What is KappaPT?

Some of you may already know the Kappa Shader of mine, this is a very similar pack but instead of relying on the vanilla lightmap it is using worldspace path-tracing to fully replace the lightmap. It delivers accurate blocklight emission, skylight occlusion as well as global illumination through that. Of course this does come at the cost of increased code complexity and reduced performance as well as being much more time consuming and challenging to work on. Thus I have decided to turn this into a separated pack, which is available through patreon for said reasons
KappaPT is available for Tier 3 Patrons (10€), with less frequently updated but in turn more stable versions being available for Tier 2 (5€). If you can't or won't pay, the normal Kappa Shader should provide more than reasonably good results for you, especially with its SSPT emission which has brought it a big step closer to the results of path-traced shaderpacks when it comes to the prominent colored lighting and global illumination.
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Development Update – July 2023

It’s time to recap some updates again (of which there have been quite a lot in the last month) and there are also a few more upcoming updates that I have planned.

Development Update – June 2023

There have been various updates in the last month as most of you will have noticed based on the wave of releases that most of my free packs have experienced, and there are more to come soon.

Development Update – March 2023

It is once again time to go through some updates and future plans, although not quite as many as usual as I’ve been occupied with some other things as of late, so this post focuses a bit more on the things I have planned for future updates to give you some interesting insight into upcoming stuff.

Development Update – February 2023

It is once again time to go through some updates again, which should be quite interesting this time thanks to the revival of FastPBR and the recent Iris-exclusive updates of Soft Voxels.

Supporter Updates 2022-11

There have been a few updates again, although not as many as usually since I’m going a bit easier on the updates for now as I’ve mentioned in the recent devblog.