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feat: 修改天顶渲染效果#3

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illuciaz23 merged 28 commits into
devfrom
zenith-eye-shader
Jun 19, 2026
Merged

feat: 修改天顶渲染效果#3
illuciaz23 merged 28 commits into
devfrom
zenith-eye-shader

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@mmyddd

@mmyddd mmyddd commented Jun 19, 2026

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baicu321 and others added 28 commits June 17, 2026 17:19
- Unify zenith purple-pink color theme across sky rift, beacon beam and screen flash.
- Replace hard gaze cuts with fast saccade transitions in shader.
- Add EyeOpen uniform and eye-opening animation with slight overshoot.
- Sync screen flash tint with sky rift beam color.
- Reduce flash max alpha and make it decay quickly.
- Start sky rift eye-opening animation after flash ends to avoid covering it.
- Keep screen shake offset but drop the black translucent fill that masked the sky rift opening.
- Draw outer glow + inner core beam for layered look.
- Add time-based radius pulse synced with sky rift rhythm.
- Boost beam radius during formation animation for an energy burst effect.
- Add periodic eyelid closure after the eye is fully open.
- Blink briefly scales vertical/horizontal UVs to simulate an eyelid shutting.
- Comment ZenithMatrixRender, ClientForgeRegister, zenith.fsh and zenith.json.
- Explain timing, color theme, eye-open/blink/saccade logic and shader uniforms.
- renderBeaconBeam expects a long for gameTime; use level.getGameTime() there.
- Keep float time for radius pulse calculations.
- Minecraft's shader JSON loader does not tolerate comments; strip them to avoid MalformedJsonException.
- Add zenith_beam vertex/fragment/json shaders.
- Beam shader generates spiral energy, noise flow, core/mid/edge glow and height fade.
- Replace BeaconRenderer with custom POSITION_TEX cylinder drawn through the shader.
- Register new shader in ClientProxy; pass Time/BeamColor/BeamAlpha uniforms.
- Rewrite zenith_beam.fsh: remove breathing jitter, use slow spiral tear,
  upward energy streams, edge tear glow and stable core.
- Java side: remove radius pulse, slow rotation to 0.005 rad/tick.
- Boost shader intensity: brighter core, stronger mid glow, added arc discharges.
- Mix white-hot core with saturated BeamColor and pink-white tear highlights.
- Increase beam radius to 0.45 and alpha to 0.95 for a more solid energy column.
- Remove billboard yaw and model-space rotation so the beam stays fixed.
- Boost core/mid intensity and saturation; core region is now fully opaque.
- Set BeamAlpha to 1.0 and increase alpha clamping for an solid energy column.
- Increase BEAM_SIDES to 48 and radius to 0.65 so the cylinder stays solid from afar.
- Cap peak intensity to avoid near-white blowout.
- Clamp alpha near 1.0 across the whole column with only slight edge fade.
- Slow radial falloff (core exp(-6r^2), mid exp(-1.8r^2), outer exp(-0.6r^2))
  so the whole column cross-section is bright.
- Boost BeamColor * 1.7 and cap intensity at 1.4 to keep saturated purple.
- Tear glow moved outward so the cylinder shell is luminous.
- Redesign beam shader around a uniform glowing tube (baseGlow 0.9) with
  a small core boost and detail textures, so outside and inside look bright.
- Reduce radius to 0.4 to keep the column tight and luminous.
- Keep alpha near 1.0 across the whole cross-section.
- Add RenderSystem.enableDepthTest()/depthFunc(GL_LEQUAL) before drawing.
- Disable depth test again in cleanup to match prior default assumptions.
- Lower baseGlow to 0.55 and boost detail contrast (spiral, streams, arcs).
- Mix detailColor into the beam so textures are visible as color variation.
- Keep alpha near 1.0 and depth-test enabled.
- Remove naturalBlink cycle and eyelid clipping masks.
- Remove pupil micro-tremor tied to blinking.
- Revert eye open/close to simple UV scale; no more upper/lower lid close-then-open effect.
- Keep formation animation EyeOpen uniform untouched.
@illuciaz23 illuciaz23 merged commit f665458 into dev Jun 19, 2026
0 of 4 checks passed
@illuciaz23 illuciaz23 deleted the zenith-eye-shader branch June 19, 2026 16:48
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3 participants