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Shader rendering

The 0.0.7 sageShaderRendering gamerule: the Sage's console, redrawn announcements, ceremonies as full-screen scenes, the Sea of Souls and skill fusion. What it changes, and how to go back to classic rendering.

Early access Configuration v0.0.7 2 min read

0.0.7 repaints the whole Great Sage with shaders: the menu, the announcements, the ceremonies, the birth. The world chooses the rendering, with the sageShaderRendering gamerule, true by default. When false, it brings back the look of previous versions, untouched. Both renderings say and do exactly the same things: only the outfit changes.

What changes

Element Shader rendering Classic rendering
Menu (G) The console: a jade and nebula background, the Sage's icosahedron assembling, seven hexagonal glass tiles with their kanji (解析 配分 成長 能力 観測 戦闘 設定), a glass panel unfolding the old Great Sage menu, untouched
Page content glowing lines, rounded glass, gradient materials flat fills and additive light
Skill announcements redrawn, with a full-screen backdrop per kind (a jade lattice for an ordinary skill, a backdrop of its own for each ceremony or evolution) dark veil and the Sage's core
Ceremonies and species evolution opaque full-screen scenes, with their lines, their ambience and player protection the classic announcement on a veil
Reincarnation the Sea of Souls the original cosmic field
Skill fusion the Skill fusion scene ordinary announcement

Announcements and the console are laid out in a frame that adapts to the GUI scale: nothing overflows, even at a large GUI scale. Text stays in the game font, so in your language.

Raphael's evolution is always shader-painted, whatever the gamerule: it has no classic version. See Raphael's evolution.

Full-screen scenes

With the gamerule true, the five ceremonies (Hero Egg, Demon Lord Seed, Harvest Festival, True Hero, True Demon Lord) and species evolution play as scenes cut like Raphael's: each shot lands on a sentence of the voice, Japanese cards at the top, subtitles at the bottom, an ambience that ducks by itself under the voice. During a scene you are frozen crouching, and the server cancels damage, knockback and explosion blasts (3 minutes at most). All the details, scene by scene: Ceremonies and evolutions.

If the voice is off or a line is missing, there is nothing to time a scene on: the classic announcement takes over.

When to go back to classic

  • your graphics card struggles, or a shader pack interferes with the rendering;
  • you prefer the look of previous versions.
txt
/gamerule sageShaderRendering false

On first load, the Sage's shaders compile: the heaviest scenes may take a few seconds the very first time, then the driver keeps them cached.

See also