sky contribution in RT
- Color Balances
Changes:
- Added Denoiser to help with image stability and noise
- Temporal Bilateral Blur to blur out individual rays/noise
- Temporal Filtering Improvements
- Raytrace logic and accuracy improvements
- Lighting and color changes to help Raytraced Global Illumination fit better with the scene
- Denoiser settings
- Raytrace Sample quality now effects the spread of spherical harmonics for RT
- Raytrace Steps now affect how far a ray can reach from its initial bounce
- Raytrace is now written onto a different pass and then sampled into a blur for the denoiser
- Color Boost for gi now gives more accurate colors
- Raytrace Global Illumination intensity balance between bright blocks, emissive, and normal blocks
Bug Fixes:
- Fixed extremely noisy Global Illumination
- Fixed improper blend weights for (Rough) Reflections' temporal filtering in screenshot mode
- Fixed Raytrace Ambient Occlusion rendered over Global Illumination, causing it to cut off the closer GI rays got to a corner geometry
- Fixed Global Illumination rendering under waving foliage like flowers and grass (mitigated rather than completely removing it entirely)
- Fixed Raytrace Occlusion not properly darkening the shaded area and subtracting off the sky contribution
RT fixes
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2.0.2 was using a older ssrt prototype by accident, switched to a more updated for 2.0.3 (may be a bit more demanding but a lot more accurate)
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GI colorboost was too weak in 2.0.2 so boost has been increased (gi should no be more vibrant and accurate to colors)
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Slight decrease in visual noise from RT
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Improved ray accuracy
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Added RT view for debug
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Stricter Global Illumination bouncing by color
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Sample Counts and Step Refinement options should now have an effect on the overall quality.
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Fixed gray noise appearing in the distance
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Increased saturation in post since colors seem a bit washed out
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no official denoiser for rt yet...
- Finished Global Illumination (from Bliss Shaders by Xonk)
- Finished Water Rework
- Tweaked Cloud Coverage
- Fixed issue where screen goes black during night time rainy/stormy whether
- Cloud Quality is now 1.0 by default due to clouds layer artifact
- Performance improvements
- Nvidia bug fixes
Changelog:
- Few issues in the shader settings
- Fixed cloud reflections being barely visible
- Fixed cloud shadow reflections being too dark
- Increased sunspot reflection intensity
- Water color, fog, and caustic tweaks (in preparation for a water update)
- Increased multiscatter intensity for clouds for better visibility in the sky.
v2.0 has received a massive overhaul on it's overall look, feel and atmospherics. Even though this shader is fairly young and hasn't received much updates, I began to feel as if the appearance was not going in a direction that I had originally intended. So I've spent the past couple of months revisioning what Allium should be, and what should have been. Although it's not perfect, I have been fairly happy with how it has turned out and wanted to share it with you all. Cheers! :)
Changelog:
- Overhauled Volumetric Clouds and it's lighting
- Temporarily removed Cloud Layers
- Crepuscular Rays
- Cloud Shadow
- New Sky
- Lighting changes
- Changed from ACES Tonemap to Lottes
- Bloom tweaks
- Applied SSS to new blocks such as sand, snow, etc (WIP)
- Removed Global Illumination and SSRAO
- Switched back to Complementary's SSAO
- Gas giant and space apearance in the End dimension
- Adjusted atmospherics for Distant Horizons
Sky Update:
- New Atmospheric Scattering
- Changed Cloud Shaping
- Changed Stars
- Changed Sun and Moon
- Added Milky Way Nebula
- Added Planetary Stars (brighter and sparse colored stars to represent planets)
- Added Shooting Stars
Other Changes
- Switched to Complementary's alternative subsurface scattering
- Generated Normals now on by default
- Lighting changes
- Disabled Middle Cloud Layer by default (can be turned back on but has not been properly tuned)
- Disabled Light Shaft Smoke by default (can also be turned back on)
- Atmospheric Fog Tweaks
- Preset Changes
- Shader settings adjustments
- Changed cloud layer names to Lower, Middle, and Top Cloud Layers

Release!
