ChromaVision Shaders v1.6 REFERENCE BOOST

This is a graphics update of the existing ChromaVision shaderpack, not an image mockup.

Visual target from the supplied reference:
- Natural bright blue sky without a fullbright look.
- Strong but soft directional sunlight and deep contact shadows.
- Rich terrain contrast and ambient occlusion.
- Water with dark teal depth, visible underlying terrain, Fresnel reflections, screen-space reflections, ripples and restrained sun glints.
- Layered cloud layer with multi-scale noise and self-shaped lighting.
- Controlled atmospheric fog.
- Cinematic but restrained tonemapping and bloom.

Technical changes in v1.6:
- Rebuilt terrain lighting around a darker ambient term and stronger directional sun.
- 8192 shadow map with high-quality PCF/penumbra sampling.
- Added screen-space ambient occlusion in composite.
- Reworked water shading and SSR with an analytic sky-reflection fallback.
- Reduced water opacity and highlight intensity so the surface is not a flat vanilla-blue sheet.
- Kept layered clouds at maximum quality (50 raymarch steps).
- Normalized duplicated shader option definitions and added missing shared options.
- Ultra profile is the default high-quality target.
- Real 4096x4096 noise textures remain part of the pack.

The reference image is used only as a visual target. No source code or assets from third-party shaderpacks are included.

Primary target: Iris 1.20.1 / 1.21.1 shader pipeline.

Runtime note: this environment cannot launch Minecraft/Iris, so the pack is not claimed as runtime-tested here.


v1.6 WATER REWORK: water surface rebuilt for clear shallow transmission, deep teal body, layered ripples, restrained Fresnel reflection, caustic-like light patches and controlled sun glints. The water pass remains original code and does not copy source from other shaderpacks.


ChromaVision v1.8 LIGHTING + SKY FIX
- Restored Minecraft lightmap contribution for block light and skylight.
- Torches, lanterns, glow blocks and other emissive block lighting are preserved through the lightmap instead of being replaced by a flat ambient term.
- Directional sunlight is layered on top of baked Minecraft light.
- The final composite now reconstructs the sky background before layered clouds, avoiding the flat/grey sky seen in v1.7.
- Layered clouds remain in the composite pass.
- This is an original implementation; no source code from reference shaderpacks is included.


Version 1.9 changes: optimized layered cloud raymarch (22 max steps), sky-only upward rays, and Iris heldBlockLightValue-based dynamic hand light for torches/lanterns.


ChromaVision v2.0 WATER + CLOUD REWORK
- Rebuilt layered clouds from scratch with multi-scale billows, soft vertical shaping, warm sun-facing highlights and a lower-cost 8/11/14/18 step raymarch.
- No source code from Eclipse Unstable or any other third-party shaderpack was copied. The visual behavior is recreated as original GLSL.
- Reworked water so the body uses Minecraft tint/lightmap information instead of collapsing to near-black blue.
- Made screen-space water reflections conservative: invalid/black depth hits are rejected and an analytic sky reflection is used as a fallback.
- Reduced reflection strength and water opacity enough to reveal underwater terrain while retaining Fresnel highlights.
- Hand-water uses the same stable color/transmission model.


Version 2.1 changes:
- Removed the expensive volumetric cloud raymarch completely.
- Added original Complementary-style layered sky clouds: broad cotton shapes, soft underside, detail erosion and warm sun-facing edges.
- Reworked water rendering around Minecraft water color/transmission instead of a dark procedural body.
- Removed the previous screen-space water reflection path that could reflect the water buffer and create blue/black artifacts.
- Added denser 8K PCF shadows with up to 36 taps and enabled translucent/entity/block shadow casting.
- No source code from Complementary or other third-party shaderpacks was copied.


Version 2.2: fixed sky cloud stippling by replacing texture-threshold cloud masks with smooth procedural value noise in sky space.

Version 2.3 changes: stable world-space foliage wind (separate leaf/grass motion), matching shadow-pass movement, reduced custom distance fog, and removed shadow-pass culling to avoid short-distance shadow pop-in. Minecraft render distance remains controlled by the game/Iris `far` setting.


Version 2.4: fixed custom sky layering, added stable procedural night stars, rebuilt non-volumetric cloud layer without stochastic dithering, and pushed custom fog farther out to avoid an artificial short-distance horizon. Minecraft chunk loading/render distance remains controlled by the game settings.
