Iris Shadow Experiment #1 for 1.16.5
Pre-releaseThis pre-release of Iris was archived from its original on Patreon for posterity on November 22, 2022.
Original Post Date: March 8th, 2021 at 3:42 PM PST
This is a highly experimental build made available to Patrons of the $8 and $16 tiers. It's hard to overstate how broken this code is... normally it is something that I would never make available to others in the first place. As it turns out, however, there are a lot of people who would like to test out shadow code, no matter how broken it is.
So, I've made it available to Patrons who want to play around with it. Essentially, this lets me avoid getting overwhelmed by issue reports, while still letting people test out bleeding-edge code. Of course if you're using this code feel free to report issues, as long as it's not something already listed in the Shortcomings section.
Make sure to re-enable shadows with your shaderpack, otherwise things will not work!
Shortcomings
- Shadows have incorrect culling: if you're not looking at something, it doesn't cast a shadow. In other words, tall mountains only exist if you look at them.
- Entities and block entities don't cast shadows
- Your own player entity does not cast a shadow
- Shadows don't currently work with Sodium
- Shadows are hardcoded to render at a resolution 3072x3072 with a render distance of 110 meters (which is what Extreme-VL uses), so they'll hit your graphics card really hard even if you're using Sildur's Vibrant Shaders Lite. They'll look nice though...
- Colored shadows don't work
- Water and other translucent things don't cast shadows
- The code has only been tested with Sildur's Vibrant Shaders Medium and Extreme-VL
- Complementary, BSL, and similar have issues with the shadows, they are not properly tested yet
- Switching between a shaderpack with shadows and one that doesn't have shadows crashes the game