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MCPE Shader Modder: -EVO Shader V1.0/1.1/1.2/1.3 MC Java Shader On Project: EVO Realism

Joined December 2014
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Current Shader Look
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Worried my shader is just another beautiful but laggy one? It's built for performance, targeting 60–80+ FPS on RTX 2060/3050-class GPUs in normal gameplay, even with all features enabled. I'm not making a shader just for screenshots. It's meant to be played.
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Current Night Transition.
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My Shader, EVO Realism (Left) vs Complementary Unbound (Right). Note: - The art style of dusk time is not yet setted.
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Couple of days working on grass shading, is it good ? a bit weird but i think it's a nice additions, considering it is cheap in performance.
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Or we could do it with height gradient, which even far cheaper
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After playing with antialiasing, i "perhaps" decide that it is not worth implementing. - TAA is blurry, or if implement good then "stable blurry" - SMAA T2X is so heavy that it eat 30% of performance like from 80fps to 60. the best i could do for now is SMAA or FXAA good lord
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perhaps it because i integrate smaa t2x to another feature, double the filter. . . unsure, i will check it twice or later
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Current Preview of Project Shader
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DEV Note: I don't recommend adding tonemap if you like color of default Minecraft or pursue realistic/realism. except luminance only tonemap. spare some headache managing color shift. You can see tonemap with washed out color there:
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I may perhaps accidentally creating Kingdom Come: Deliverance shader, WTF.
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so what about now ? is it good ?
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Current shader out looks and progress. all is un-customized yet including waves but it is nice for now.
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Dev Note: When coding a volumetric sky like Nishita Method, you can let pure physics drive the colors, or inject custom artistic tweaks. These hacks cost ~0 performance! But if you strip them away for a basic static sky, why pay Nishita's heavy raymarch tax? Use a cheaper model.
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Ah, i create mexico now, not result of what i want.
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A note to myself or other MC Shader Dev: when you make TAA, exclude sky (to not smear) and include glass (better aliasing). On distance also, implement an increase temporal accumulation like if stay is 2 sample TAA, then make it 4-16 TAA when character moves if you have aliasing
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Built custom TAA & reflection with random shaders. It was a buggy, confusing mess. Then I found out SIGGRAPH already has tons of proven methods. Lesson: don't reinvent the wheel. Use what exists & improve it, unless your goal is to be a dedicated shader dev.
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Just to know that what you see here, is normal Minecraft + shadow with blue sky. No modification on lighting color, it still use default Minecraft color and lighting. Such a simple things create differences.
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Just for the basics: This is how TAA works in pure TAA, without any clamping, quirks, or optimizations. TAA, if you do it right, is really useful for performance by minimizing sample counts without adding extra unnecessary features.
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Current progress: Unsure if I want to continue modifying SEUS V11. It's playable and good enough to release, but I won't. Cody isn't replying at all, Discord has been dead since 2024, and the license is ARR. So, I plan to make my own shader from scratch, well . . . let me try.
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