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seus_ptgi_gfme's Issues

Improperly tiled caustic texture

Settings: default

Resource pack: none

The texture used for the caustic effect has tiling issues compared to HRR 3.

GFME:
2022-11-01_20 25 42

HRR 3:
2022-11-01_20 25 54

Install issue?

Heya, I downloaded a fresh 2.1 HRR ptgi with this newest edited 1.10 jar, put them in the same folder, run the jar, move the new gfme zip into the shader folder and apply the new shader, but then the game ends up looking like its running no shaders at all (vanilla minecraft). Any tips?

Vanilla Fog Nether Bug

Just noticed this cause my nether had a 1 chunk render distance into black fog. Turns out if you have fog disabled in normal video settings it does this, changing it to "Default" fog setting fixes it. Interesting as it makes no difference on the overworld.

樱花花瓣光照效果异常

问题概述

在使用GFME1.14版本时,樱花花瓣在没有接受阳光照射时显示错误的全黑色阴影。有阳光照射时存在异常的黑色边框阴影

此问题最先在IRIS环境中被发现,随后在Optifine环境中被复现。

有关配置信息

客户端

最先发现问题的Fabric IRIS 环境:Fabric 1.20.2
FabricAPI:0.90.0
可能有关的MOD环境:IRIS 1.6.10、Sodium 0.5.3、indium 1.0.27

按照要求复现的Forge OptiFine环境:Forge 1.20
Forge版本:46.0.14
Optifine版本: I5_pre5
无任何第三方Mod

图像概要

屏幕截图 2024-01-21 224428
屏幕截图 2024-01-21 224418
屏幕截图 2024-01-21 224343
屏幕截图 2024-01-21 224434

Dark Nether

Not a bug, was just wondering if the nether could be adjusted to be brighter and way more visible like the one in PTGI 3, I like this shader a lot and I would love to not have to turn it off or switch when in the nether. Everything is dark and the nether is very difficult to thoroughly see in, that's all.

fix partricles render

the particles are not rendered in the right place sometimes and they are fucked up.
image
for exemple here the particles are transparent with the water

nighttime is way too dark

At night the screen is almost completely pitch black and raising the gamma or exposure makes daytime washed out and low contrast. Is there a way to raise the moonlight or night sky brightness?

The dynamic held light is also very dim compared to a placed torch or emissive block.

As someone with low vision, it's very hard to find my way around without placing torches every five blocks

I tried poking around in the composite files to raise these values like you could in older SEUS shaders, but I couldn't find the values I was looking for.

Beautiful edit otherwise :)

2023-01-07_12 49 47
2023-01-07_12 50 01
2023-01-07_12 50 16

1.14渲染原版服中的文字实体会出现黑色背景

问题概述

在使用1.14版本时,原版服的悬浮文字会出现意外的黑色背景。我不是很确定这个问题是何时开始出现的,我在此前长期使用1.10版本,未跟进期间的更新。
请问能考虑修复此问题吗?此问题过于影响环境美观程度。
此问题最先在IRIS环境中被发现,随后在Optifine环境中被复现。

有关配置信息

服务器

服务器版本:1.20.2 Purpur
文字所用插件:DecentHolograms

客户端

最先发现问题的Fabric IRIS 环境:Fabric 1.20.2
FabricAPI:0.90.0
可能有关的MOD环境:IRIS 1.6.10、Sodium 0.5.3、indium 1.0.27

按照要求复现的Forge OptiFine环境:Forge 1.20
Forge版本:46.0.14
Optifine版本: I5_pre5
无任何第三方Mod

有关详细配置信息和Bug表现

我准备了详细信息,这是1.10的Fabric+IRIS+Sodium 纯截图、Forge+Optifine F3截图和配置文件
Fabric+IRIS+Sodium 纯截图
Forge+Optifine F3截图
配置文件
以及1.14的两个截图和配置文件
Forge+IRIS+Sodium 纯截图
Forge+Optifine F3截图
配置文件

有关其他信息

此问题在Sonic Ether的原版HRR3中也存在,二者的表现一模一样。考虑到最近的项目更新引入了部分HRR3的内容,似乎您可以首先从那些内容入手。我从来没进行过类似的开发工作,不是很确定这个建议是否有用)

图像概要

下面的四个图像和上面六个链接中的四个图像是一样的,如果您能够在此处看到他们,则不必再转入上面的图像链接。我不确定直接在这里发布图片是否可能包含宣传服务器的不妥之处,如果您认为不合适,请告知我编辑并删除这一部分。

1.10版本的表现

eg_old
eg_old_optifine

1.14版本的表现

eg
eg_optifine

Weird texture bug with reflections on glass

This is similar to the other issue, I get random texture bugs on glass reflections, especially with tinted and stained glass.

