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Vanilla PBR redefines Minecraft's visuals using Deferred Lighting, inspired by both the iconic look of vanilla Minecraft & visuals of Minecraft with RTX, this pack blurs the line between the two by providing full physically-based-rendering material support for every block, mob and particle, fog configurations for all biomes, enhanced colors & point light data for blocks for added depth and vibrancy to your worlds, revamped sky reminiscent of Minecraft with RTX, water waves, and more!
Installation Requirements:
As of now the following devices are supported by the deferred lighting rendering pipeline:
- Windows PC
- Xbox
- Android (GLES 3 devices running Android OS 9 and above)
- iOS (iPhone 9, iPad 9th gen, or iPad Mini 6th gen and higher)
Installation Guide:
- Download the latest Vanilla PBR release from this page.
- Make sure you are using the latest Minecraft Preview/Beta for your device.
- Before joining a world, head to Experimental Options in the world settings menu.
- Enable "Render Dragon Features for Creators" experimental option.
- Activate Vanilla PBR in your world or global resource packs
- Join the world with the experimental option enabled, check your video settings, scroll down and look for "Graphics Mode"
- Set Graphics Mode to "Deferred Technical Preview" from the menu, calibrate your brightness settings as needed and go back to your world and have fun!
Use a brightness setting close to 50%
Progress | 100% complete |
Game Version | Minecraft Bedrock |
Resolution | 16x |
Tags |
14 Update Logs
Vanilla PBR v2.9 Changelogs : by Cubeir 11/18/2024 9:54:21 amNov 18th
A new quality update for Vanilla PBR is now available to bring everything up to par with the latest Minecraft Preview.
Below you will find a list of all changes included in this release, download the update from the end of this post.
• Overhauled color-grading with standardized values, making the new recommended brightness setting exactly 50%.
Note: Vanilla PBR's color grading now more closely resembles Minecraft with RTX, featuring more balanced and lifelike colors. Set your brightness to half or slightly above/below and ignore the in-game brightness calibration guide, as it is often unreliable.
• Re-adjusted atmospheric colors to adapt to latest changes to how they are handled.
- Nighttime now appears closer to Minecraft with RTX.
• Improved the detail and quality of subsurface scattering across the pack for select items.
Note: Scattering is now calculated solely per-pixel, with darker pixels tending to scatter less and brighter pixels scattering more, block edges no longer scatter more light, resulting in a more natural appearance.
• Minimized emissivity values across the pack to make them easier on the eyes.
Note: This adjustment addresses how deferred lighting displays emissivity differently compared to the ray-tracing pipeline. Even minimal values (e.g., 1) appear too intense, so all emissivity values have been scaled down significantly.
• Removed heightmaps from very small sprites and textures, such as particles and items.
Note: The items that had their heightmaps removed only support normal maps for their textures. Future updates will introduce normal maps as replacements. Items like torches, which share block textures for inventory textures will also receive the same treatment later down the road.
• Fixed an issue where the sky and world turned bright gray during sunset or sunrise (workaround idea courtesy of Al3xis)
• Fixed water using a fallback normal map for waves instead of the deferred lighting's built-in wave generator.- Adjusted water color and increased wave depth.
• Added full PBR support for piston arms.
Note: Deferred lighting does not fully load PBR texture sets for piston arms yet, and only the colormap is loaded for the in-world block texture.• Reduced nighttime brightness and ambient light.
• Updated pack icon
Below you will find a list of all changes included in this release, download the update from the end of this post.
• Overhauled color-grading with standardized values, making the new recommended brightness setting exactly 50%.
Note: Vanilla PBR's color grading now more closely resembles Minecraft with RTX, featuring more balanced and lifelike colors. Set your brightness to half or slightly above/below and ignore the in-game brightness calibration guide, as it is often unreliable.
• Re-adjusted atmospheric colors to adapt to latest changes to how they are handled.
- Nighttime now appears closer to Minecraft with RTX.
• Improved the detail and quality of subsurface scattering across the pack for select items.
Note: Scattering is now calculated solely per-pixel, with darker pixels tending to scatter less and brighter pixels scattering more, block edges no longer scatter more light, resulting in a more natural appearance.
• Minimized emissivity values across the pack to make them easier on the eyes.
Note: This adjustment addresses how deferred lighting displays emissivity differently compared to the ray-tracing pipeline. Even minimal values (e.g., 1) appear too intense, so all emissivity values have been scaled down significantly.
• Removed heightmaps from very small sprites and textures, such as particles and items.
Note: The items that had their heightmaps removed only support normal maps for their textures. Future updates will introduce normal maps as replacements. Items like torches, which share block textures for inventory textures will also receive the same treatment later down the road.
• Fixed an issue where the sky and world turned bright gray during sunset or sunrise (workaround idea courtesy of Al3xis)
• Fixed water using a fallback normal map for waves instead of the deferred lighting's built-in wave generator.- Adjusted water color and increased wave depth.
• Added full PBR support for piston arms.
Note: Deferred lighting does not fully load PBR texture sets for piston arms yet, and only the colormap is loaded for the in-world block texture.• Reduced nighttime brightness and ambient light.
• Updated pack icon
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