Notable changes
- different tone map (again)
- rebalanced lighting & sky colors (again)
- new water waves
- removed RTAO
- possibly improved compatibility with some hardware
Forget-me-not v0.7.2
Notable changes
- different tone map (configurable)
- more accurate fog
- 20+ post-processing & editing options
- balanced exposure (again)
- improved sky & clouds
Comparison to v0.7.1: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=ed757132-22a5-11ee-b5bd-6595d9b17862
Notable changes:
- reworked exposure to be more balanced
- improved TAA implementation to be sharper
- balanced lighting colors
- removed metals support by default (configurable, default off)
Rewritten
Hi everyone!
v0.6.0 was originally planned to be a small update, but it's turned out to be quite phenomenal. Here are some of the changes:
- Added seasons! Everyone's world is going to be a little more magical with the first-ever implementation of seasons in a Minecraft shaderpack
- Added material shaders for most vanilla materials. Are you a Lumi Lights, Lomo, or Canvas Standard user? You can still enjoy your favorite pipelines as usual, but if you activate Forget-me-not's resource pack, you'll get some pretty emissive lights
- Added water refraction
- Adjusted bloom
- Adjusted fog scattering / bloomy fog
API changes (FMN PBR version 3):
- When
fmn_isFoliage
is set to 1 and the material uses vertex tint, seasons will dynamically change the color of the material - When
fmn_isLeafBlock
is set to 1 and the material uses vertex tint, trees will get some additional color changes based on noise
Forget-me-not is in the need of a major rework for both performance and ease of use, so that's probably what I will work on next. Unless I get another idea similar to seasons. Enjoy!
Hey!
v0.5.0 is a smaller release but still adds a couple of very nice things.
- Improved bloom
- Improved ambient occlusion
- Improved held light occlusion
- Improved end sky
- Improved weather atmosphere & VL
- Added fog scattering effect, also known as bloomy fog
API changes (FMN PBR version 2):
- Control water fog color by changing the water albedo using either a texture or a shader.
- When
fmn_isPlayer
is 1, fragment will be discarded when making the depth image to trace for held light occlusion.
Initial Modrinth release