MAY CONTAIN BUGS!!!
MAY NOT BE COMPATIBLE WITH PREVIOUS VERSION!!! DO NOT LOAD OLD LIGHTS WITH THE NEW LIGHT PAINTER!!!
Screen space point lights using MC's exposed transparency shaders. Requires "Fabulous" graphics setting.
- dynamic placable lights of any hue and any brightness
- customizable color using
custom_model_datacolorscomponent - fair performance hit (for what it does)
- datapack includes custom spawners for placing and deleting lights
- correctly blends with transparency
- lighting translucent blocks
- fade out at long ranges
- render occluded lights
- render out of frame lights
- does not factor in diffuse lighting equation (cos theta)
- shadows / occlusion checking
base world
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light markers added
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final result
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|---|
| Version | Range | Tranlucent Shading | Close Ups | Long Range |
|---|---|---|---|---|
| Universal | 128 | Yes | Yes | Yes |
| Lite (deprecated) | 40 | No | Yes | No |
| Standard (deprecated) | 48 | Yes | Yes | No |
| Extended (deprecated) | 128 | Yes | Ok... | Yes |
This shader is composed of four main stages: finding light centers, constructing search tree, constructing spatial bins, and computing final lighting per pixel. Performance is achieved by storing point light information in a designated light texture and sorting the lights spatially for fast lookup in the shading stage. This allows for vastly reduced texture accesses during the final rendering pass, resulting in performance that scales linarly with number of lights. This is by no means scientific, but the performance hit is around 50% with 100 lights. Real world performance scaling, however, may not be linear. Use Universal version for best results. Alternate versions are deprecated and not maintained.
See License.md for license info. This utility is a resourcepack + datapack combo. Installation of the datapack is not strictly required, but it is useful for ease of use. To get lights (datapack):
/function lights:give/....
To access lights to move or modify them (datapack):
/execute as @e[tag=light,sort=nearest,limit=1] ....
- Transform custom model to billboard. Find approximate center pixel of marker and discard rest. Compress the marker depth to [0.0, 0.025], item entities use (0.025, 1.0].
- Filter
minecraft:item_entitytarget for light markers.
- Blur using pseudo random samples for better perf at same blur level.
- Find centers of each light marker by discarding adjacent pixels.
- Compute layers in search tree.
- Traverses search tree to store light screen coordinates into a light storage texture.
- Place light references in spatial bins.
- Computes lighting color at each screen pixel and apply the lighting to designated target.
minecraft:main,minecraft:translucent,minecraft:item_entity.
- Custom
transparencypass that hides light markers and uses blend results oflight_applyandlight_apply_tfor composite.
LIGHTRANGElight approximate range in blocks. Default 128.0.LIGHTINTENSITYlight strength on solid objects. Default 1.0.LIGHTINTENSITYTlight strength on translucent objects. Default 0.5.LIGHTRdistance in blocks where a pixel is considered out of a light's range. Default 8.0.SPREADhow much a light spreads.BOOSTmay need to increase if this increases. Default 3.0.BOOSThow much to boost lights. Similar toIntensitybut applies before composite and HDR mapping. Default 10.0.CUTOFFat what level where light is considered 0.0. Default 0.02.NEARnear clipping plane in blocks. Do not change. Default 0.05.FARapproximate far clipping plane in blocks (4 * render range). Affects light position precision. Default 1024.0.FOVapproximate FOV. Affects light position precision. Default 70.0.LIGHTALPHAmarker texture alpha. Use an uncommon alpha, best if less than 0.1 and greater thanALPHACUTOFF. Default 24.0/255.0.LIGHTDEPTHdepth buffer reserved for lights. Increase this to improve light position precision at the cost of minimum item depth. Default 0.025.LIGHTVOLXnumber of spatial bins along the x axis in camera space. May affect performance. Default 32.LIGHTVOLZnumber of spatial bins along the z axis in camera space. May affect performance. Default 16.AGGSTEP0first level search tree downscale. May affect performance. Default 8.AGGSTEP1second level search tree downscale. May affect performance. Default 8.
- example screenshots are from the map "Cyberpunk Project" by Elysium Fire
- Jatzylap for providing custom light colors using item tint


