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» » YSSBE Shaders for MCPE 1.16/1.17.30 (Beta / Release)
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YSSBE Shaders for MCPE 1.16/1.17.30 (Beta / Release)




YSSBE is synonymous with high performance shaders for Minecraft Bedrock Edition. Do not try to play with it if the specs of your smartphone or tablet are too low, meaning less than 6 GB of RAM and a modern GPU, in particular, it is better to have one of the top 50 devices in terms of performance in order to fully experience all the possibilities of this shader.

By: 只问为何

Changelog v15.5:


- Minecraft PE 1.17.30 support. Works on all 1.17 beta versions; 1.17.40.20 uses Render Dragon and is not supported anymore!
- Added new shader settings
- Fixes

Changelog v15:


- Minecraft PE 1.17 support (Android/iOS)
- Added options to the shader settings
- Added POM effect

Why is YSSBE so heavy?


In fact, if you really want to play with YSSBE with a low-end smartphone, then you can make a few settings like the one shown in the video below. Thanks to the reduced shadows and reflections, you will be able to achieve performance gains one way or another.

YSSBE Shaders for MCPE 1.16
YSSBE Shaders for MCPE 1.16
So, the shader itself carries a fairly typical list of sl functionalities, YSSBE offers an updated reflection system that works with all objects including the sun, objects emitting light, water, and more. This requires more power from your device in any way affecting performance but bringing a new gaming experience.

YSSBE Shaders
YSSBE Shaders

Other shader features:


In addition to reflections, there are all the other features that you might have seen in other shaders for Minecraft PE. These are wind and plant movements, realistic sun, water ripples and all of this is supported by MCPE 1.16.




Showcase and settings:



On new technologies: YSS uses the sun Angle defined inside the shader to ensure that the PBR is properly calculated. However, at present, there are many problems with the Angle of the sun, and it can only guarantee the movement of the sun and moon when the sun rises and sets.

If you want to learn more about YSS's PBR standard and want to make PBR materials or port Java material packs, please read "Description of the PBR Standard".

PBR Standard:


(Since another PBR standard is not yet complete, only the 4-in-1 PBR standard is described here)

The YSS PBR pack uses four-in-one PBR mapping to preserve the physical information of the square's normals, roughness, metallicity and so on through the material.

PBR mapping requirements for YSS

Use only one quarter of the texture when using the material (i.e. the normal texture map),

This ensures the proper use of the texture pack without YSS and the correct reading of the PBR map with YSS.

Current Standard:

[Material Map] [PBR Map] 
[Normal Map] [Detect Map]

The four positions above correspond to the positions of the four tiles on a map, with each tile taking up a quarter of the map

In the OLDPBR standard, the R channel of the PBR map corresponds to the roughness, the G channel corresponds to the metallicity, and the B channel corresponds to the self-illumination

In the LABPBR standard, the R channel of the PBR map corresponds to the roughness, the G channel corresponds to the metallicity, and the B channel corresponds to the Ambient Obstructing (AO) intensity

1. The higher the gloss 0 ~ 1(0 ~ 255), the smoother the surface of the object.
2. The metallicity is 0 or 1(that is, 0 or 255) to determine whether it is metal or not.
Controlling the metallicity allows you to control the specular and reflective intensity
3. Self-illumination is 0 ~ 1(0 ~ 255) to control the self-illumination intensity of pixel points
4. Ambient light shade 0-1(0-255) can control the intensity of ambient light,
5. The height map is stored in the alpha channel of the normal map for parallax calculation

YSS defaults to the oldpbr standard. If you need to change the standard, you can go to "four_in_one.pbr" to change it

[Precautions]
Please be sure to read, otherwise you may affect your production or graft work.

1. You don't have to worry about the problem of changing one tile or adding one tile in OSBES, but you must make sure the resolution of the tile is consistent.
2. If you want to try PBR mapping, turn on the FOUR_IN_ONE_PBRTEX switch in "databasic.yss" and fill in your texture pack resolution in "four_in_one.pbr"
"four_in_one.pbr" can adjust the parameters to match more JE material package standards, and even the standard of the NIVIDA RTX ray tracing resource packs, making players easier to grants
3. To make sure the 4-in-1 texture pack works without YSS or when used in conjunction with other shaders, add ["quad":1,] before all the textures in/terrain_texture.json/after making the textures.You also need to preset a file, please refer to the supplied demonstration resource package
4. Change the padding to 0 and the mipmap to 4 in "terrain_texture.json" to make sure the block doesn't seams
5. For blocks that do not want normal map, 
Please paint the normal map to R: 128, G128, B255. Fifted map must not leave blank, otherwise the POM will have a big problem
6. Detect maps: Please set the Alpha to 127 to ensure that the maps can be properly detected
Of course, the way the test can be modified within the "four_in_one.pbr" file.

How to install the YSSBE Shaders?


1. Download the shader and open it using the game.
2. Go to the game setting and activate it.


Download YSSBE Shaders v1.11.15 for Minecraft PE 1.16
Download YSSBE Shaders v1.11.16 for Minecraft PE 1.16
Download YSSBE Shaders v1.15 for Minecraft PE 1.17
Download YSSBE Shaders v1.15.5 for Minecraft PE 1.17.30


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