- 3 Cloud Layers
- Cumulus
- Cumulonimbus
- Altocumulus
- Cloud shaping
- Cloud optimizations
- New water waves/normals/caustics
- Water parallax
- Specular highlights (ggx from complementary)
- New shader settings for clouds
- Clouds now have proper directional lighting and scattering
- Fluffier clouds
- Cloud shaping changes
- Atmospheric Scattering Changes
- TAA tweaked to help with cloud noise (works only a little bit, WIP)
- Preset changes
- Shader settings changes
- Optimizations and no more worley clouds
- Lava color tweaks
- Nether tweaks
- Fixed bug where horizon is super green during really early trom time set 23300 to 1000
- Tweaked blocklights so they aren't too bright
- Increased amount of volumetric fog and lightshafts appear at night
- Adjusted night time brightness
- Adjusted cave brightness
- Adjusted sky lightmap in GI
- Tweaked sunrise and sunset colors
- Tweaked lighting and brighness when raining
- Sky Illumination (from GI) now enabled in the end
- Adjusted emissive brightness being overly bloomy (cough cough... lava...)
- Adjusted lava noise/waves in nether and overworld
- Fixed Nvidia GPU issue where cumulus clouds don't show due to float point instability.
- Fixed blinding specular light on iron golem
- Tweaked cloud shapes
- Tweaked grainy-ness of clouds
- Water specular tweaks
- Fixed Shader Settings -v0.8-----------------------------------------------------
- Nether and End shaders
- Screen spaced global illumination
- Cloud shadow adjustments
- Sun and moon changes
- Sky is now more vibrant
- SSS adjustments for foliage
- SSAO and SSRAO adjustments
- Use seperate LUTs for each dimension
- Nether color adjustments
- Cloud visual changes
- Shader settings changes
- Added settings and sliders for global illumination
- High preset now uses SSAO by default
- Brought back a slight amount of vanilla AO
- Changed Cinematic preset name to Screenshot
- Added a screenshot mode for clouds when preset is changed to Screenshot
- Optimizations
- Fixed NaNs on reflections when raining in snowy biomes
- Fixed cutoffs from the top of clouds
- Nether and End shaders
- Screen spaced global illumination
- Cloud shadow adjustments
- Sun and moon changes
- Sky is now more vibrant
- SSS adjustments for foliage
- SSAO and SSRAO adjustments
- Use seperate LUTs for each dimension
- Nether color adjustments
- Cloud visual changes
- Shader settings changes
- Added settings and sliders for global illumination
- High preset now uses SSAO by default
- Brought back a slight amount of vanilla AO
- Changed Cinematic preset name to Screenshot
- Added a screenshot mode for clouds when preset is changed to Screenshot
- Optimizations
- Fixed NaNs on reflections when raining in snowy biomes
- Fixed cutoffs from the top of clouds
Changelog
- Added altocumulus clouds
- Added shader settings for altocumulus
- High Shadow Res: 4096 => 3072
- Ultra Shadow Res: 6144 => 4096
- Cinematic Shadow Res: 8192 => 6144
- SSAO quality and steps turned down by default
- Re-enabled rain puddles and generated normal maps
- Fixed nvec3 error at low and medium preset
- Adjusted very low, low, and medium presets
- Finalized cloud appearance, edges are a bit more bold and shaping is puffier
- Underwater color tweaks
- Light Rays underwater now match the water color
- Water refraction strength increased
- Water refraction size is now smaller making it fit more with the water waves and caustics
- Enabled SSAO
- Fog smoke tuned down
- Only 1 set of LUTs (for now)
- Performance uplift (hopefully) with clouds, water, and reflections
- Added Very Low, Low, Medium, High, Ultra presets in the shader profile settings for Allium
- Added Cinematic preset for some picture taking
- Depth of Field and Chromatic Aberration now disabled by default, but enabled in the Cinematic preset or by choice in shader profile settings
- Shader profile settings are now up to date on most features that have been added and removed
- SSRAO, similar to screen spaced ambient occlusion, but uses a screen spaced reflection method to handle occlusion



