Changelogs

Changes are the very essence of Complementary Development, as no product is perfect from the get go.
Following is a list of changes made to Complementary products with possible exceptions

Changes over r5.5:
- Fixed a game crashing problem on Apple devices
- Fixed Pixelated Blocklight causing artifacts on End Rods (IntegratedPBR)
- Fixed Advanced Colored Lighting error message not appearing on Optifine

Changes over r5.4:
- Improved FXAA and TAA interaction to reduce blurring when moving
- Improved TAA to better preserve details when moving (Thanks to Capt Tatsu)
- Added PBR material properties for the new Minecraft 1.21.5 blocks
- Added a fake variable penumbra shadow method that only works with the Reimagined style of sun angle
   * Allows shadows to look much sharper when they are very close to the block they are cast by
   * Costs less than 1% performance, but the simplicity of the effect makes it only work on shadows of full blocks
   * Will be disabled if the Shadow Quality setting is reduced to Low or below
- Advanced Colored Lighting related changes:
   * Added colored lighting for the new Firefly Bush and the Test Blocks
   * Tweaked the light curve of Lava to be a bit more prolonged compared to other light sources
   * Tweaked the fire light color to be slightly less yellow and closer to orange
   * Tweaked the light color of Beacons to be more blue
   * Advanced Colored Lighting now treats all unknown blocks as non-solid to mitigate problems with additions to the game
- IntegratedPBR Changes:
   * Added the "IPBR+ Compatibility Mode" option which changes how some effects are calculated for better compatibility
   * Added subtle reflectiveness to the Coal Block
   * Tweaked reflectiveness of several blocks to appear a bit more reflective
   * Tweaked reflection handling on Deepslate blocks
   * Tweaked general block reflection handling to prevent smoother blocks from losing their texture
   * Tweaked emission of Redstone Lamp, Structure Block, and Jigsaw Block
   * Tweaked the look of Soul Campfire when Advanced Colored Lighting is enabled
   * Fixed the Creaking Heart not having any shader features applied after Minecraft 1.21.5
   * Fixed Eyeblossoms not having material properties when put in a pot
   * Fixed Amethyst Cluster and Torchflower not looking emissive in their item forms
   * Fixed Ominous Trial Key not having emissive properties
- Added proper support for the Enhanced Block Entities mod. This fixes several related problems
- Tweaked the handling of name tags for better readability (Iris exclusive feature)
- Tweaked the smoothing of shadows when the Pixelated Shadows option is enabled
- Connected Glass feature now works better with glass panes. Thanks to dbrighthd
- Reimplemented the Cave Lighting setting to allow a lot more values
- Setting "Real-Time Shadows" to "Ultra" now makes the shadowmap to render at higher resolution
- Setting "Detail Quality" to "High" now allows waving of some exotic foliage like the torchflower and the new firefly bush
- Fixed the upper sky color turning very dark during a thunderstorm even if its daytime
- Fixed TAA ghosting around screen edges in some situations
- Fixed underwater fog not working correctly in some situations with Advanced Colored Lighting enabled
- Fixed patches of Lava losing their texture in some specific situations
- Fixed Beacon Beams having a broken interaction with the border fog
- Fixed the Pixelated Blocklight option causing artifacts on items and entities in some cases
- Fixed the Pixelated Blocklight option causing some edges to have shadows that shouldn't be there
- Fixed problems where the Distant Horizons mod wouldn't work correctly with AMD GPUs in some cases. Thanks to SpacEagle17
- Fixed resin armor trims not being affected by the "Glowing Armor Trim" option
- Fixed standing at a certain distance from a Nether Portal causing a faint circle to appear
- Several small tweaks and fixes

Changes over r5.3:
- Added special light shaft behaviour for the new Pale Garden biome
- Advanced Colored Lighting related changes:
   * Added Advanced Colored Lighting support to the new Creaking Heart and Open Eyeblossom
   * Added 24 and 32 chunk options for Advanced Colored Lighting
   * Added an error message when the player is too far away from the world origin for Advanced Colored Lighting to work, or when Shadow Distance setting is set lower than the Advanced Colored Lighting distance
   * Tweaked light cast from end portals to be more dominant over other lights
   * Tweaked orange stained glass light tint and orange candle light color (if Colored Candle Lighting is enabled)
   * The Ultra profile now sets Advanced Colored Lighting to 16 chunks of instead of 12 chunks
- IntegratedPBR Changes:
   * Added extra glow to the new Open Eyeblossom, eyes of Creaking, and Creaking Heart
   * Added the usual PBR properties for the new pale garden blocks and foliage
   * Added a fade out effect for snow layers that are far away and higher than the player to mitigate aliasing
   * Added glowing functionality to target blocks when they are powered
   * Added specular properties to sponge, wet sponge, and target block
   * Tweaked redstone torches to no longer look pink in newer Minecraft versions
   * Tweaked candles to have a more noticeable light gradient
   * Tweaked the "Glowing Armor Trim" IntegratedPBR option to be less intense and not apply to netherite trim material (any other materials on netherite armor will still glow)
   * Slightly tweaked reflections on leaves and iron golems
   * Azalea bushes now use a moss-like material to mitigate some bad looking situations
   * Removed the lightmap tweak specific for deepslate and tuff blocks
   * Fixed torches having incorrect lighting on their wood bits in newer Minecraft versions
   * Fixed some entities losing their IntegratedPBR properties when taking damage
   * Fixed reflective held items having temporal artifacts when moving around (Iris exclusive feature)
- Pixelation related changes, all thanks to Junder-2 and Nestorboy:
   * Added "Pixelated Blocklight" option that makes light cast from light source blocks pixelated
   * Added "Pixelated Edge Shadows" option that makes Minecraft's vanilla ao pixelated
   * Improved the "Pixelated Shadows" option to work on much more surfaces and more consistently
- Improved the look of Colored Light Fog in situations that have bright light sources close to the camera
- Improved the behaviour of Scene Aware Light Shafts near large glass structures
- Improved blending of Reimagined cloud shadows when Double Reimagined Clouds option is enabled
- Improved detection of custom skyboxes on Iris
- Added an option to disable World Outline on entities
- Changed the "Light" blocks so that they no longer have their own light color or light fog with ACL
- Slightly tweaked Distant Light Bokeh to give sharper results
- Distant Light Bokeh option is now enabled by default
- Slightly increased the default Intensity value of Colored Light Fog from 0.60 to 0.65
- Light shaft multiplier settings no longer affect underwater light shafts
- Fixed Connected Glass ACL Feature being broken in Iris 1.8+. With the added bonus of it being more precise in Iris 1.8+ than before
- Fixed a game crashing issue regarding some AMD graphics cards
- Fixed the sky brightness and color changing too quickly around early sunrise and late sunset
- Fixed vanilla sun being cut off below a certain height near the horizon in Iris 1.8 to 1.8.4
- Fixed clouds looking extra noisy when entities are behind them. This fix is enabled when Cloud Quality and Detail Quality are both set to High or above
- Fixed some modded items having insanely bright handheld lighting
- Fixed reflective held items looking too noisy when using custom PBR resource packs
- Fixed incorrect shadows inside boats in newer Minecraft versions or when RP Support is changed
- Tiny changes related to reflections on entities