Hrr 2.1 gfme with no texture pack (optifine)
2023-08-20_21 36 19
Hrr 2.1 from seus with no texture pack (also optifine)
2023-08-20_21 36 37
same order and pack from above just with a patrix 128x texture pack
2023-08-20_21 37 51
same order and pack from above just with a patrix 128x texture pack
2023-08-20_21 38 12
This also happens with sodium + iris (can provide screenshots if needed). While the tinted glass is borked in the original seus pack with it showing a water texture, the issue does not appear in regular glass using the seus pack but does on the gfme version.
I should probably also add that I am using the latest version of this (1.13) and 1.19.4 mc version

somethings

First of all, Thank you for your works.

And I found somethings while using your PTGI GFME.

First, GFME doesn't work color light of candles.

3
It is PTGI HRR 3

GFME
And It is GFME.

can it be modified?

and Second is Light block(block.minecraft.light) block doesn't glow.

Light Vanilla
It is Vanilla and most shaders glow light block.

Light PTGI
and It is GFME.

It doesn't glow. I hope it will be modified.

AND There is block light bug in some resource packs.
blocks don't glow
Base Profile Screenshot 2023 05 16 - 22 33 34 35
The block light is not bright enough on some resource packs.
This is a resource pack that looks exactly like the default resource pack(includes textures for server GUI). It has no different textures than Vanilla, but it does not have normal light support.

Base Profile Screenshot 2023 05 16 - 22 33 48 98
and it is when I use another resource pack.

Thank you.

Can you create a custom blockGI generator?

When I place the mod blocks(by custom model),I find that they use the full block's GI ,and show a wrong appearance.
Sonicether says he will create one,but seems he stops his work after it : (.

QQ_1721471424138

TACZ support?

So when I use Timeless and classics zero the guns' visuals break and look weird hopefully this gets fixed

image

Support for Custom Light Souces

Currently, the shader does not accurately render light sources from modded or custom blocks. Is there any way to implement support for custom light blocks similar to the way Bliss/Photon shaders handle them?

Distant Horizons Support

As of 2.0, Distant Horizons is now compatible with shader packs using either Iris v1.7.0 or higher, or Oculus v1.6.15aDH or higher.
It would be of great help if GFME would allow SEUS PTGI to be compatible with Distant Horizons, a mod that greatly increases the render distance of Minecraft.

[Feature Request] Light-emitting blocks surrounded by full-height blocks should emit light on their surfaces

This is not a bug report!

Currently, blocks like glowstone, when surrounded on an axis by other (non-light-emitting) full-height blocks, do not emit light on their surfaces:
image

Personally, this ends up looking strange, since blocks that light up their surrounding walls keep the entire floor dark (apart from reflected light):
image

Ideally, it would look (something) like this, simulated with melting 7-layer snow blocks:
image

Would a feature like this be possible?

When using the Iris loader, the lanterns do not emit light correctly.

Environment and Background Description

The issue of lanterns not emitting light was discovered while playing on a server.

Minecraft version: 1.20.1
Fabric version: 0.14.22
Sodium version: 0.5.8
Iris version: 1.16.17

CPU: Intel Core i7-14700kf
Graphics Card: Nvidia Geforce RTX 4080 Super
Operating System: Windows 11 Home 22H2
GeForce Game Ready Driver Version: 555.99

Game Logs:

minecraft-exported-logs-2024-06-17T22-54-18.log

Error Screenshots:

image

Testing

The issue persists in single-player games, but does not occur when using OptiFine.

I apologize, as my first language is Chinese, I had to use a large language model for translation. If you can read Chinese, here is the content in the source language, and I am unable to provide further assistance.

环境和背景描述

在一个服务器中游玩时发现灯笼不发出光照

Minecraft版本:1.20.1
fabric 版本: 0.14.22
sodium版本: 0.5.8
iris版本: 1.16.17

CPU: intel core i7-14700kf
显卡: nvidia geforce rtx 4080 super
操作系统: Windows11 家庭版 22H2
geforce game ready驱动程序版本: 555.99

测试

在单人游戏时此问题仍然存在, 使用optfine端则无此问题.

Some mods overlays (like miniHUD) doesn't show properly

The lighting level, slime chunks overlay boxes and these type of things don't render properly (text is not visible enough) and boxes simply don't render at all. It happens with miniHUD and Litematica (maybe other mods too)
How it appears :
2023-01-08_15 47 09

How it should be :
2023-01-08_15 47 15

And for boxes it should be like this :
2023-01-08_15 48 40

but it doesn't render at all with the shader :
2023-01-08_15 48 45

Colored light becomes yellow-ish at a certain distance from the light source

(Found the issue on Iris so I tried it on Optifine and it was still there | First 2 screenshots were taken on Optifine and the 2 others on Iris)
What it looks like normally :
2023-01-16_18 34 56

What it looks like when we go further away from the light source :
2023-01-16_18 35 14

Here is another example with soul lanterns, so blue light :
Normal :
2023-01-16_18 41 33

Yellow or simply no light :
2023-01-16_18 41 44

Here is my F3 (I am on fabric with Iris for the second example but it also happens on optifine (standalone installation so no forge or fabric)
2023-01-16_18 42 04

Add LabPBR support

I tried turning on Smoothness as Roughness and changing the specular channels to "g", "r" and "a", but it still looked way off. Seems like almost all resource packs use the LabPBR format nowadays.

