Fork of https://modrinth.com/shader/taa to add distant horizons support. Only tested 1.20.1. Has vanilla looking ssao, personally it looks much better than DH's default.
Note that there are still some limitations due to being unable to see behind blocks
approximately a 5% performance impact(at 4 samples—at highest configuration(12 samples) expect around 13% performance impact)
Features:
- Works with Iris and Colorwheel(enable fallbackmode in colorwheel)
- TAA: Core feature, smooths edges AND gets rid of flickering/noise on distant terrain
- Sharpening:
- Unsharp Mask: Leaves trails behind fast moving objects.
- CAS (Contrast Adaptive Sharpening): More stable, but still has some downsides to it.
- Fog Start Distance:
- Configurable fog start for distant horizons, as a ratio of the render distance.
- Vanilla-like Ambient Occlusion:
- Configurable Ambient Occlusion samples, higher looks better but runs slower. (diminishing returns after 6 imo)
- Configurable Radius and Intensity: Preference based, feel free to play around with these, default values should look the same as vanila(or at least close enough).
Please set overdrawdistance in DH to 0.1 the shader has a built in overdraw setting
if patches of your DH terrain are darker turn LOD shading to Disabled or reload the world
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hello_there
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MPL-2.0
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