Difference between revisions of "Kappa Shader"

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|VisualStyle = Realistic
 
|VisualStyle = Realistic
 
|PerformanceCost = High
 
|PerformanceCost = High
 +
|LicenseType=Custom
 +
|LicenseURL=https://rre36.com/copyright-license
 
}}
 
}}
 
The Kappa Shader is the high-end shaderpack in the lineup and tries to deliver the most appealing results without resorting to complex techniques like voxelisation. It is generally considered a realistic shaderpack, although it takes its own shortcuts and liberties due to which it is by no means accurate in the sense of exactly recreating real life lighting configurations.
 
The Kappa Shader is the high-end shaderpack in the lineup and tries to deliver the most appealing results without resorting to complex techniques like voxelisation. It is generally considered a realistic shaderpack, although it takes its own shortcuts and liberties due to which it is by no means accurate in the sense of exactly recreating real life lighting configurations.
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Choose a '''Profile''' from the 5 pre-defined profiles which provide the simplest starting point for configuring Kappa shader options for your hardware, found in the first level Shader Options menu:
 
Choose a '''Profile''' from the 5 pre-defined profiles which provide the simplest starting point for configuring Kappa shader options for your hardware, found in the first level Shader Options menu:
  
# Low
+
# Low (Doesn't usually work with intel, try medium)
 
# Medium
 
# Medium
 
# High
 
# High
Line 58: Line 60:
  
 
This is a list of frequently asked questions and their answers
 
This is a list of frequently asked questions and their answers
 +
 +
'''Q: Items in my hand and certain objects (chests, beds, maps) look weird, with visual glitches.  How do I fix that?</br>
 +
This can occur when Parallax Occlusion Mapping is enabled and the resource pack and the optifine version used don't interpret the normal map correctly.</br>
 +
To fix it try Shader Options > Terrain > Vertex Attribute Fix : '''On'''
 +
  
 
'''Q: How do I get the best clouds?'''
 
'''Q: How do I get the best clouds?'''
  
A: Clouds are configured in their own sub-section of the Atmosphere settings. Cumulus clouds are the lower 'fluffy' clouds and Cirrus clouds are the higher 'wispy' clouds.  For maximum visual effect both should be enabled, as should cloud shadows. However there is some performance cost, particularly for Cumulus (volumetric) clouds and cloud shadows, so you may need to experiment to optimise for your hardware.
+
A: Clouds are configured in their own sub-section of the Atmosphere settings.</br>
 +
Cumulus clouds are the lower 'fluffy' clouds and Cirrus clouds are the higher 'wispy' clouds.  For maximum visual effect both should be enabled, as should cloud shadows.</br>
 +
However there is some performance cost, particularly for Cumulus (volumetric) clouds and cloud shadows, so you may need to experiment to optimise for your hardware.</br>
 +
Have Temporal Upscaling: On -> then Reducing the 'Target Resolution' slider can help improve frame rate for marginal reduction in visual quality.
 
* To enable [[Wikipedia:Cumulus_cloud|cumulus]] volumetric 'fluffy' clouds: Atmosphere > Clouds > Volumetric Clouds > Enabled: On
 
* To enable [[Wikipedia:Cumulus_cloud|cumulus]] volumetric 'fluffy' clouds: Atmosphere > Clouds > Volumetric Clouds > Enabled: On
 
* To enable [[Wikipedia:Cirrus_cloud|cirrus]] planar 'wispy' clouds: Atmosphere > Clouds > Planar Clouds > Cirrus Clouds: On
 
* To enable [[Wikipedia:Cirrus_cloud|cirrus]] planar 'wispy' clouds: Atmosphere > Clouds > Planar Clouds > Cirrus Clouds: On
More detailed explanation can be found in the Clouds settings.
+
* To get the full range of color effects at sunrise and sunset check Atmosphere > Sky > Accurate Transmittance: On
  
  
Line 71: Line 81:
 
'''Q: At night-time lights are very bright from light sources (such as torches or lanterns). Is there a way to adjust that?'''
 
'''Q: At night-time lights are very bright from light sources (such as torches or lanterns). Is there a way to adjust that?'''
  
'''Minecraft is running slow, how can I speed up the frame-rate?'''
+
A: The bright lights in the night are a feature of Kappa, RRe36 chose to make the lighting quite dynamic.</br>
 +
However, if you want to tone down the effect, try:
 +
* Lighting > Colors > Blocklight strength – reduce to 0.75
 +
* Lighting > Colors > Blocklight temperature  - reduce to 3000 to make the light a bit more yellow and not so cold white
 +
* Camera > Bloom > Strength – reduce to 0.5
 +
* Camera > Exposure > Bright Limit - increase to 1.5
 +
 
 +
Some experimentation may be required to adjust to your liking.
  
See the performance tweaks section
+
'''Q: Minecraft is running slow, how can I speed up the frame-rate?'''
  
