Kappa Shader

From RRe36's Project Wiki
Revision as of 17:39, 11 April 2021 by Beanie (talk | contribs) (→‎Lighting: Made a start in the Lighting table)
Jump to navigation Jump to search
Kappa Shader
Kappa-Banner.jpg
Project Page https://rre36.com/kappa-shader
Latest Version 3.1
Last Updated 2021-02-14
Visual Style Realistic
Performance Cost High
License [{{{LicenseURL}}} {{{LicenseType}}}]

The Kappa Shader is the high-end shaderpack in my 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 major versions now.

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

Settings Documentation

These are the available settings of this shaderpack. They are ordered by (sub-)screen as they are accessable ingame. This list is only accomodating 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. Comes at no performance cost.

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 laymans 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 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.
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 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
Alternative Ozone Curve

Water

Water Volume Controls
Water Color and Scattering Controls
Wave Controls

Lighting

Settings that allow adjustment of the properties of light and shadow.

[old notes]

  • Shadows - consider reducing shadowmap resolution to increase FPS at little visual cost
  • Effects - settings for the Screen Space Ray Tracing (SSRT) [more investigation needed to determine settings with biggest impact on visuals and frame performance]
  • Lights - adjust the strength and color of main light sources. Moonlight in Kappa is brighter than vanilla Minecraft, to make night-time in the outdoor over-world closer to the look of original Minecraft reduce Moonlight Multi to 0.5 or lower.
  • Cave-Lightleak Workaround - can help to eliminate light leaking artefacts in caves [to do: write a note on loading adjacent chunks]
  • Directional Lightmap - when 'On' makes Normal textures look more detailed, with light picking out surface detail at the cost of some performance. This effect works better with higher-end resource packs.
  • Minimum Ambient Light - effects exposure in dark spaces. Reducing the value makes shadows and dark spaces darker (arguably more natural and closer to vanilla). Increasing the values bestows better night vision.

[New table]

Terrain

Options that control how solid surfaces are rendered, which includes important things like reflections.

  • Reflections - settings for how reflections are handled [ relevant always or only when SSRT ON? What is BRDF? What are the key options here? I tend to just leave as default]
  • Parallax Occlusion Mapping - enabling POM enables 3D textures, a significant visual upgrade on specific objects close to the player with resource packs that support it.
  • Normalmap Support
  • Format
  • Vertex Attribute Fix - may need to enable if POM creates glitchy artefacts
  • Wetness mode
  • Wind Effects - disabling stops the grass and the leaves waving in the breeze
  • Intensity - determines the strength of the waving in the wind effect

Camera

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

  • Sensor Width
  • 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
  • Bloom
  • 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
  • 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

Performance Tweaks

Some ideas which might be better classed in a Kappa Shader FAQ section? I just tried to brain dump the questions I had as a noob to Kappa shader.-- Beanie (talk) 11:57, 11 April 2021 (CEST)

How do I get 3D textures from my PBR resource Pack?

Kappa shader works best with resource packs (texture packs) which support Physical Based Rendering (PBR) which give blocks and objects properties including

  • rough vs smooth surface textures
  • reflective metalics
  • height maps

The 3D properties of blocks are realised through two complimentary techniques:

  1. Normal Mapping to describe fine 3D surface texture of simple surfaces
  2. Parallax Occlusion Mapping (POM) which gives real 3D depth to certain blocks

How to see Normalmap textures

  1. Check your resource pack supports PBR
  2. In the first level Shaders menu, check Normal Map: On
  3. In Kappa Shader Options > Lighting > Directional Lightmaps : On
  4. In Kappa Shader Options > Terrain > Normalmaps : On

How to see Parallex Occlusion Mapping effects

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


How do get the best clouds?


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


How do I enable reflections?


How do I get path tracing / ray tracing?

System Requirements

Directional Lightmaps Allows you to enable or disable higher quality lighting shaders which highlight the detail of Normal Map surface textures. 'On' for 3D detail at some performance cost; 'Off' reduces render quality but increases frame-rate. Only applicable for PBR resource packs with Normal Map enabled.

Colors

Sunlight Controls
Moonlight Controls
Skylight Controls
Blocklight Strength
Blocklight Temperature The color temperature of emitting blocks.
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.