Changes over r5.2.2:
- Added "Colored Candle Lighting" ACL exclusive option. Makes lights cast by candles be the same color as their bases
- Added "Colored Light Saturation" setting to ACL Features
- Added "Distant Light Bokeh" option. Applies a tiny single-pixel blur in the distance to make distant light sources look scattered. Includes added IntegratedPBR functionality for most light sources
- Added "IPBR+ Emissive Mode" option. Allowing users to use labPBR/seuspbr emissive formats to override any IntegratedPBR emissives
- Added an option to disable special portal effects
- Added an option to disable IntegratedPBR particle features
- Added emission to the white eyes of piglin/hoglin variants according to art released by Mojang (IntegratedPBR)
- Improved several aspects of block reflection filtering in small amounts
- Tweaked subsurface scattering with reduced ambient occlusion on lit surfaces
- Tweaked the look of Texture Filtering on cutout blocks
- Slightly tweaked the "Fix Puddles Under Glass" ACL Feature
- Slightly tweaked reflection edge falloff
- "Improved Glass" option is now enabled by default
- "Improved Glass" option now also works on Iris 1.8 and above instead of only working on Optifine
- Colored Light Fog intensity is now increased in all low skylight areas to match night and caves
- Strength of enchantment glints can now be adjusted using Minecraft's "Glint Strength" accessibility setting
- The Lens Flare setting can now be set to "Sun Only" or "Sun & Moon" modes
- Pixelated wave effect of "Reimagined + Waves" water style now respects the resolution of the currently used resource pack
- Tweaked positioning of the "Vanilla" clouds to be better centered when using the latest Minecraft or Iris versions
- Downgraded the quality of "4x" Texture Filtering for better performance
- Reduced intensity of moon lens flares when "Lens Flare Intensity" setting is set to high values
- Fixed texture filtering causing broken textures in some situations. Thanks to aceralex
- Fixed texture filtering causing too much flickering on distant textures
- Fixed held light colors looking slightly inaccurate with Advanced Colored Lighting
- Fixed trapdoors having slightly incorrect lighting curves on IntegratedPBR
- Fixed double slabs not having any IntegratedPBR properties in older Minecraft versions
- Fixed end portals/gateways losing their special effects on labPBR/seuspbr RP support modes
- Fixed "Show Light Levels" feature being broken with the latest Iris version
- Fixed lens flares being visible in the Nether and End dimensions
- Fixed lens flares still being visible during rain when the "Sun/Moon During Rain" option is disabled
- Fixed vanilla clouds always being visible with newer Distant Horizons versions
- Fixed leaves looking too dark in the End dimension with default settings
- Fixed entities not having proper metalness or f0 with labPBR/seuspbr resource packs
- Fixed the game crashing in some mod packs that have the FoamFix mod installed
- Fixed wolf armor looking wrong when held in hand
- Renamed "Shadow Sample Quality" setting to "Real-Time Shadows"
- Added an error message for when Advanced Colored Lighting is enabled on Apple devices. Thanks to SpacEagle17

Changes over r5.2.1:
- Tweaked the colors of end portals to better resemble the vanilla color scheme
- Tweaked lighting on torches in item form to mitigate some balance issues (IntegratedPBR)
- Fixed Temporal Filter being broken with Intel GPUs. Thanks to Flopster101
- Fixed black artifacts appearing in the End dimension if Shadow Sample Quality is set to OFF
- Fixed Colored Light Fog moving drastically with view bobbing when viewed behind translucent blocks
- Fixed a rare flickering issue on slabs and stairs with Advanced Colored Lighting
- Fixed end gateways looking wrong when viewed from specific distances away with Advanced Colored Lighting
- Fixed blindness and darkness status effects not working well in some situations
- Fixed Snowy World causing an error with the Distant Horizons mod
- Fixed "Versatile" selection outline not being visible through water if Detail Quality is set to High
- Fixed an issue on glowing gold ores with the Programmer Art resource pack (IntegratedPBR)
- Fixed chorus plants looking too bright with some resource packs (IntegratedPBR)
- Slightly changed the scene aware calculation of light shafts
- Switched to 7-Zip for zip creation
- Changed some incorrect setting descriptions

Changes over r5.2:
- Fixed setting Shadow Quality to OFF causing the visuals to break