 
==Full Settings Documentation==
 
==Full Settings Documentation==
Line 90: Line 107:
 
|-
 
|-
 
|World Time Animation
 
|World Time Animation
|This option makes atmospherics be animated using the world time. This applies to clouds, fog and water and allows you to get the same visual results across multiple players on a server for example. Comes at no performance cost.
+
|This option makes atmospherics be animated using the world time. This applies to clouds, fog and water and allows you to get the same visual results across multiple players on a server for example.
 
|-
 
|-
 
!colspan="2"|
 
!colspan="2"|
Line 96: Line 113:
 
|-
 
|-
 
|Rayleigh Color and Density Controls
 
|Rayleigh Color and Density Controls
|These settings control the tint and overall density of molecules causing [[Wikipedia:Rayleigh scattering|rayleigh scattering]] to happen (the thing that makes the sky blue and the sun red at sunrise/-set in layman's terms). Changing the tint allows you to simulate a different kind of atmosphere with a different response to sunlight.
+
|These settings control the tint and overall density of molecules causing [[Wikipedia:Rayleigh scattering|rayleigh scattering]] to happen (the thing that makes the sky blue and the sun red at sunrise/-set in layman's terms).</br>Changing the tint allows you to simulate a different kind of atmosphere with a different response to sunlight.
 
|-
 
|-
 
|Mie Color and Density Controls
 
|Mie Color and Density Controls
Line 112: Line 129:
 
|-
 
|-
 
|Target Resolution
 
|Target Resolution
|This controls the resolution the clouds are internally being rendered in (when using temporal upscaling, this is the resolution the clouds get temporally upscaled to before being scaled to the screen). Directly affects performance cost of clouds, which means that higher values are more expensive to run.
+
|This controls the resolution the clouds are internally rendered at (when using temporal upscaling).</br>Directly affects performance cost of clouds, which means that higher values are more expensive to run.
 
|-
 
|-
 
|Temporal Upscaling
 
|Temporal Upscaling
Line 168: Line 185:
 
|-
 
|-
 
|Double Pass Smoothing
 
|Double Pass Smoothing
|
+
|[''Can cause artefacts - may need fixing? leave it disabled'']
 
|-
 
|-
 
!colspan="2"|
 
!colspan="2"|
 +
 
====Sky====
 
====Sky====
 
|-
 
|-
Line 196: Line 214:
 
|-
 
|-
 
|Water Volume Controls
 
|Water Volume Controls
|Water Volume 'On' models light rays passing through water, particularly when player is submerged, an effect similar to "God-rays" in the out-doors, but can introduce some noise into the image. Can fix water glowing in shade in some resource packs. </br>Water Volume 'Off' renders water in a simpler, clearer, faster and less realistic way.
+
|Water Volume 'On' models light rays passing through water, particularly when player is submerged, an effect similar to "God-rays" in the out-doors, but can introduce some noise into the image.</br>Can fix water glowing in shade in some resource packs. </br>Water Volume 'Off' renders water in a simpler, clearer, faster and less realistic way.
 
|-
 
|-
 
|Water Color and Scattering Controls
 
|Water Color and Scattering Controls
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===Lighting===
 
===Lighting===
Settings that allow adjustment to the properties of light and shadow.
+
Settings that allow adjustment to the properties of light and shadow.</br>
 +
Enabling '''Directional Lightmaps''' is recommended when using PBR resource packs with [[wikipedia:Normal_Mapping|Normal]] textures.</br>
 +
'''Colors''' has settings for the intensity and color of daylight, moonlight and torchlight</br>
 +
'''Direct Light''' is mostly concerned with shadow properties.</br>
 +
'''Indirect Light''' is where you find controls for smooth lighting, Screen Space Path Tracing (SSPT) and emission mode.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
|Directional Lightmaps
 
|Directional Lightmaps
|Only applicable for Resource Packs with PBR and Normal Map enabled. 'On' for higher quality 3D detail at some performance cost (recommended). 'Off' reduces render quality and increases frame-rate.
+
|Only applicable for Resource Packs with PBR and Normal Map enabled.</br>
 +
'On' for higher quality 3D detail at some performance cost (recommended).</br>
 +
'Off' reduces render quality and increases frame-rate.
 
|-
 
|-
 
!colspan="2"|
 
!colspan="2"|
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|-
 
|-
 
|Blocklight Strength
 
|Blocklight Strength
|
+
|Adjusts the perceived brightness of emitting blocks (torches, lanterns, bonfires, etc).  Does not effect game rules dependent on light levels.</br>Reduce this if you think lights are too bright relative to the dark.
 
