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Hi everyone,
Thanks for all the complements on my last post! I finally got around to implementing the settings for my patches. They've only gone through minimal testing but worked fine as far as I could tell. Links in comments
The images give a pretty good idea of what it looks like. Of course, they are cherry picked to what I thought looked good, what you get will depend on the time of day and cloud coverage for that day. The daily cloud cover is somewhat random, but will be the same for every world. The default coverage settings now act (loosely) as the average coverage over time, controlling the frequency of clear/overcast days; you can disable the dynamic weather setting if you want the cloud coverage setting to directly control coverage.
Here's an overview of the changes I made, including some things I didn't mention in my last post:
- Daily variable cloud cover for both volumetric and 2D clouds independently
- Cloud shadows from sun and moon affecting both ground and volumetric fog
- Limit cloud volumetric fog shadow height to bottom of the cloud layer to prevent shadows above the clouds
- World time based cloud movement (clouds move based on tick speed)
- Moon phase rendering and lighting, can be toggled and adjusted in settings (v0.8.18+)
- Fix lighting on voxy LODs
- Blend noise fog with height based fog when noise fog is chosen
- Fix DOF for stained glass (focuses and blurs based on background depth instead of glass depth)
- Depth map debug option
- Supports IterationRP Alpha 0.8.13~0.8.18, future versions may require manual patching if the specific patched files change. I haven't tested for versions below 0.8.13.
- Minimal performance impact as far as I could tell
Enjoy! Let me know if there are any issues, but I can't guarantee when I get to them. Feel free to report issues on the github repo too.