u/hai31415

Image 1 — IterationRP Atmospherics Overhaul
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IterationRP Atmospherics Overhaul

(Ignore the 3rd one, it was supposed to be animated) Finally got around to finishing and releasing this. The main thing in this update is porting the clouds from the Revelation shader by HaringPro (Apache 2.0 license), with some extra atmospheric effects and other stuff added. All features using the original cloud system (terrain & volumetric cloud shadows, ambient lighting, etc) have been modified to integrate with the new clouds, and new features have been added such as softer cloud self-shadowing and altitude-based lighting (makes the clouds light up before sunrise and after sunset). Enjoy!

Full changelog v2026.7.5

  • Port Revelation's cloud system
    • Rendered at 1/(2 * FSR scale) resolution with TAAU
    • Texture based cloud shadows, added temporal reprojection
    • Integrated into ambient lighting
    • Added cloud self-shadow softening
    • Only includes the lower cloud layer
    • Should be a bit faster than before
  • Original planar clouds kept
  • Fixed cloud lighting to be based on cloud altitude instead of player position
    • Clouds are now illuminated before sunrise/after sunset
  • Adjusted weather based coverage
    • Rainstorms will have some breaks in the clouds
    • Thunderstorms have 100% coverage with darker/denser clouds
  • Apply cloud shadows to particles
  • Dynamic fog thickness (varies based on world day)
  • Rain/Fog dispersion effects
    • Rainbows based on geometric optics
    • Fog glories, corona on cirrus clouds based on Mie scattering
  • Adjusted underwater caustic rays
  • Fixed star rotation to follow planet rotation axis (based on sun path angle)
  • Minor fix for TACZ rendering

You can get the patch at my github repo huj31415/iterationrp-patches. The patcher now automatically copies the textures into the shader zip, as long as the included textures folder is in the same directory as the patching script.

u/hai31415 — 1 day ago

IterationRP Convolution Bloom patch release

Get it here, more details in the readme

Custom kernels supported! You can generate your own here. (Doesn't work on mobile) Will likely require tweaking settings.

Also added names and descriptions to all patch settings. Please read what each setting does and any relevant caveats especially for convolution bloom.

u/hai31415 — 1 month ago

IterationRP convolution bloom improvements

Fixed a bug where the FFT was using squared color instead of linear due to a flipped sign, significantly improved blending, added option for transitioning to original gaussian bloom in low light/high exposure scenes to mimic aperture widening (the darker images above don't have it enabled)

Also bumped FFT size up to 2048^2 using mixed radix 2-4, which enables larger kernels without losing image resolution but with minor performance impacts. There's definitely still room for optimization and the original 1024^2 will remain an option.

Still wip but it's a lot closer to being ready for release. I've also made a separate kernel generator to calculate the diffraction pattern of any aperture shape.

u/hai31415 — 1 month ago

WIP IterationRP Convolution Bloom

Something I've been working the past few days, performance impact is minimal as far as I can tell. Still some bugs to iron out, will release it in my patches when it gets to a good spot. Just some random shots from a few testing worlds, didn't have time to get some better shots (it's almost 4am rn 💀)

This is a method to create physically realistic diffraction effects, it works by taking the 2D fast fourier transform of the image and diffraction spike kernel, complex multiplying them, then taking the inverse fourier transform to get the convolved image.

u/hai31415 — 2 months ago