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Releases: ambrosia13/ForgetMeNot-Shaders

Forget-me-not Shaders v0.7.2

15 Jul 00:44
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Notable changes

  • different tone map (configurable)
  • more accurate fog
  • 20+ post-processing & editing options
  • balanced exposure (again)
  • improved sky & clouds

Forget-me-not Shaders v0.7.1

08 Jun 06:35
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Notable changes:

  • reworked exposure to be more balanced
  • improved TAA implementation to be sharper
  • balanced lighting colors
  • removed metals support by default (configurable, default off)

Forget-me-not Shaders v0.7.0

20 May 19:31
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Rewritten/reworked. Notable changes:

  • More PBR atmosphere
  • More PBR clouds
  • More PBR lighting
  • Hi-Z raytracing (added by fewizz)
  • Auto exposure

Forget-me-not Shaders v0.6.0

29 Nov 04:03
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Hi everyone!

v0.6.0 was originally planned to be a small update, but it's turned out to be quite phenomenal. Here are some of the changes:

  • Added seasons! Everyone's world is going to be a little more magical with the first-ever implementation of seasons in a Minecraft shaderpack
  • Added material shaders for most vanilla materials. Are you a Lumi Lights, Lomo, or Canvas Standard user? You can still enjoy your favorite pipelines as usual, but if you activate Forget-me-not's resource pack, you'll get some pretty emissive lights
  • Added water refraction
  • Adjusted bloom
  • Adjusted fog scattering / bloomy fog

API changes (FMN PBR version 3):

  • When fmn_isFoliage is set to 1 and the material uses vertex tint, seasons will dynamically change the color of the material
  • When fmn_isLeafBlock is set to 1 and the material uses vertex tint, trees will get some additional color changes based on noise

Forget-me-not is in the need of a major rework for both performance and ease of use, so that's probably what I will work on next. Unless I get another idea similar to seasons. Enjoy!

Forget-me-not Shaders v0.5.0

05 Nov 01:46
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Hey!

v0.5.0 is a smaller release but still adds a couple of very nice things.

  • Improved bloom
  • Improved ambient occlusion
  • Improved held light occlusion
  • Improved end sky
  • Improved weather atmosphere & VL
  • Added fog scattering effect, also known as bloomy fog

API changes (FMN PBR version 2):

  • Control water fog color by changing the water albedo using either a texture or a shader.
  • When fmn_isPlayer is 1, fragment will be discarded when making the depth image to trace for held light occlusion.

Forget-me-not Shaders v0.4.1

09 Oct 16:52
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Hotfix, fix weather particles interacting with water & fog

Forget-me-not Shaders v0.4.0

09 Oct 07:45
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Hey everyone!

Forget-me-not has seen yet another major overhaul this update. In my opinion, the long-standing issue of washed-out colors has been solved in this update, which brings much more contrast through the use of an ACES fit tonemap. The noisy visuals have also been solved with the help of advanced anti-aliasing (TAA). Other than that, there isn't much to be said that wasn't covered already in the pre-release notes.

AMD is completely broken on Forget-me-not at the moment, which is an issue I'd like to fix, but for now, this remains NVidia only. Sorry.

Here are some of the new technical advancements in v0.4.0:

  • raytraced contact shadows
  • raytraced handheld light occlusion
  • cloud light rays / crepuscular rays
  • variable penumbra shadows

Enjoy!

Forget-me-not Shaders v0.3.0 pre-release 1

22 Jul 08:41
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To be clear, v0.3.0 is a rewrite of Forget-me-not. I've been working on this for a little bit, but I wanted to put my current progress out for now, because I want to take a tiny break from Forget-me-not.

Development had always been based on motivation, and I've had plenty of it. Now, I've pretty much reached the end of the road for "no-brainer things to do". From here, there's nothing really obvious about what I should do next. For now, I've retreated back to making a simple little vanilla like shaderpack so I can take a little break while not abandoning shader development.

As for Forget-me-not, I definitely have some things in mind, but now is not the time. I will come back to doing those things in a little bit. Anyway, to the release:

  • Almost the same feature set as before, but mostly physically based now, bringing a semi-realistic style.
  • Config is limited for now.
  • Performance should be fine, but isn't as fast as it could be. I'll focus on optimization later.
  • Removed no-shadow pipeline for the foreseeable future.
  • Should look as advanced as optifine shaderpack for now. I can guarantee that bigger and better things will come later.
  • Works on Nvidia, I'm not sure about AMD.

I'll drop in to fix any minor issues there still are.

Will probably be updated soon for when Canvas gets mutable pipeline config (this will allow shadow resolution to be configurable in the options).

Forget-me-not Shaders v0.2.0

05 Jun 04:36
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-Added sky shadows (You can choose to enable two different versions of Forget-me-not in pipeline selection menu, one with shadows and one without)
-Revamped lighting, many things are now configurable
-Improved water
-Improved 2D clouds, better shading and 9 layers of different types of clouds
-Improved fog
-Improved global illumination

Forget-me-not Shaders v0.1.1

29 Apr 05:08
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-Revamped clouds, added "stratus" and "cirrus" clouds
-Tweaked sky
-Improved water, faster noise
-Added raymarched reflections, not complete yet
-Softer & more natural looking lighting
-More configuration
-Slightly tweaked/improved SSGI, added skylight contribution when "Apply MC Lightmap" is disabled