Dev Note: When coding a volumetric sky like Nishita Method, you can let pure physics drive the colors, or inject custom artistic tweaks. These hacks cost ~0 performance!
But if you strip them away for a basic static sky, why pay Nishita's heavy raymarch tax? Use a cheaper model.
A note to myself or other MC Shader Dev: when you make TAA, exclude sky (to not smear) and include glass (better aliasing).
On distance also, implement an increase temporal accumulation like if stay is 2 sample TAA, then make it 4-16 TAA when character moves if you have aliasing
Current progress: Unsure if I want to continue modifying SEUS V11. It's playable and good enough to release, but I won't.
Cody isn't replying at all, Discord has been dead since 2024, and the license is ARR.
So, I plan to make my own shader from scratch, well . . . let me try.
sorry i mean, working on revision or improvement of SEUS V11 from @sonic_ether
Further plans is depends on Cody if he can help me on licensing.
Bur for current shader it already playable, still need to improve some this and that.