Changes over r5.1.1:
- Added "Advanced Colored Lighting" option:
   * Using a custom worldspace flood-fill "mixed" system to overcome the shortcomings seen in most other colored lighting implementations
   * The latest Iris features have been utilized for best performance, so Optifine is not supported with this. Please use Iris
   * Costs very little performance at lower distance settings, and stays faster than comparable colored lighting shaders at any distance
   * Massive thanks to sixthsurge for the base. Check out Photon shaders for a really well made realistic shaderpack
   * Added specific light colors for every light source in the game. Modded lights are not supported for now
   * Added light color tinting functionality to colored stained glass and some other translucent blocks
   * Added custom extra blocklight to all the IntegratedPBR emissives and some extra ones
- Added features that depend on Advanced Colored Lighting being enabled (they depend on ACL voxelization):
   * Added Colored Light Fog which adds 3D volumetric blocklight to the world, most visible in caves and during night
   * Added Connected Glass which removes the borders between adjacent glass blocks for a cleaner look
   * Added a fix for Rain Puddles setting causing puddles to appear in buildings with glass roofs. Enabled if Detail Quality is set to High
   * Added glowing edge effects to nether and end portals
- Added support for the Distant Horizons mod:
   * The latest versions of both Iris and Distant Horizons should be used for this to work
   * Added proper handling for distant chunks to appear similar to normal chunks
   * Added (low quality) reflections to water in distant chunks
   * Added blending functionality to blend distant chunks with normal chunks
   * Tweaked fog to better fit high render distances
   * Many small tweaks and code changes to make the experience less rough
- IntegratedPBR changes:
   * Added pbr properties to Minecraft 1.21 additions
   * Tweaked rain particles to look similar to the rain texture
   * Tweaked lightmap curves for amethyst, trapdoors, deepslate and tuff
   * Slightly increased reflectivity of deepslate and tuff blocks
   * Fixed most particle effects and tweaks not working in newer Minecraft or Iris versions
   * Fixed rain particles causing excessive smudging on rain puddles
   * Fixed Coated Textures having slight issues with waving blocks
   * Fixed small artifacts on redstone comparators and calibrated sculk sensors when Texture Filtering is enabled
- Added snowstorm and sandstorm inspired rain atmosphere to cold and dry biomes
- Added "Heavy & Colder" rainy weather style option
- Added "Light Shaft Smoke" option that adds a subtle 3D smoke animation to the light shafts
- Added Waving Rain Multiplier setting
- Added "Sky Only" option to the Water Reflection Quality setting
- Added waving effect to weeping vines, twisting vines, and frogspawn
- Added a fade out effect to nether portals when the camera gets really close to make them smoother to use in survival
- Added "Auto Hide Selection Outline" option. Hides the block selection outline if the player isn't holding anything
- Added a setting to disable the player shadow. Iris-only feature
- Added Blocklight Intensity setting separate from the colors
- Added a block.properties entry to make any block emissive regardless of PBR
- Readded the fix for iron bars flickering when put on the ground
- Improved the accuracy of block reflection filtering. Fixing some smudging issues
- Tweaked rain light/atmosphere colors to be a bit more blue around noon time
- Tweaked rain texture to be slightly less opaque
- Tweaked stars to be visible during sunrise/sunset
- Tweaked lighting on vines to be more consistent with leaves
- Tweaked cave lighting to appear slightly more blue
- Tweaked fog calculation for the End dimension
- Reduced flickering of rain splash particles and the Reduce Close-up Particles option
- Reduced the default value of the "Contrast of Darker Colors" setting
- Reduced the default intensity of cave lighting to better match vanilla Minecraft levels
- Slightly tweaked the balance of Dynamic Handheld Lighting
- Slightly tweaked Scene Aware Light Shaft conditions
- Slightly tweaked the interaction of skylight and blocklight
- Slightly reduced the emission of armor trims with the Glowing Armor Trim option
- Border Fog now works in vertical direction as well
- Dynamic Handheld Lighting now uses the position of the player instead of being stuck to the camera. Iris-only feature
- Allowed waving blocks to wave in the Nether even if interior waving is disabled
- Lighting in the End dimension now always comes from directly overhead regardless of settings
- Disabled waving leaves in snowy biomes because leaves waving with snow on top look weird
- Color coded Performance Settings and Profiles to better communicate their performance cost
- Changed Ultra and Very High Profiles to incorporate Advanced Colored Lighting
- Rain ambient lighting intensity is now affected by the Brightness slider. The old strength corresponds to 100 Brightness
- Cloud Shadows option now works even if Real-Time Shadows are disabled
- Changing Color Multiplier settings for Sunrise/Sunset/Noon/Night times will no longer affect the Rainy/Snowy colors apart from intensity
- Atmosphere Color Multiplier and Moon Phase Influence settings no longer affect the stars
- The size of Unbound Cloud Shadows now change according to the Cloud Smallness setting
- Water Refraction Intensity setting can now be set down to zero
- Water Material Quality setting is now integrated into the Detail Quality setting
- Renamed "TAA Mode" setting to "Temporal Filter"
- Temporal Filter setting can now be set to OFF, and some effects have been tweaked to work a little less bad without it. But it is still highly recommended to keep it enabled
- Fixed water refraction not working
- Fixed waving rain/snow texture sometimes clipping into closed areas
- Fixed TAA adding additional aliasing artifacts to the image
- Fixed bloom looking incorrect at higher screen resolutions
- Fixed light shafts looking a bit too bright behind some translucents
- Fixed Texture Filtering causing the visuals to break in older Minecraft versions
- Fixed Night Nebulae looking incorrect during some nights
- Fixed held items having thin temporal artifacts around them in some cases
- Fixed clouds not blending with the sky correctly with custom atmosphere/cloud color settings. Your custom settings may need to be rebalanced as this changes how cloud colors get modified
- Fixed user-added modded glowing ores having broken/triangular emission. All thanks to touc for finding the solution
- Fixed disabling Border Fog while using "Vanilla" Cloud Style causing an error
- Fixed regular glass looking like it is falling behind when the player/camera is moving
- Fixed rain fog balance being off in some cases
- Fixed chicken feet flickering when the Temporal Filter setting is set to Intense
- Fixed Water Foam Intensity setting not working between 1 and 99
- Fixed incorrect shadows on distant clouds in some rare situations
- Fixed very slight lighting position issues
- Many small changes

