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3 changes: 3 additions & 0 deletions shaders/lang/en_US.lang
Original file line number Diff line number Diff line change
Expand Up @@ -824,6 +824,9 @@ option.GENERATED_NORMALS.comment=Adds auto-generated bumpy details to surfaces.
option.COATED_TEXTURES=Coated Textures
option.COATED_TEXTURES.comment=Adds auto-generated dusty details to textures. §e[*]§r RP Support option must be set to Integrated PBR+.

option.COATED_TEXTURES_SNOW_ONLY=Snow Only Coating
option.COATED_TEXTURES_SNOW_ONLY.comment=When enabled, coated textures only appear in snowy biomes or areas with snowfall. §e[*]§r Requires Coated Textures to be enabled.
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Copilot AI Feb 19, 2026

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The tooltip says “snowy biomes or areas with snowfall”, but the implementation uses the inSnowy uniform which is derived from biome_precipitation == 2 (snow precipitation type). That corresponds to snowy biomes, not necessarily places where it is currently snowing / can snow due to local temperature/altitude. Consider rewording the tooltip to match the actual behavior (e.g., “biomes with snow precipitation”).

Suggested change
option.COATED_TEXTURES_SNOW_ONLY.comment=When enabled, coated textures only appear in snowy biomes or areas with snowfall. §e[*]§r Requires Coated Textures to be enabled.
option.COATED_TEXTURES_SNOW_ONLY.comment=When enabled, coated textures only appear in biomes with snow precipitation. §e[*]§r Requires Coated Textures to be enabled.

Copilot uses AI. Check for mistakes.

option.ENTITY_GN_AND_CT=Allow GN and CT on Entities
option.ENTITY_GN_AND_CT.comment=Decides if Generated Normals and Coated Textures can appear on entities. §e[*]§r This won't enable GN or CT on entities if the main GN or CT options are disabled.

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1 change: 1 addition & 0 deletions shaders/lib/common.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -169,6 +169,7 @@
#define ENTITY_GN_AND_CT
#define GENERATED_NORMAL_MULT 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200 250 300 400]
#define COATED_TEXTURE_MULT 100 //[25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 110 120 130 140 150 160 170 180 190 200]
//#define COATED_TEXTURES_SNOW_ONLY

#define GLOWING_ORE_MASTER 1 //[0 1 2]
#define GLOWING_ORE_MULT 1.00 //[0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95 1.00 1.10 1.20 1.30 1.40 1.50 1.60 1.70 1.80 1.90 2.00]
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5 changes: 5 additions & 0 deletions shaders/lib/materials/materialMethods/coatedTextures.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,11 @@ void CoatTextures(inout vec3 color, float noiseFactor, vec3 playerPos, bool doTi
#endif
#endif

#ifdef COATED_TEXTURES_SNOW_ONLY
if (inSnowy < 0.001) return;
noiseFactor *= inSnowy;
#endif

#ifndef SAFER_GENERATED_NORMALS
vec2 noiseCoord = floor(midCoordPos / 16.0 * packSizeNT * atlasSizeM) / packSizeNT / 3.0;
#else
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2 changes: 1 addition & 1 deletion shaders/shaders.properties
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@
screen.PERFORMANCE_SETTINGS=<profile> <empty> <empty> <empty> SHADOW_QUALITY shadowDistance LIGHTSHAFT_QUALI_DEFINE DETAIL_QUALITY CLOUD_QUALITY FXAA_DEFINE SSAO_QUALI_DEFINE ANISOTROPIC_FILTER WATER_REFLECT_QUALITY BLOCK_REFLECT_QUALITY COLORED_LIGHTING WORLD_SPACE_REFLECTIONS ENTITY_SHADOW

screen.MATERIAL_SETTINGS=<empty> <empty> [IPBR_SETTINGS] [CUSTOM_PBR_SETTINGS] <empty> <empty> [WATER_SETTINGS] [WAVING_SETTINGS] RAIN_PUDDLES SPECIAL_PORTAL_EFFECTS REFLECTION_RES
screen.IPBR_SETTINGS=<empty> <empty> GENERATED_NORMALS COATED_TEXTURES GENERATED_NORMAL_MULT COATED_TEXTURE_MULT ENTITY_GN_AND_CT <empty> <empty> <empty> [GLOWING_ORE_SETTINGS] [GLOWING_STUFF_SETTINGS] [OTHER_IPBR_SETTINGS]
screen.IPBR_SETTINGS=<empty> <empty> GENERATED_NORMALS COATED_TEXTURES COATED_TEXTURES_SNOW_ONLY GENERATED_NORMAL_MULT COATED_TEXTURE_MULT ENTITY_GN_AND_CT <empty> <empty> <empty> [GLOWING_ORE_SETTINGS] [GLOWING_STUFF_SETTINGS] [OTHER_IPBR_SETTINGS]
screen.GLOWING_ORE_SETTINGS=<empty> <empty> GLOWING_ORE_MASTER GLOWING_ORE_MULT <empty> <empty> GLOWING_ORE_IRON GLOWING_ORE_GOLD GLOWING_ORE_COPPER GLOWING_ORE_REDSTONE GLOWING_ORE_LAPIS GLOWING_ORE_EMERALD GLOWING_ORE_DIAMOND GLOWING_ORE_NETHERQUARTZ GLOWING_ORE_NETHERGOLD GLOWING_ORE_GILDEDBLACKSTONE GLOWING_ORE_ANCIENTDEBRIS GLOWING_ORE_MODDED
screen.GLOWING_STUFF_SETTINGS=<empty> <empty> GLOWING_AMETHYST GLOWING_LICHEN EMISSIVE_REDSTONE_BLOCK EMISSIVE_LAPIS_BLOCK GLOWING_ARMOR_TRIM
screen.OTHER_IPBR_SETTINGS=<empty> <empty> IPBR_EMISSIVE_MODE IPBR_PARTICLE_FEATURES IPBR_COMPAT_MODE_DEFINE FANCY_GLASS GREEN_SCREEN_LIME MIRROR_TINTED_GLASS
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