Texture issues in reflections

Playing 1.20.1 with GFME 1.13 on the latest Iris Shaders 1.6.7, present on 1.6.5 as well

While using a 256x resource pack and the shader settings set appropriately, item icons are visible in glass reflections as shown below.

2023-08-15_02 09 02

Resource packs are as follows:

image

Let me know if I need to provide any additional information.

[Bug] net.minecraft.ResourceLocationException: Non [a-z0-9/._-] character in path of location: minecraft:#if

I am running into the following crash when attempting to run this shader... Any ideas?

[28Nov2022 18:16:29.662] [Render thread/ERROR] [Oculus/]: Failed to create shader rendering pipeline, disabling shaders!
net.minecraft.ResourceLocationException: Non [a-z0-9/._-] character in path of location: minecraft:#if
	at net.minecraft.resources.ResourceLocation.<init>(ResourceLocation.java:37) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.resources.ResourceLocation.<init>(ResourceLocation.java:46) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.coderbot.iris.block_rendering.BlockMaterialMapping.addBlockStates(BlockMaterialMapping.java:67) ~[oculus-1.4.3.jar%23203!/:?]
	at net.coderbot.iris.block_rendering.BlockMaterialMapping.lambda$createBlockStateIdMap$0(BlockMaterialMapping.java:30) ~[oculus-1.4.3.jar%23203!/:?]
	at it.unimi.dsi.fastutil.ints.Int2ObjectMap.lambda$forEach$0(Int2ObjectMap.java:253) ~[fastutil-8.5.6.jar%2341!/:?]
	at it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap$MapEntrySet.fastForEach(Int2ObjectOpenHashMap.java:1077) ~[fastutil-8.5.6.jar%2341!/:?]
	at it.unimi.dsi.fastutil.ints.Int2ObjectMap.forEach(Int2ObjectMap.java:255) ~[fastutil-8.5.6.jar%2341!/:?]
	at it.unimi.dsi.fastutil.ints.Int2ObjectMaps$UnmodifiableMap.forEach(Int2ObjectMaps.java:691) ~[fastutil-8.5.6.jar%2341!/:?]
	at net.coderbot.iris.block_rendering.BlockMaterialMapping.createBlockStateIdMap(BlockMaterialMapping.java:28) ~[oculus-1.4.3.jar%23203!/:?]
	at net.coderbot.iris.pipeline.newshader.NewWorldRenderingPipeline.<init>(NewWorldRenderingPipeline.java:355) ~[oculus-1.4.3.jar%23203!/:?]
	at net.coderbot.iris.Iris.createPipeline(Iris.java:647) ~[oculus-1.4.3.jar%23203!/:?]
	at net.coderbot.iris.pipeline.PipelineManager.preparePipeline(PipelineManager.java:34) ~[oculus-1.4.3.jar%23203!/:?]
	at net.coderbot.iris.Iris.reload(Iris.java:589) ~[oculus-1.4.3.jar%23203!/:?]
	at net.coderbot.iris.apiimpl.IrisApiV0ConfigImpl.setShadersEnabledAndApply(IrisApiV0ConfigImpl.java:28) ~[oculus-1.4.3.jar%23203!/:?]
	at net.coderbot.iris.gui.screen.ShaderPackScreen.applyChanges(ShaderPackScreen.java:524) ~[oculus-1.4.3.jar%23203!/:?]
	at net.coderbot.iris.gui.screen.ShaderPackScreen.lambda$init$1(ShaderPackScreen.java:209) ~[oculus-1.4.3.jar%23203!/:?]
	at net.minecraft.client.gui.components.Button.m_5691_(Button.java:40) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.gui.components.AbstractButton.m_5716_(AbstractButton.java:16) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.gui.components.AbstractWidget.m_6375_(AbstractWidget.java:111) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.gui.components.events.ContainerEventHandler.m_6375_(ContainerEventHandler.java:27) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.MouseHandler.m_168084_(MouseHandler.java:88) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.gui.screens.Screen.m_96579_(Screen.java:528) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.MouseHandler.m_91530_(MouseHandler.java:85) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.MouseHandler.m_168091_(MouseHandler.java:185) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.util.thread.BlockableEventLoop.execute(BlockableEventLoop.java:103) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.MouseHandler.m_91565_(MouseHandler.java:184) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at org.lwjgl.glfw.GLFWMouseButtonCallbackI.callback(GLFWMouseButtonCallbackI.java:36) ~[lwjgl-glfw-3.2.2.jar%2348!/:build 10]
	at org.lwjgl.system.JNI.invokeV(Native Method) ~[lwjgl-3.2.2.jar%2344!/:build 10]
	at org.lwjgl.glfw.GLFW.glfwPollEvents(GLFW.java:3101) ~[lwjgl-glfw-3.2.2.jar%2348!/:build 10]
	at com.mojang.blaze3d.systems.RenderSystem.m_69495_(RenderSystem.java:197) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at com.mojang.blaze3d.platform.Window.m_85435_(Window.java:333) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.Minecraft.m_91383_(Minecraft.java:1068) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.Minecraft.m_91374_(Minecraft.java:665) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at net.minecraft.client.main.Main.main(Main.java:205) ~[client-1.18.2-20220404.173914-srg.jar%23277!/:?]
	at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:?]
	at jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:?]
	at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:?]
	at java.lang.reflect.Method.invoke(Unknown Source) ~[?:?]
	at net.minecraftforge.fml.loading.targets.CommonClientLaunchHandler.lambda$launchService$0(CommonClientLaunchHandler.java:31) ~[fmlloader-1.18.2-40.1.84.jar%2317!/:?]
	at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:37) [modlauncher-9.1.3.jar%235!/:?]
	at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:53) [modlauncher-9.1.3.jar%235!/:?]
	at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:71) [modlauncher-9.1.3.jar%235!/:?]
	at cpw.mods.modlauncher.Launcher.run(Launcher.java:106) [modlauncher-9.1.3.jar%235!/:?]
	at cpw.mods.modlauncher.Launcher.main(Launcher.java:77) [modlauncher-9.1.3.jar%235!/:?]
	at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:26) [modlauncher-9.1.3.jar%235!/:?]
	at cpw.mods.modlauncher.BootstrapLaunchConsumer.accept(BootstrapLaunchConsumer.java:23) [modlauncher-9.1.3.jar%235!/:?]
	at cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:149) [bootstraplauncher-1.0.0.jar:?]