Changes over r5.1:
- Fixed an error when volumetric clouds are disabled while Detail Quality is set to High
- Fixed black screen when the camera is perfectly rotated to "0 0" with Lens Flare enabled
- Fixed anisotropic texture filtering not working on rails (IntegratedPBR)

Changes over r5.0.1:
- Added volumetric cloud, aurora, nebula and star reflections to water when Detail Quality is set to High
- Added subtle direction waves to Reimagined Water Style when Waving Water Texture is enabled
- Added "Texture Filtering" performance setting
- Added waving texture effect to lily pads
- Added "Nether View Limit" setting
- Added "Rain Cloud Addition" setting
- Added an option to remove Sun/Moon during rain
- Added settings to change the color of the clouds
- Added "Shadow Smoothing" setting
- Added "TAA Behaviour" setting
- Added "Moon Phased Night Atmosphere" option
- Added "Blocklight Flickering" option
- Added "Force Glowing Particles" option
- Added higher Cave Lighting setting values
- Added "Less Fog Inside Lava or Snow" option replacing the lava-only one
- Added a block.properties entry for disabling Parallax Occlusion Mapping on specific blocks and block entities
- IntegratedPBR changes:
   * Reworked sculk block/vein emission to vary by time
   * Improved entity and held item reflection handling
   * Added reflectivity to iron golems and minecarts
   * Added emission to powered dragon heads
   * Added reflectivity and emission to the 1.21 crafter block
   * Added copper material properties to the 1.21 copper blocks
   * Added emission to the 1.21 copper bulbs
   * Tweaked Glow Lichen emission to look less noisy in the distance
   * Tweaked blocklight on Deepslate to make caves look nicer
   * Fixed reflections on bells looking broken
- IntegratedPBR changes that use Iris features:
   * Added reflectivity to chainmail armor and totem of undying
   * Added emission to glowstone dust, prismarine crystal and end crystal items
   * Tweaked netherite armor/tools to appear rougher
   * Slightly reduced reflection intensity of shields
   * Fixed jack o'lanterns looking too dark in some situations
- Improved labPBR/seuspbr reflection handling to look better balanced
- Improved parallax occlusion mapping to have more accurate shadowing
- Slightly improved TAA smoothing
- Slightly improved rough reflection noise quality
- Tweaked Unbound water waves to appear less flat in the distance
- Tweaked Unbound water reflections to appear less scattered
- Tweaked waving texture effect for water and leaves
- Tweaked nether fog handling
- Tweaked stars and nebulae to reduce the inconsistency of them moving faster in the sky during sunrise/sunset
- Increased reflectivity of water by approximately 30% depending on the angle
- Increased humidity bloom by 40% in caves
- Reduced the time it takes for Nether biome colors to change
- Reduced the time it takes for rainbows to disappear after rain
- Reduced the impact of Atmosphere Color Multiplier settings on most sky effects
- Lava buckets now contribute to the Dynamic Handheld Lighting
- Waving Leaves option is now enabled by default
- Image Sharpening is now set to 5x by default instead of 3x
- Fixed rainbows being able to appear when the sun is below horizon
- Fixed Dark Outline always appearing in front of clouds
- Fixed disabling all waving settings causing most blocks to become darker
- Fixed screen edges having dark artifacts
- Fixed grass having incorrect shading in Minecraft 1.20.3 and future versions
- Fixed the pack not working on some Linux devices
- Fixed sun/moon reflections on Unbound water not respecting wave strength settings
- Fixed light leaking issue on foliage that are close to cave walls
- Fixed Vanilla cloud style causing an error with some settings
- Fixed Night Nebulae not being affected by blindness or darkness status effects
- Fixed reflections not respecting waves if Water Reflection Quality set to Potato and Generated Normals are enabled
- Fixed block entities not showing any sky reflections
- Fixed incompatibility with some mods that change the world time speed
- Updated License Agreement with no term changes and just more clarification

Changes over r5.0:
- Fixed an error when enabling Atmosphere Color Multipliers while Light Shafts are disabled