|-
 
|-
 
|Blocklight Temperature
 
|Blocklight Temperature
Line 267: Line 291:
 
|-
 
|-
 
!colspan="2"|
 
!colspan="2"|
 +
 
====Direct Light====
 
====Direct Light====
 
|-
 
|-
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|-
 
|-
 
|Filtering
 
|Filtering
|'Off' does not smooth the lighting across blocks and can leave a visible grid of block illumination indoors and underground; faster.
+
|'Off' does not smooth the lighting across blocks and can leave a visible grid of block illumination indoors and underground; faster.</br>'On' smooth lighting; slower
'On' smooth lighting; slower
 
 
|-
 
|-
 
|SSPT
 
|SSPT
Line 332: Line 356:
  
 
===Terrain===
 
===Terrain===
Options that control how solid surfaces are rendered, which includes important things like reflections.
+
Options that control how solid surfaces and the surface over-world are rendered, which includes:</br>
 +
* puddles
 +
* wind effects
 +
* Parallax Occlusion Mapping
 +
* reflections
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
|Normal Maps
 
|Normal Maps
|'On' to enable the shader to render Normal Maps (recommended)</br>'Off' stops rendering Normal Maps(?) [Q: why would a Kappa user disable? How is this not duplicating Optifine?]
+
|'On' to enable the shader to render Normal Maps (recommended)</br>'Off' stops rendering Normal Maps</br>[''Q: why would a Kappa user disable? How is this not duplicating Optifine?'']
 
|-
 
|-
 
|Vertex  Attribute Fix
 
|Vertex  Attribute Fix
Line 343: Line 371:
 
|-
 
|-
 
|Format
 
|Format
|[why not just default to one setting and lose option?]
+
|[''why not just default to one setting and lose option?'']
 
|-
 
|-
 
|Refraction
 
|Refraction
|
+
|[''is this only a water effect? if so, consider moving to water menu?'']
 
|-
 
|-
 
|Wetness Mode
 
|Wetness Mode
|
+
|Setting for how the terrain looks when its raining and after.  The default 'Puddles' seems optimal
 
|-
 
|-
 
|Ripple Speed
 
|Ripple Speed
Line 359: Line 387:
 
|Intensity
 
|Intensity
 
|determines the strength of the waving in the wind effect
 
|determines the strength of the waving in the wind effect
|-
 
|Parallax Occlusion Mapping
 
|enabling POM enables 3D textures and structures on specific objects (often workplace blocks) close to the player with resource packs that support it
 
 
|-
 
|-
 
!colspan="2"|
 
!colspan="2"|
Line 367: Line 392:
 
|-
 
|-
 
|Enabled
 
|Enabled
|'On' to allow POM at some performance cost. 'Off' faster
+
|'On' to allow POM at some performance cost. Enabling POM 3D textures and structures on specific objects/blocks close to the player - this is  resource pack dependent</br>'Off' doesn't render POM shapes; faster
 
|-
 
|-
 
|Samples
 
|Samples
Line 382: Line 407:
 
|-
 
|-
 
|Resource Pack reflections
 
|Resource Pack reflections
|'Off' (default) no resourcepack specular reflections, faster</br>'On' to enable reflective properties of blocks as defined by the resource pack, slower
+
|'Off' (default) no resourcepack specular reflections, faster</br>'On' to enable reflective properties of blocks as defined by the resource pack, slower (recommended)
 
|-
 
|-
 
|Specular Highlights Enabled
 
|Specular Highlights Enabled
Line 394: Line 419:
 
|-
 
|-
 
|Screenspace Reflections
 
|Screenspace Reflections
|
+
|Enables reflections from light sources and objects which are on the screen [''is this water only, or other reflective surfaces too?'']
 
|-
 
|-
 
|Reflection Capture
 
|Reflection Capture
|'Off' (default) all reflection properties for a scene are calculated in real time</br>'On' attempts to compute the reflection map less frequently to improve performance
+
|'Off' (default) all reflection properties for a scene are calculated in real time</br>'On' attempts to compute the reflection map less frequently to improve performance (but can result in sparkly glitches).
 
|-
 
|-
 
|Roughness Threshold
 
|Roughness Threshold
Line 409: Line 434:
 
===Camera===
 
===Camera===
 
Settings for how the virtual camera of Kappa Shader sees the world.
 
