Kappa Shader

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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 [{{{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

  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

Common Questions

How do get the best clouds?

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

How do I get path tracing / ray tracing?

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. 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 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 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 to the properties of light and shadow.

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
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 penumbra effect - most relevant for sunlight shadows
vpsSize
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 from light-sources which are in frame.
Samples per Pixel
Lightmap Blending
Long Range SSPT
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 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

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.