Changes over r2.3:
- The Fantasy style has been renamed to "Unbound" to better communicate the recently reworked visuals
- Reworked Unbound clouds:
   * Fully volumetric, meaning the player can fly through them
   * Improved detail, fog and lighting compared to the old Fantasy clouds
   * No extra performance cost over the Reimagined clouds
- Reworked the Nether dimension:
   * Added "Nether Storm" effect. Consists of animated volumetric smoke
   * Reworked color handling and added "Color Mode" setting to determine biome color influence
   * Tweaked lighting, fog and bloom handling for better visibility alongside better visuals
- Reworked rainy/snowy weather visuals:
   * Reworked color handling to achieve a more natural color balance
   * Tweaked atmosphere to stay balanced at all times and with all performance settings
   * Tweaked fog and lighting for better visibility
   * Added waving effect to the rain/snow texture
   * Incrased opacity of the rain texture
- Reworked Unbound water caustics to look more realistic
- Improved the consistency of Scene-Aware Light Shafts
- Improved block reflection filtering to reduce smudging around block edges and on held items
- Improved TAA accuracy. Thanks to Capt Tatsu
- Improved shadow filtering
- Added rainbows. They appear after rain during morning/evenings by default
- Added subtle texture coating to the Unbound moon
- Added Distance Blur and Depth of Field options alongside many customization settings
- Added "Versatile" Selection Outline option
- Added "Lens Flare" option and "Lens Flare Intensity" setting
- Added Moon Phase Influence options for night lighting and moon reflections
- Added "Dark Outline" option with two thickness choices
- Added "World Outline Thickness" and "World Outline Brightness" settings
- Added an option to completely disable Bloom and added more values to the Bloom Strength slider
- Added "Cloud Quality" performance setting
- Added "Cloud Speed", "Cloud Amount", and "Cloud Size" settings
- Added "Reduce Close-up Particles" option
- Added "Waving Speed" and "Waving Intensity" settings for waving blocks
- Added a dimension.properties file for users to add custom dimensions easier (Iris feature)
- IntegratedPBR changes:
   * Improved held item reflection handling
   * Added "Green Screen Lime Blocks" option
   * Added opacity handling for Physics Mod rain/snow thanks to SpacEagle17
   * Increased reflectiveness of Honey Block and Slime Block
   * Reduced the smoothness of End Stone and End Stone Bricks
   * Slightly reduced intensity of Generated Normals on held items
   * Fixed amethyst crystals not being as reflective as amethyst blocks
   * Fixed guardians glowing with some resource packs
   * IntegratedPBR glowing ores are now enabled by default with the Unbound visual style
- IntegratedPBR changes that use Iris features:
   * Added specular and emission support for all held blocks, dropped blocks, and blocks in item frames
   * Added specular and emission support for all tools, all armor, and a ton of other items
   * Added "Glowing Armor Trim" option
   * Made entity flame consistent with normal fire
- Tweaked sky bottom and atmospheric fog color handling
- Tweaked block reflection handling to be a bit more intense and natural
- Tweaked Unbound water parallax effect
- Tweaked Unbound sun/moon to have better defined edges
- Tweaked sun/moon handling to be more compatible with resource packs
- Enabled Nether portal effects on all RP Support modes
- Reduced sun glare brightness
- Reduced shadow blurring during rain and in the End dimension to fix incorrect shadowing
- Slightly improved performance of Low quality Reimagined clouds
- Slightly tweaked water surface color
- Slightly reduced sunlight blue intensity during noon
- Slightly reduced sun/moon reflection intensity on water
- Slightly reduced the size of Unbound sun/moon
- Slightly reduced Unbound water medium-wave strength
- Block Reflection Quality is now set to High by default
- Reduced default Light Shaft Quality values on Medium and High profiles
- Detail Quality setting now impacts more effects
- Detail Quality is now set to High with the Very High profile
- Increased the range of Cloud Layer Altitude sliders
- Made the Color Balance settings menu more user friendly
- Fixed Ender Nebula looking too noisy on lower profiles
- Fixed lava looking brighter on Iris
- Fixed blending issues with the "Vanilla" cloud style
- Fixed shadows looking incorrect during rain with "Very Low" Shadow Sample Quality
- Fixed reflections turning into patches of darkness in some situations
- Fixed blocklight blending looking incorrect in some situations
- Fixed waving vines clipping through blocks
- Fixed translucent blending of Ender Nebula producing too saturated results
- Fixed entities in the End having blocky shadows
- Optimized texture files. Thanks to ColonelGerdauf
- Updated license agreement

Changes over r2.2.1:
- Reworked water waves of "Fantasy" and "Reimagined+Waves" Water Style options
- Improved frame rates of "Potato" and "Low" profiles by over 25% on both by disabling effects that hurt low-end systems
- Improved the performance of SSAO, while also adding a setting to adjust its quality
- Improved the accuracy of water reflections on "Potato" Water Reflection Quality
- Improved water wave parallax. Big thanks to Capt Tatsu
- Improved Fantasy water caustics to match the new water waves
- Improved light mixing. This improves the color balance of many scenes that involve different lights
- Added "Very Low" profile. It runs 20% faster than the old Potato profile (r2.2.1) while having Real-Time Shadows enabled
- Added "Detail Quality" performance setting. Adjust the quality of: TAA, Reimagined clouds, lighting tweaks
- Added procedurally generated "Night Nebulae" option
- Added "Vanilla" cloud style option
- Added "Waving Lava Texture" option, enabled by default
- Added a bunch of water wave customization settings
- Added "Water Opacity Factor" setting
- Added "Water Fog Factor" setting
- Added blocklight color sliders replacing the old Cold/Natural/Warm modes
- Added underwater color sliders
- Added "Atmospheric Fog Distance" and "Atmospheric Fog Altitude" settings
- Added "Fantasy - Smaller" Sun/Moon Style option
- Added settings to freely adjust the intensity of SSAO and Vanilla AO
- Added "Water Foam Intensity" setting
- Added "Weather Texture Opacity" setting
- Added "Chromatic Aberration" option
- Added a separate "Water Caustic Style" setting
- Added an option to make water color constant in all biomes
- Added "Information" section to Shader Options with questions and credits
- Added "Color Coded Programs" option for development/debug purposes
- IntegratedPBR Changes:
   * Added "Ore Glow Strength" option
   * Added 11 separate options for different glowing ores
   * Added an option to change the emission of the Glow Lichen
   * Added a single option to enable/disable all Glowing Ore functionality
   * Added "Glowing Modded Ores" option with a special ID in block.properties to detect ore pixels
   * Tweaked vanilla ambient occlusion on Dirt Path blocks to look less intense
   * Tweaked several emissive blocks to look a bit more natural
   * Fixed powered rails always looking unpowered when viewed at an angle
- Tweaked water lighting and reflection handling
- Tweaked SSAO to appear better distributed
- Tweaked sun/moon reflection handling
- Tweaked water color in closed areas to look brighter. This can be disabled in Shader Options
- Tweaked water biome color to make cold oceans less purple. This can be reverted in Shader Options
- Atmospheric fog now starts further away from the player at higher render distances
- Slightly increased sun/moon light and ambient brightness when Real-Time Shadows are disabled
- Range of "Sun/Moon Angle" options have been extended
- Look of light shafts behind translucents have been changed to fix blending issues
- Color of Aurora Borealis is now affected by the Atmosphere Color Multiplier settings
- Light Shafts can now also be turned off by setting the "Light Shaft Mode" setting to OFF
- SSAO or Vanilla AO can now (also) be disabled by changing their intensity settings
- Setting "Water Material Quality" to Low now also disables water wave parallax
- "Double Reimagined Clouds" is now an option seperate from the Cloud Style setting
- Fixed Scene-Aware light shafts never getting intense
- Fixed lava looking brighter than intended on Iris
- Fixed light shafts looking broken when Optifine or a mod messes with the shadowmap resolution
- Fixed some modded/custom models looking too bright
- Fixed water caustics disappearing when viewed at distance
- Fixed Pink Petals having incorrect shadows during noon
- Fixed sun/moon looking too bright in scenes that have cave fog
- Several small menu, setting, and profile changes were made