Settings for how the virtual camera of Kappa Shader sees the world.
 +
{|class="wikitable"
 +
|-
 +
|Sensor Width (mm)
 +
|
 +
|-
 +
|F-Stops
 +
|Lower values give a narrow/short focus range which makes the image focus at one depth at the centre of the screen, and blurry nearer and/or further from the player.</br>Higher values give a longer focus range, so that more of the image is clearly in focus at one time.</br>Only relevant when [[wikipedia:Depth_of_field|Depth of Field (DoF)]] is enabled.
 +
|-
 +
|Anamorph Stretch
 +
|
 +
|-
 +
!colspan="2"|
 +
====Bloom====
 +
|-
 +
|Enabled
 +
|'On' (default) to enable [[Wikipedia:Bloom_(shader_effect)|bloom]] so that bright light extends beyond its borders.</br>'Off' disables the effect
 +
|-
 +
|Strength
 +
|Adjusts the strength and size of the bloom effect
 +
|-
 +
!colspan="2"|
  
*Sensor Width
+
====Depth of Field====
*F-Stops - only relevant when Depth of Field (DoF) is enabled. Lower values give a narrow/short focus range which makes the image focus at one depth at the centre of the screen, and blurry nearer and further from the player. Higher values give a longer focus range, so that more of the image is clearly in focus at one time.
+
|-
*Anamorph Stretch Ratio
+
|Depth of Field
*Bloom
+
|'On' to create photographic [[wikipedia:Bokeh|bokeh]] focus effects at a small performance cost.</br>'Off' disables the feature; faster
*Depth of Field - enable to create photographic bokeh focus effects. [''Arguably better for screenshots than for gameplay?'']
+
|-
*Exposure - settings for adjusting the auto-exposure of the Kappa camera
+
|Quality
*Lens Flare - enabling Lens Flare and Halo replicates the effect you get from pointing a real glass lens at a strong light source, for example the sun
+
|Low medium and high settings
*Motionblur - 'On' smooths/blurs the transitions between frames and is good for users with lower FPS. 'Off' may be better for higher FPS
+
|-
*Vignette - 'On' makes the edges of the screen a bit darker replicating how older cameras captured light.
+
|Chromatic Dispersion
 +
|'On' simulates how a camera lens refracts light to make [[wikipedia:Dispersion_(optics)|dispersion]] color effects</br>'Off' disables the effect
 +
|-
 +
|Chromatic Offset Scale
 +
|
 +
|-
 +
!colspan="2"|
 +
====Exposure====
 +
|-
 +
|Decay
 +
|Lower values make auto-exposure change slowly.  Higher values make auto-exposure react faster.
 +
|-
 +
|Bias
 +
|Lower values reduce the exposure and result in a darker image. Higher values increase the exposure and give a brighter, lighter image.
 +
|-
 +
|Dark Limit
 +
|Lower values prevent dark spaces being very dark.  Higher values allow darker exposure (making night and caves darker)
 +
|-
 +
|Bright Limit
 +
|Lower values allow bright light to be very bright, making sunlight saturated.  Higher values limit the sun brightness - virtual sun-glasses.
 +
|-
 +
|Advanced Exposure
 +
|
 +
|-
 +
|Bright Percentage
 +
|
 +
|-
 +
|Dark Percentage
 +
|
 +
|-
 +
|Exposure Bright Weight
 +
|
 +
|-
 +
|Exposure Dark Weight
 +
|
 +
|-
 +
|Manual Exposure Override
 +
|
 +
|-
 +
|Exposure Value
 +
|
 +
|-
 +
!colspan="2"|
 +
====Lens Flare====
 +
|-
 +
|Flare
 +
|[[Wikipedia:Lens_flare|Lens flare]] effect reproduces the rings and circles in a row across the image you can get when a camera is pointed in the general direction of the sun. 'Off' (default) disables the effect.
 +
|-
 +
|Halo
 +
|[[Wikipedia:Halo_(optical_phenomenon)|Halo]] effect can produce a light ring around the sun in certain conditions. 'Off' (default) disables the effect.
 +
|-
 +
|Flare Intensity
 +
|Higher values make the effect more pronounced.  Lower values and a more subtle effect may be better. Season to taste.
 +
|-
 +
|Threshold
 +
|
 +
|-
 +
|Flare Count
 +
|
 +
|-
 +
|Flare Spacing
 +
|
 +
|-
 +
|Halo Radius
 +
|Lower values give a smaller halo circle.  You might want to adjust this depending on your monitor resolution.
 +
|-
 +
|Halo Depth
 +
|
 +
|-
 +
!colspan="2"|
 +
====Motion Blur====
 +
|-
 +
|Enabled
 +
|[[wikipedia:Motion_blur|Motion blur]] 'On' smooths/blurs movement between frames and may be beneficial for users with lower FPS.</br>'Off' may be better for higher FPS and a crisper image.
 +
|-
 +
|Samples
 +
|
 +
|-
 +
|Scale
 +
|
 +
|-
 +
!colspan="2"|
 +
====Vignette====
 +
|-
 +
|Enabled
 +
|[[wikipedia:Vignetting|Vignette]] 'On' makes the edges of the screen a bit darker replicating how some cameras captured light, or how a film looks when shown through a projector. 'Off' (default) disables the effect.
 +
|-
 +
|Start
 +
|Lower values make the effect start closer to the centre of the field of view.  The default value of 0.15 is quite close to the centre, giving a wide deep vignette.  If you're experimenting with this effect consider increasing.
 +
|-
 +
|End
 +
|Defines the end of the darkening vignette effect.  If End is less than Start then the effect gets reversed, with a dark centre and lighter border to the screen.
 +
|-
 +
|Intensity
 +
|[''subtle - can't see much change?'']
 +
|-
 +
|Exponent
 +
|Lower values make the Vignette effect more pronounced, If set too low introduces an artefact at the Start of the effect.  Higher values make the effect more subtle.
 +
|-
 +
|}
  
 
===Post===
 
===Post===
Line 447: Line 592:
 
Mesa 20 drivers or newer are recommended for AMD configurations using Linux.
 
