Difference between revisions of "Kappa Shader"
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| − | | | + | |'On' to enable [[Wikipedia:Bloom_(shader_effect)|bloom]] so that bright light extends beyond its borders.</br>'Off' disables the effect |
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|Stength | |Stength | ||
| − | | | + | |Adjusts the strength and size of the bloom effect |
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Revision as of 17:40, 19 April 2021
| Kappa Shader | |
|---|---|
![]() | |
| Project Page | https://rre36.com/kappa-shader |
| Latest Version | 4.0 |
| Last Updated | 2021-04-11 |
| Visual Style | Realistic |
| Performance Cost | High |
| License | [{{{LicenseURL}}} {{{LicenseType}}}] |
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
- Make sure your resource pack has Normalmaps
- In the Kappa Shader Options: Terrain > Normalmaps: On
- In the Kappa Shader Options: Lighting > Directional Lightmaps: On
Enabling Parallax Occlusion Mapping
- Make sure your resource pack supports POM
- In Kappa Shader Options: Terrain > Parallax Occlusion Mapping > Enable: On
Enabling Resourcepack Reflections
- Ensure that your resourcepack supports materials as defined by the labPBR standard
- 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:
- Low
- Medium
- High
- Ultra (Default)
- 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: 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?
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 | |
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). |
Colors | |
|---|---|
| Sunlight Controls | |
| Moonlight Controls | |
| Skylight Controls | |
| Blocklight Strength | |
| 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 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' to enable bloom so that bright light extends beyond its borders. 'Off' disables the effect |
| Stength | 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 |
| Chormatic 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 - 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
- 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.
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.