Changes over r2.2:
- Fixed light shafts being broken on a lot of Nvidia GPUs

Changes over r2.1:
- Added support for Minecraft 1.20 additions, including both subsurface and IntegratedPBR materials
- Added water color multiplier sliders
- Added sliders to adjust the intensity of light shafts
- Added "Shadow Light Multiplier" setting to adjust the darkness of shadows
- Reworked Scene Aware Light Shafts:
   * Situations where the effect hurts the visibility should now be mostly eliminated (like just entering a small building)
   * More situations should get intense light shafts, especially the tighter scenes (like navigating deep down in a jungle)
   * Intense light shafts should no longer disappear when the player gets close, unless they move to a more open area
   * The speed of Light Shaft intensity change has been changed depending on the situation
- Improved reflection filtering in multiple different ways to reduce smudging and noise
- Improved reflection handling for held items to overcome certain limitations
- Improved underwater light shafts to have more detail
- Improved the look of water surface from underwater
- Tweaked sunrise/sunset ambiance colors to be less blue and more pink
- Tweaked the brightness and amount of water foam on Fantasy water to be less intense
- Tweaked the waves of Fantasy water style to appear less flat from a distance
- Tweaked underwater fog (not light shafts) to respect biome colors
- Tweaked water color handling for better water visibility in caves
- Tweaked reflection color handling for more convincing smooth surfaces in certain situations
- IntegratedPBR Changes:
   * Added "Generated Normal Strength" setting
   * Added "Coated Texture Strength" setting
   * Added "Glowing Amethyst" setting with 3 options
   * Tweaked sun/moon highlights on leaves
   * Tweaked the colors of some reflective blocks
   * Fixed material properties not being applied to potted plants
   * Fixed lighting on doors looking too blocky
   * Fixed several issues related to command block emission
- Added back the ability of water to have custom PBR effects
- Increased the limit of Selection Outline Brightness setting
- Slightly tweaked Fantasy cloud colors during night
- Disabled mipmaps on labPBR emissives to fix incorrect looking emission at distance
- Fixed atmospheric fog not appearing in reflections, causing incorrect reflections especially during rain
- Fixed highly reflective surfaces being able to cast reflections brighter than the blocks they are reflecting
- Fixed incorrect reflections on water at some angles
- Fixed Reimagined clouds not being able to have shadows on the surface if "Prevent Clouds in Interiors" is disabled
- Fixed Directional Blocklight causing visual glitches in some situations
- Fixed snowfall particles looking brighter than the terrain
- Fixed Reimagined clouds opposite of the sun/moon disappearing when viewed from below
- Fixed custom biome water colors looking incorrect in some cases
- Fixed line renders having incorrect shading

Changes over r2.0.3:
- Extended support for SEUSPBR/labPBR resource packs, including:
   * Added Parallax Occlusion Mapping
   * Added "POM Lighting Mode" setting with "Sharp" and "Smooth" options
   * Added self shadowing, enabled with POM
   * Added "Directional Blocklight" option
   * Tweaked normal handling to improve lighting at shallow angles
- Added "High" Block Reflection Quality option with smoother reflections using a temporal filter
- Added water refraction, enabled with "High" Water Quality or higher profiles
- Added subtle water absorption, always enabled
- Added over 40 sliders for precise atmosphere and lighting color customization
- Added color grading settings
- Added "Water Wave Strength" setting
- Added more selection outline settings
- Added "Subtle" SSAO option
- Added options to make rain puddles appear without needing rain
- Added an option to disable the interior check for the Reimagined clouds
- Added automatically appearing instructions to fix lava appearing insanely bright
- Improved all High and Medium quality reflections:
   * Improved edge smoothing
   * Slightly improved performance
   * Slightly improved general clarity
   * Fixed incorrect colors at reflection edges
   * Fixed circle shaped artifacts (thanks to Capt Tatsu)
- Improved water opacity, fog, color, and shadow handling to fix many inconsistencies
- Improved small-scale lighting balance when using custom pbr or generated normals
- IntegratedPBR Changes:
   * Added "Glowing Lapis Lazuli Block" option
   * Added an option to disable Generated Normals and Coated Textures on entities
   * Tweaked the color of water splash particles
   * Fixed crying obsidian, respawn anchor and lit furnace looking incorrect with some resource packs
- "Cloud Shadows" option now also supports "Fantasy" Cloud Style
- Increased the range of the Tonemap Exposure slider
- Slightly increased water wave speeds
- Separated the Reflection Quality setting to "Water" and "Block" variants
- Fixed many issues on Minecraft versions ranging from 1.8.9 to 1.12.2:
   * Fixed underwater light shafts being incorrectly colored
   * Fixed water shadows/caustics being incorrectly colored
   * Fixed water color turning black in swamps with Reimagined water
   * Fixed multiple errors with the Fantasy water
   * Fixed custom skyboxes breaking the sky visuals
   * Fixed sugar canes looking incorrect
- Fixed sun/moon lighting getting darker at far distances from the camera
- Fixed waving water styles not having waves when generated normals are active
- Fixed held items not being able to cast intense reflections when using custom pbr
- Fixed blocks near water getting incorrect water shadows at distance
- Fixed some modded blocks or rp translucents with opaque parts looking glitched
- Fixed sky color breaking in some situations involving mods, resource packs, or data packs
- Fixed modded translucents casting shadows that are too bright
- Fixed entity texture problems with some mods, including the Savage & Ravage mod
- Fixed the selection outline being incorrectly colored in some situations
- Fixed custom PBR causing problems on water in some rare cases
- Fixed water foam not being visible in some intended situations