Mesa 20 drivers or newer are recommended for AMD configurations using Linux.
 
'''Intel Graphics are not guaranteed to be compatible.'''
 
'''Intel Graphics are not guaranteed to be compatible.'''
 +
'''Intel 5000 series and below not compatible. '''
 +
 +
For attempting to run on Intel, a few things can be used.
 +
 +
*Don't use low profile as it doesn't look right
 +
 +
*Set the full screen resolution in optifine by video settings\other\fullscreen resolution
 +
 +
*Running the game at full screen
 +
 +
*Turning down the render quality in optifine (Lower values are much faster at the loss of quality)
 +
 +
*If needed, the optifine shadow setting can be turned down for even worse looking but faster shadows
 +
 +
*Using resolution scaling mods such as https://www.curseforge.com/minecraft/mc-mods/resolutioncontrol
 +
 +
*Turning down the shadow resolution via shadows in the shader options
 +
 +
*Turning down the Minecraft Render Distance
 +
 +
*Set power mode to high performance or ultimate performance
 +
 +
*if using a laptop keep it plugged in

Latest revision as of 12:19, 24 September 2021

Kappa Shader
Kappa-Banner.jpg
Project Page https://rre36.com/kappa-shader
Latest Version 4.0
Last Updated 2021-04-11
Visual Style Realistic
Performance Cost High
License Custom

The Kappa Shader is the high-end shaderpack in the lineup and tries to deliver the most appealing results without resorting to complex techniques like voxelisation. It is generally considered a realistic shaderpack, although it takes its own shortcuts and liberties due to which it is by no means accurate in the sense of exactly recreating real life lighting configurations.

Key Features

Kappa Shader is known for its advanced and fairly unique Volumetric Clouds, which have been a cornerstone of its atmospherics and outdoor-visuals for a couple of major versions now.

Version 3.0 introduced Screenspace Path Tracing (SSPT), which is used for light emission and reflection to allow for a wider variety of lighting colors within the screenspace limitations.

Configuration Guide

This section covers configuration setups for common scenarios.

Resourcepack Support

Kappa Shader supports material rendering that is driven by the resourcepack, which includes specular reflections, normalmaps and parallax occlusion mapping (also known as POM). This works best with resource packs which support physically based materials (as part of Physically Based Rendering (PBR)) through the labPBR Standard. This enables the usage of:

  • Rough or smooth specular reflections depending on the material
  • Added perceived depth and object detail through normalmaps
  • Illusion of detailed material geometry through POM (crevices on bricks for example)

Before proceeding with the steps below, make sure that both "Normal Maps" and "Specular Maps" are On in the shaderpack selection screen. You will get visual issues if one or both of them are off!

Enabling Normalmap-Support

  1. Make sure your resource pack has Normalmaps
  2. In the Kappa Shader Options: Terrain > Normalmaps: On
  3. In the Kappa Shader Options: Lighting > Directional Lightmaps: On

Enabling Parallax Occlusion Mapping

  1. Make sure your resource pack supports POM
  2. In Kappa Shader Options: Terrain > Parallax Occlusion Mapping > Enable: On

Enabling Resourcepack Reflections

  1. Ensure that your resourcepack supports materials as defined by the labPBR standard
  2. In the Kappa Shader Options: Terrain > Reflections > Resourcepack Reflections: On

Performance Tweaks

Choose a Profile from the 5 pre-defined profiles which provide the simplest starting point for configuring Kappa shader options for your hardware, found in the first level Shader Options menu:

  1. Low (Doesn't usually work with intel, try medium)
  2. Medium
  3. High
  4. Ultra (Default)
  5. Extreme

Simply chose the profile which you think matches your hardware by clicking on the Profile button to cycle through the options. Then click 'Done' to apply. The Ultra and Extreme profiles are demanding at higher monitor resolutions and Minecraft render distances, and require high-end PC hardware.

If your selected profile doesn't allow you to achieve your desired frame-rate consider moving to the next lower profile.

Once you have a baseline profile that matches your hardware you can use the information in this Wiki to fine-tune the visual quality and performance settings.

