New Features and Additions
- REWROTE THE WHOLE THING, AGAIN...
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new shadow projection method
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new diffuse shading
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Oren-Nayar with calculated pseudo-roughness for terrain
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Burley diffuse on water and translucency
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- improved cave darkness calculation
- atmospheric sunlight using the implementation from Lee
- added direct dithering to set screen color depth
- should prevent dither pattern artifacts on certain displays
- volumetric clouds
- sort of cumulus-like shape
- with directional lighting
- volumetric fog
- height based
- volumetric lighting
- 2D clouds
- high altitude cirrus layer
- also lit by sun/moon
- biome dependent changes of sky, fog and clouds
- proper night skybox with stars
- custom filmic curve tonemap
- new daytime calculation
- AMD compatibility
- directional lighting dependent AO
- custom water normals and color
- rough temporal anti-aliasing
- smooth image based auto exposure
- lowlight desaturartion and grain to simulate the human eye
- proper ingame settings screen (will be expanded in the future)
- sunlight color no longer get's mixed into the skylight color
- Temporal dithering for clouds, fog and ao with TAA enabled
Currently not implemented / planned
- atmosphere simulation for a more realistic sky (not yet implemented after rewrite)
- based on the implementation of the "magnificent" Lee
- Screen Space Reflections and Parallax Occlusion Mapping
- nether and end shaders
Improvements and Fixes
- semi-fixed particle lighting
- improved motionblur
- vastly improved wind effects
- improved translucency
- improved water shading
- improved soft shadowing
- improved dither pattern filter for fog and clouds
- improved AO algorithm
- better bloom threshold falloff
- changed emissive bloom behavior
- cleaned up internal code structure
- improved performance
- TAA now properly applies in static scenes
- added multiple auto-exposure modes as a possible workaround for issues
Download: Kappa v0.3
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Make sure to visit my discord server for support, development progress and other information.