Changes over r2.0.2:
- Fixed lava texture being incorrect with lower mipmap levels
- Fixed translucent colored light shafts looking brighter than the atmosphere during night
- Fixed lanterns looking incorrect with some resource packs
- Fixed broken visuals with Physics Mod

Changes over r2.0.1:
- Added edge smoothing to "Potato" quality reflections
- Fixed incorrect shadows under entities when the Real-Time Shadows option is disabled
- Fixed setting Cave Lighting to "Very Dark" causing visual problems with RP PBR
- Fixed vines and cobwebs getting incorrect sun/moon light in closed areas
- Fixed light shafts being slightly offset, most noticeably in the End or underwater
- Fixed flickering pixel on campfires (IntegratedPBR)
- Fixed Generated Normals on water with Physics Mod (IntegratedPBR)

Changes over r2.0:
- Fixed older Minecraft versions having broken shadows
- Separated the Real-Time Shadows toggle from the Shadow Sample Quality setting

Changes over r1.4:
- Added "Visual Style" option:
   * "Reimagined" style has the same visuals as before, and is the default style
   * "Fantasy" style sets all applicable settings to semi-realistic fantasy variants
   * Added "Default Style" setting option to all affected settings, replacing previous defaults
- Added "Fantasy" Cloud Style option
- Added "Fantasy" Sun/Moon Style option
- Added "Fantasy" Aurora Borealis Style option
- Added "Sun/Moon Angle" setting
- Added support for labPBR and SEUSPBR resource packs:
   * Added normal mapping support
   * Added custom smoothness support
   * Added custom metalness support
   * Added custom f0 support
   * Added custom emission support
- Added "Potato" Profile, using the following new features:
   * Added "Potato" Shadow Quality value. Disables real-time shadows and applies tweaks to keep things balanced
   * Added "Potato" Reflection Quality value. Replaces ray-traced reflections with a faster method
- Added support for older Minecraft versions down to 1.8.9:
   * Fixed flickering image
   * Fixed water color, opacity, caustics, and reflection handling
   * Fixed foliage and leaf lighting
   * Fixed waving blocks
   * Fixed IntegratedPBR materials
- Added Image Sharpening. Set to 3 by default
- Added "Light Shaft Mode" setting. Modes being "Scene Aware", "Regular", and "Extreme"
- Added a setting to adjust the intensity of Atmospheric Fog
- Added an option to disable Cave Fog
- Added an option to disable Vignette
- Added an option for Aurora Borealis to appear under full moon "or" in snowy biomes at the same time
- Added extra directional shading for resource pack PBR to look better in unlit areas
- Improved night time sky and light shaft balance to provide a darker feel without hurting visibility
- Improved the End dimension lighting
- Improved TAA to reduce shimmering and crawling
- Tweaked sun/moon lighting balance to be more consistent at different angles
- Tweaked blocklight to no longer appear too bright under sunlight
- Tweaked light shaft colors during morning, noon, and evening; not including sunrise or sunset
- Tweaked Border Fog to improve visibility
- Tweaked underwater color handling to better preserve per-biome water colors
- Tweaked atmospheric fog color during early sunrise and late sunset
- Tweaked the opacity handling and caustics of Fantasy water
- Tweaked the Normal mode brightness of Dynamic Handheld Lighting
- Tweaked atmosphere when the moon have just appeared / is about to disappear
- Tweaked sun/moon light to no longer lose brightness when shining into darker areas
- Tweaked Reimagined clouds' opacity when viewed towards the sun or moon
- Tweaked shading in the Nether
- Tweaked sky saturation during night time and rainy day time
- Tweaked night time rain atmosphere
- Tweaked moon glare color and brightness
- Tweaked Aurora Borealis brightness
- Tweaked underwater fog when Light Shafts are disabled
- Tweaked Vignette darkness
- Tweaked held item lighting to improve held map visibility during daytime
- IntegratedPBR Changes:
   * Added Generated Normals and Coated Textures support for entities and held items
   * Reworked bright texture handling to make blocks like Sand and Bone Block distinguishable
   * Reworked Generated Normals on water
   * Tweaked the color of Magma Blocks to better match Lava
   * Tweaked lily pad reflections
   * Tweaked Crimson Stems to prevent some pixels looking too white
   * Increased the opacity of Campfire Smoke
   * Fixed Warped Stems losing their glow in the distance
   * Fixed Command Blocks looking incorrect with the Faithful resource pack
   * Fixed emission of Sea Lanterns and Froglights not adjusting to Resource Pack resolution
   * Fixed brightly colored chains having emission
   * Fixed Allays looking too bright with some resource packs
- Slightly tweaked morning atmospheric fog
- Slightly tweaked water opacity and reflection intensity handling
- Slightly tweaked the Cave Lighting setting
- Slightly tweaked waving water height
- Slightly reduced daytime atmospheric fog brightness during rain
- Moved all menus under Preference Settings to the main Shader Options menu
- Both Cloud Layer Altitude settings can now be freely set to values ranging from 8 to 400
- Increased Shadow Quality on Very High and Ultra profiles
- Reduced the quality of "High" and "Very High" Shadow Quality options and added a new "Ultra" tier
- Slightly slowed down the Aurora Borealis animation
- Renamed "Realistic-ish" Water Style option to "Fantasy"
- Fixed broken lighting near translucents if shadowmap resolution have been changed
- Fixed border fog not being correct when viewed towards the direction of the moon
- Fixed Border Fog not being correctly applied to reflections on water in some situations
- Fixed light shafts having inverted brightness at specific times of day during rain
- Fixed Scene-Aware Light Shafts not appearing in some suitable situations
- Fixed Scene-Aware Light Shafts causing pulsing light shafts
- Fixed incorrect sky reflections on water in some situations
- Fixed Reimagined clouds having incorrect opacity in some situations
- Fixed multiple lighting inconsistencies regarding item frames
- Fixed multiple lighting problems on vines
- Fixed some particles no longer being visible behind translucents on newer Iris versions
- Fixed the Light Shaft Quality setting not interacting with the Ender Nebula correctly
- Fixed some resource pack sun/moons not being treated correctly
- Fixed held translucent items causing flickering behind them
- Fixed sun getting too bright during early sunrise / late sunset if "Sun/Moon Horizon" is disabled
- Fixed Bloom Strength setting not affecting the extra bloom of humid conditions
- Fixed enchantment glint opacity not being correct on Mc versions 1.19.4 and above
- Fixed some opaque modded blocks getting fully reflective for no reason
- Fixed water showing an incorrectly colored circle in some situations
- Fixed some modded surfaces having incorrect lighting
- Fixed some modded/custom particles looking incorrect
- Fixed fog on oceans and superflat worlds looking a bit too bright during night
- Fixed non-specified translucents being treated like Stained Glass