Common Questions

This is a list of frequently asked questions and their answers

Q: Items in my hand and certain objects (chests, beds, maps) look weird, with visual glitches. How do I fix that?
This can occur when Parallax Occlusion Mapping is enabled and the resource pack and the optifine version used don't interpret the normal map correctly.
To fix it try Shader Options > Terrain > Vertex Attribute Fix : On


Q: How do I get the best clouds?

A: Clouds are configured in their own sub-section of the Atmosphere settings.
Cumulus clouds are the lower 'fluffy' clouds and Cirrus clouds are the higher 'wispy' clouds. For maximum visual effect both should be enabled, as should cloud shadows.
However there is some performance cost, particularly for Cumulus (volumetric) clouds and cloud shadows, so you may need to experiment to optimise for your hardware.
Have Temporal Upscaling: On -> then Reducing the 'Target Resolution' slider can help improve frame rate for marginal reduction in visual quality.

  • To enable cumulus volumetric 'fluffy' clouds: Atmosphere > Clouds > Volumetric Clouds > Enabled: On
  • To enable cirrus planar 'wispy' clouds: Atmosphere > Clouds > Planar Clouds > Cirrus Clouds: On
  • To get the full range of color effects at sunrise and sunset check Atmosphere > Sky > Accurate Transmittance: On


Q: How do I get path tracing / ray tracing?

Q: At night-time lights are very bright from light sources (such as torches or lanterns). Is there a way to adjust that?

A: The bright lights in the night are a feature of Kappa, RRe36 chose to make the lighting quite dynamic.
However, if you want to tone down the effect, try:

  • Lighting > Colors > Blocklight strength – reduce to 0.75
  • Lighting > Colors > Blocklight temperature - reduce to 3000 to make the light a bit more yellow and not so cold white
  • Camera > Bloom > Strength – reduce to 0.5
  • Camera > Exposure > Bright Limit - increase to 1.5

Some experimentation may be required to adjust to your liking.

Q: Minecraft is running slow, how can I speed up the frame-rate?

Full Settings Documentation

These are all available settings of this shaderpack. They are ordered by (sub-)screen as they are accessible in-game. This list is only accommodating the latest release, with eventual overlaps with older versions.

Atmosphere

Settings that control the visual appearance of atmospheric effects, which includes atmosphere properties, clouds and water.

Rainbows Allows you to enable or disable the appearance of rainbows after rainy weather. Comes at virtually no performance cost.
Sun Path Angle This setting allows you to control the rotation angle of the sun over the course of the day. Greater values allow you to mimic the sun angles of places that are further away from the equator.
World Time Animation This option makes atmospherics be animated using the world time. This applies to clouds, fog and water and allows you to get the same visual results across multiple players on a server for example.

Air Coefficients

Rayleigh Color and Density Controls These settings control the tint and overall density of molecules causing rayleigh scattering to happen (the thing that makes the sky blue and the sun red at sunrise/-set in layman's terms).
Changing the tint allows you to simulate a different kind of atmosphere with a different response to sunlight.
Mie Color and Density Controls These controls allow you change the tint and intensity of mie scattering, which is caused by molecules that are large enough to scatter light virtually identical regardless of its wavelength.
Ozone Color and Density Controls These settings let you control the tint and intensity of light absorption caused by ozone in the air. Higher intensities can also be helpful to achieve more vibrant sunrises and -sets.
Mist Color and Density Controls These settings allow you to tint and scale the volumetric mist you can observe at sunrise and night.

Clouds

Target Resolution This controls the resolution the clouds are internally rendered at (when using temporal upscaling).
Directly affects performance cost of clouds, which means that higher values are more expensive to run.
Temporal Upscaling This allows you to enable Temporal Checkerboard Upscaling on the clouds, which vastly improves their performance at the cost of a minor loss of visual fidelity.
Cloud Reflections This allows you to enable or disable the rendering of clouds in reflections (most commonly water). Comes at a small performance cost.
Cloud Shadows This enables the clouds to cast shadows onto terrain and fog, leading to much more authentic and atmospheric lighting. Comes at a moderate performance cost.
Volumeteric Clouds Settings for the Volumetric Clouds, which are the "fluffy" cumulus clouds

[still to resolve: how to signify a level 3 menu in these tables]

Planar Clouds Settings for the higher altitude "wispy" cirrus clouds which are not volumetric and have a minimal performance cost

Fog

Volumetric Fog
Adaptive Steps
Density
Mist Altitude
Mist Mie Anisotropy
Advanced Mist Shading
Maximum Distance
Sea Level
Mist Falloff
Mist Lighting Steps
Fog Smoothing
Double Pass Smoothing [Can cause artefacts - may need fixing? leave it disabled]

Sky

Scattering Iterations
Airmass Iterations
Illuminance Strength
Multiscattering Strength
Accurate Transmittance 'On' to have the Air Coefficients apply to light travelling through the air. Gives the sky and mist more colorful effects, for a mild performance cost.
'Off' removes these atmospheric colour and mist filters and is faster.
Alternative Ozone Curve

