SEUS PTGI HRR 3.0 Shaders For Minecraft 1.19 / 1.20.+ [Free Download]Published Dec 23, 2021
SEUS PTGI HRR 3 is by far the most popular shader of all time, and the reason for that can be easily observed as you play with this magnificent shaders you'll be frightened by the amount of beauty in this project, it's also the most accurate shaders when it comes to path tracing, I'm now announcing that this shader looks even better now and entirely compatible with 1.18.1!
Here's the changelog:
Atmosphere, cloud, and outdoor lighting improvements: white balance adjustment to make sky bluer and sunlight less dingy. Decreased cloud coverage directly overhead and increased coverage in the distance near the horizon, balanced cloud and sky colors so that ambient shadows aren't pale and washed out anymore when Clouds in GI is enabled
All blocks in 1.18.1 function properly, including new light sources: candles, glow lichen, and glow berries
Candle lighting is based on the colors in the candle texture itself and how many candles are in a block
Sea pickles and end rods now emit light
GI denoising filter improvements
Reworked default tonemapping for an emphasis on a bright, vibrant look
Increased GI voxel data area size, allowing greater view distance for ray tracing effects
Increased default diffuse and reflection ray lengths to accommodate 1.18's larger caves and world structures
Improved "HRR" tech: fixed blurring when quickly moving the view, improved stability and responsiveness, improved "Filmic" pixel look setting
Entities now have proper motion vectors and don't look awful under motion and contribute properly to motion blur!
Default water fog density is now 0, avoiding glowing water issues. You can turn it back on if you miss it!
Fixed bug seen in the shading of blocks inside smooth reflections
General cleanup for shader options
Changed default torchlight color temperature
Added new option: Lighting > Candlelight Color Temp
Added new option: Lighting > Light Leak Fix. This replaces the old light leak fix options previously found in Raytracing settings. This has been reworked/improved to not be based on where the player is, so moving in and out of caves no longer awkwardly enables/disables light leaking.
Reworked Utility > Visualize Dangerous Light Level option. Considers that mobs now require light level 0 to spawn, and doesn't look blinding and horrible anymore
Added new option: Surface > Texture LOD Bias. Higher values increase detail in textures but can lead to instability, ghosting, and reduced performance. Lower values improve image stability and performance but can lead to lower resolution textures at distance and grazing angles
Added new option: Surface > Anisotropic LOD Bias. Enabled by default. When enabled, preserves details on surfaces at higher grazing angles. Similar tradoffs as Texture LOD Bias.
Added new option: Surface > Wet Caves Effect. Disabled by default. An experimental effect that attempts to make surfaces inside caves damp/wet.
Added Raytracing > GI Responsiveness option. High responsiveness allows lighting to respond to changes more rapidly but can cause instability and decreased detail. Low responsiveness allows more samples to accumulate over time and offers increased detail and stability but causes laggy lighting.
Fixed crazy bloom when in lava
Fixed caustics bugs
Added short raytraced contact shadows
Fixed certain flowing lava shapes not being voxelized or contributing to lighting
New physically-inspired low-light vision effect which now applies on top of the entire image instead of fakely on certain light types and improves the look of night scenes
Moonlight overhaul: the moon phase now properly affects night time lighting, being fairly bright during the full moon and very dark during new moon.
Moon and moonlight color tweak
Starlight contribution to GI at night, providing some visibility even when the sky is very dark at night when the moon is at its darkest phase
Increased max ray distance for Atmospheric Godrays
Improved energy conservation in reflection filter. Rougher surfaces now show more subtle reflections more visibly
PLEASE READ THE FOLLOWING REQUIREMENTS FOR USING THIS SHADER PACK!
Minecraft 1.18.1 (older version compatibility may be present but is not guaranteed)
OptiFine HD U H4 or newer
Options > Video Settings > Details > Trees: Fancy or Fast (Smart may break lighting)
Options > Video Settings > Quality > Natural Textures: OFF
Options > Video Settings > Shaders > Shadow Quality: 1x
Options > Video Settings > Shaders > Old Lighting : DEFAULT
Resource packs with custom block models will probably cause lighting glitches!!!!!!
Some of the currently known issues are as follows:
Particles aren't rendered properly yet
Block texture alpha is not considered in diffuse GI tracing, so doors and trapdoors don't let any light through their windows currently.
Being underwater in ravines/caves shows light leaking, and “glowing” water fog. This is unavoidable currently.
"Disco Floor" flickering artifact mostly seen in reflections (the new Secondary GI Samples option can help with this)
Secondary GI bounces (2nd bounce and onward) can take a while to adapt to lighting changes
Issues with the rendering of semi-transparent/translucent materials
Lighting breaks often when using resource packs with custom models, a solution is being investigated!
- Last Updated3 months ago