Shader Information - Despatra/Phoxel GitHub Wiki
Basic Information
This is essentially a more detailed explanation of the information found in "About" in the shader settings page
This is very outdated and unfinished, Imma fix that, promise.
Quality
- The shader profiles have been set such that you get a decent performance to quality ratio, but there are some other ways. One of the best alternatives is to increase your
max frameratevalue found in the video settings to anywhere above 80. This way you can turn upTemporal Accumulationin the shader settings and get much less of a blur effect, I have found that if you can get your frame rate above 80 and setTemporal Accumulationto 2-4 that works pretty well. - Setting Your
Light SamplesVariable in the Shader Settings to any multiple of3as of the most recent release of the shader will allow the it to clean up anyexplicitly traced lightsby tracing to each one directly, rather than randomly sampling. This leads to nice even lighting forELS.
Features
Visuals
Explicit Light Sampling (ELS)
Sampling certain light sources directly to greatly reduce noise
Global Illumination (GI)
Rays perform multiple bounces collecting light, creating accurate global illumination
World Space Reflections
Blocks outside of view can be traced and have their textures and materials sampled to create real reflections
Rayleigh Atmosphere Scattering
Pixelated Tracing
Path tracing can be pixel locked to create a more "Minecrafty" feel for those who like the look of it
Performance
DDA Based Voxel Tracing
A slightly faster version of voxel tracing to increase speed of intersections
Beam Optimization
Uses depth map to skip much of the first intersection math
Raster
Parallax Occlusion Mapping (POM)
Textures are offset based on a height map to create the illusion of higher detail
Normal Mapping
Surface normals are offset based on a normal map to create the illusion of higher detail
Materials
Material textures are used to make objects have complex materials that interact with light differently
Camera
Brightness and Gamma control
Basic control of the "camera"
Debug
Debug View
Allows you to see exactly what the world looks like to the path tracing engine, which is a bit different than what you see