Water

Water Volume Controls Water Volume 'On' models light rays passing through water, particularly when player is submerged, an effect similar to "God-rays" in the out-doors, but can introduce some noise into the image.
Can fix water glowing in shade in some resource packs.
Water Volume 'Off' renders water in a simpler, clearer, faster and less realistic way.
Water Color and Scattering Controls
Wave Controls

Nether

Nether Smoke Enabled
Nether Smoke Density
Nether Smoke Emission
Nether Smoke Emission Multiplier
Nether Smoke Density

End

End Smoke Glow
End Smoke Glow Dynamic
End Smoke Glow Strength

Lighting

Settings that allow adjustment to the properties of light and shadow.
Enabling Directional Lightmaps is recommended when using PBR resource packs with Normal textures.
Colors has settings for the intensity and color of daylight, moonlight and torchlight
Direct Light is mostly concerned with shadow properties.
Indirect Light is where you find controls for smooth lighting, Screen Space Path Tracing (SSPT) and emission mode.

Directional Lightmaps Only applicable for Resource Packs with PBR and Normal Map enabled.

'On' for higher quality 3D detail at some performance cost (recommended).
'Off' reduces render quality and increases frame-rate.

Colors

Sunlight Controls
Moonlight Controls
Skylight Controls
Blocklight Strength Adjusts the perceived brightness of emitting blocks (torches, lanterns, bonfires, etc). Does not effect game rules dependent on light levels.
Reduce this if you think lights are too bright relative to the dark.
Blocklight Temperature The color temperature of emitting blocks. Lower values give a warmer orange light, higher values a colder white light
Min Ambient Light Effects exposure in dark spaces. Reducing the value makes shadows and dark spaces darker. Increasing the value gives better night vision.

Direct Light

Shadowmap Resolution The resolution of the shadow map. Lower values give coarser shadows and faster performance. Higher Values give more detailed and crisp shadows with some performance cost
Variable Penumbra Shadows 'Off' for faster simpler shadows. 'On' for more realistic shadow edges with a soft penumbra effect - most relevant for sunlight shadows
vpsSize Slider to make the variable penumbra shadows effect area larger or smaller
Filter Iterations
Contact Shadows 'On' ensures there is no gap between objects and their shadows (recommended). 'Off' may be faster but can leave a shadow gap glitch.
Subsurface Scatter Setting for subsurface scattering of light with translucent blocks.

'Off' 'Hardcoded' 'Hardcoded+lab' (default) 'labPBR Only'

Indirect Light

Indirect Lighting Resolution
Filtering 'Off' does not smooth the lighting across blocks and can leave a visible grid of block illumination indoors and underground; faster.
'On' smooth lighting; slower
SSPT When enabled Screen-Space Path-Tracing improves quality of reflections and shadows from light-sources which are in frame, at a moderate performance cost.
Samples per Pixel
Lightmap Blending
Long Range SSPT In the 'Extreme' profile this is off. Do you want to try it? Do you feel lucky, punk?
Bounces
Emission Distance
Emission Mode 'Hardcoded', 'Hardcoded + labPBR', 'labPBR only'
Texture AO Texture ambient occlusion
SSAO Fallback Allows the shader to use screen space ambient occlusion when SSPT is not available

Terrain

Options that control how solid surfaces and the surface over-world are rendered, which includes:

  • puddles
  • wind effects
  • Parallax Occlusion Mapping
  • reflections
Normal Maps 'On' to enable the shader to render Normal Maps (recommended)
'Off' stops rendering Normal Maps
[Q: why would a Kappa user disable? How is this not duplicating Optifine?]
Vertex Attribute Fix may need to enable if POM creates glitchy artefacts
Format [why not just default to one setting and lose option?]
Refraction [is this only a water effect? if so, consider moving to water menu?]
Wetness Mode Setting for how the terrain looks when its raining and after. The default 'Puddles' seems optimal
Ripple Speed
Wind Effects 'On' see grass and leaves waving in the breeze
'Off' disable waving foliage
Intensity determines the strength of the waving in the wind effect

Parallax Occlusion Mapping

Enabled 'On' to allow POM at some performance cost. Enabling POM 3D textures and structures on specific objects/blocks close to the player - this is resource pack dependent
'Off' doesn't render POM shapes; faster
Samples
Self Shadow Samples
Depth

Reflections

Resource Pack reflections 'Off' (default) no resourcepack specular reflections, faster
'On' to enable reflective properties of blocks as defined by the resource pack, slower (recommended)
Specular Highlights Enabled
Rough Reflections 'On' (default) better more realistic reflections from rough surfaces (as defined by the resource pack) at some performance cost, slower
'Off' no rough reflections, faster
Samples
Screenspace Reflections Enables reflections from light sources and objects which are on the screen [is this water only, or other reflective surfaces too?]
Reflection Capture 'Off' (default) all reflection properties for a scene are calculated in real time
'On' attempts to compute the reflection map less frequently to improve performance (but can result in sparkly glitches).
Roughness Threshold
Sky Occlusion Threshold

Camera

Settings for how the virtual camera of Kappa Shader sees the world.