Border Fog

Hi, is there any possibility of adding border fog? Even something basic such as the vanilla fog to hide chunk borders.

[Question] Possibility to add a "disable HRR" option?

Hey, this post is more a question than a bug report (i didn’t know where to ask that).

The question is: your shader variant works really well, with iris, but would it be possible in the future to add an option to disable Half Resolution Rendering (HRR) in the settings of the shader?

It would be cool to be able to disable it (like PTGI E12, but with your additions), as HRR introduces a bit of blur and on some hardware, HRR isn’t even very useful.

Either ways, have a great day !

一个Iris上的光色问题

知道你不喜欢iris,但现在有一个神奇的问题 )

绿宝石块与青金石块的光线颜色似乎在iris 1.7.3中不正确。

版本情况

  • 光影版本:DH Test
  • 发生问题的版本:Fabric 1.21 0.100.7 iris 1.7.3 DistantHorizons 2.1.2-a
  • 没有问题的对照:Forge 1.20 46.0.14 OptiFine_I5_pre5 没装地平线

问题参照

  • 被抹去的信息含有隐私内容,所欠缺的版本号已在上文提供

发生问题的版本

2024-07-22_10 44 50

没有问题的对照

2024-07-22_10 43 46

其他备注

  1. 本来想用Forge 1.21+OptiFine+DistantHorizons测试的,但没找到OptiFine更新,所以用的1.20,也没装地平线。

  2. 光影版本v1.10在以上两个对照环境中也存在这个现象

  3. 另外测试了Fabric 1.20.2+Iris 1.6.10版本下光影版本v1.10DH Test,光色是正常的。所以个人觉得很有可能是新版iris的锅,但不知道这个是iris的bug还是iris又改了什么玩意导致需要开发者来适配)

  4. 红石块颜色在上述所有MC版本与光影版本中都是正常的

光影所用配置文件

#Mon Jul 22 10:29:38 CST 2024
BLOOM_AMOUNT=0.1
EXPOSURE=0.7
FULL_RT_REFLECTIONS=true
GI_LIGHT_BLOCK_INTENSITY=10.0
GI_LIGHT_TORCH_INTENSITY=10.0
SATURATION=1.1
SUNLIGHT_BRIGHTNESS=4.0
TONEMAP_CURVE=1.0
TORCHLIGHT_COLOR_TEMPERATURE=3750
VOLUMETRIC_LIGHT_STRENGTH=0.5

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