Sensor Width (mm)
F-Stops Lower values give a narrow/short focus range which makes the image focus at one depth at the centre of the screen, and blurry nearer and/or further from the player.
Higher values give a longer focus range, so that more of the image is clearly in focus at one time.
Only relevant when Depth of Field (DoF) is enabled.
Anamorph Stretch

Bloom

Enabled 'On' (default) to enable bloom so that bright light extends beyond its borders.
'Off' disables the effect
Strength Adjusts the strength and size of the bloom effect

Depth of Field

Depth of Field 'On' to create photographic bokeh focus effects at a small performance cost.
'Off' disables the feature; faster
Quality Low medium and high settings
Chromatic Dispersion 'On' simulates how a camera lens refracts light to make dispersion color effects
'Off' disables the effect
Chromatic Offset Scale

Exposure

Decay Lower values make auto-exposure change slowly. Higher values make auto-exposure react faster.
Bias Lower values reduce the exposure and result in a darker image. Higher values increase the exposure and give a brighter, lighter image.
Dark Limit Lower values prevent dark spaces being very dark. Higher values allow darker exposure (making night and caves darker)
Bright Limit Lower values allow bright light to be very bright, making sunlight saturated. Higher values limit the sun brightness - virtual sun-glasses.
Advanced Exposure
Bright Percentage
Dark Percentage
Exposure Bright Weight
Exposure Dark Weight
Manual Exposure Override
Exposure Value

Lens Flare

Flare Lens flare effect reproduces the rings and circles in a row across the image you can get when a camera is pointed in the general direction of the sun. 'Off' (default) disables the effect.
Halo Halo effect can produce a light ring around the sun in certain conditions. 'Off' (default) disables the effect.
Flare Intensity Higher values make the effect more pronounced. Lower values and a more subtle effect may be better. Season to taste.
Threshold
Flare Count
Flare Spacing
Halo Radius Lower values give a smaller halo circle. You might want to adjust this depending on your monitor resolution.
Halo Depth

Motion Blur

Enabled Motion blur 'On' smooths/blurs movement between frames and may be beneficial for users with lower FPS.
'Off' may be better for higher FPS and a crisper image.
Samples
Scale

Vignette

Enabled Vignette 'On' makes the edges of the screen a bit darker replicating how some cameras captured light, or how a film looks when shown through a projector. 'Off' (default) disables the effect.
Start Lower values make the effect start closer to the centre of the field of view. The default value of 0.15 is quite close to the centre, giving a wide deep vignette. If you're experimenting with this effect consider increasing.
End Defines the end of the darkening vignette effect. If End is less than Start then the effect gets reversed, with a dark centre and lighter border to the screen.
Intensity [subtle - can't see much change?]
Exponent Lower values make the Vignette effect more pronounced, If set too low introduces an artefact at the Start of the effect. Higher values make the effect more subtle.

Post

These settings allow you to change elements of the color grading and other post-processing effects like anti-aliasing.

Misc

System Requirements

Minimum
CPU Allocated Memory Graphics Card Recommended Resolution Operating System
AMD FX 4000 Series or Intel Core i3 3000 Series 2GB AMD RX 460 or nVidia GeForce GTX 760 1280x720 Windows or Linux
Recommended for Medium Settings
CPU Allocated Memory Graphics Card Recommended Resolution Operating System
AMD Ryzen 1000 Series or Intel Core i5 4000 Series 4GB AMD RX 480 or nVidia GeForce GTX 1060 1920x1080 Windows or Linux
Recommended for High Settings
CPU Allocated Memory Graphics Card Recommended Resolution Operating System
AMD Ryzen 1000 Series or Intel Core i5 4000 Series 4GB AMD RX Vega 56 or nVidia GeForce GTX 1070 1920x1080 Windows or Linux

The Default settings are equivalent to High.

Mesa 20 drivers or newer are recommended for AMD configurations using Linux. Intel Graphics are not guaranteed to be compatible. Intel 5000 series and below not compatible.

For attempting to run on Intel, a few things can be used.

  • Don't use low profile as it doesn't look right
  • Set the full screen resolution in optifine by video settings\other\fullscreen resolution
  • Running the game at full screen
  • Turning down the render quality in optifine (Lower values are much faster at the loss of quality)
  • If needed, the optifine shadow setting can be turned down for even worse looking but faster shadows
  • Turning down the shadow resolution via shadows in the shader options
  • Turning down the Minecraft Render Distance
  • Set power mode to high performance or ultimate performance
  • if using a laptop keep it plugged in