Changes over r1.3.2:
- Reworked daytime sky, sunlight, ambient, and cloud colors
- Reworked rainy atmosphere
- Improved ambient occlusion intensity calculations to look better in a wide variety of situations
- Retweaked the tonemap handling with changes to the tonemap settings, a lot of color retweaks, and more
- Retweaked atmospheric fog with better colors and less obstructive distribution
- Added wind wave displacement effect to the water surface
- Added "Snowy World" option
- Added border fog blending to the clouds
- Tweaked foliage and leaf shading to look better especially during noon
- Tweaked the Nether light and fog colors
- Tweaked TAA to prevent rare smudges and slightly reduce flickering
- Tweaked entity and block entity lighting when the Entity Shadows option is disabled
- Tweaked underwater sun glare
- Changed some atmospheric fog conditions
- IntegratedPBR Changes:
   - Improved the look of a bunch of light sources using a new material recolor method
   - Retweaked a lot of light sources to better fit the new tonemap variables
   - Added lava particle handling
   - Added support for Vanillatweaks' "Emeralds to Rubies" pack with Glowing Ores
   - Tweaked the colors of many emissives including Lava, Fire, and Nether Stems
   - Tweaked all particle colors to eliminate common particles looking brighter than intended
   - Tweaked Vex emission to better suit the updated 1.19.3 Vexes
- Foliage color tweaks are no longer IntegratedPBR exclusive
- Leaf shadow optimisation is no longer IntegratedPBR exclusive
- Setting "Shadow Quality" to Low no longer disables shadow filtering
- Removed setting value colors in preference settings
- Fixed cloud lighting looking incorrect in situations involving mountains or big structures
- Fixed sun/moon light appearing on entities or items in caves
- Fixed Light Shaft colors getting less accurate in the distance
- Fixed dark cave fog appearing on terrain in some situations
- Fixed leaves having incorrect lighting when there is a light source block near them
- Fixed leaves getting split at the edges when waving
- Fixed Aurora Borealis still being visible with blindness or darkness effects

Changes over r1.3.1:
- Fixed incorrect shadows in multiple different scenarios

Changes over r1.3:
- Fixed water becoming invisible in the distance
- Fixed entities having incorrect shadows on Optifine
- Fixed Better Nether mod's Fireflies looking like black holes
- Fixed snowy Podzol and Mycelium having inconsistent snow color (IntegratedPBR)

Changes over r1.2.2:
- Added "Rain Puddles" as an option
   - Comes with "Puddles" and "Full Coverage" modes
   - The style of puddle waves are affected by the "Water Style" option
   - Puddle waves can also be observed on water if the Water Style is set to "Reimagined"
- Added "Motion Blur" as an option
- Added a setting to modify the selection outline
- Added a setting to modify the warmness of blocklight
- Added an option to disable Underwater Distortion
- Added an option to allow waving in closed areas
- Added support for resource pack skyboxes
- Added support for curved surface shading which some mods use
- Added "Subtle" option to Dynamic Handheld Lighting
- IntegratedPBR Changes:
   - Added "Glowing Redstone Block" option
   - Added fancy shading to Candles
   - Added emission to Structure Block and Jigsaw Block
   - Tweaked the brightness of Froglights, Sea Lantern, Glowstone, End Rod, Beacon Beam and Shroomlight
   - Tweaked Sea Lantern, End Rod, Gold Block and Diamond Block specular materials
   - Slightly tweaked the color of rain splash particles
- Improved performance when Water Quality is set to Low
- Tweaked clouds to fade off later than the previous distance
- Tweaked ambient lighting in a bunch of subtle ways
- Tweaked shading on foliage
- Tweaked Cave Lighting calculation to improve the visibility of darker areas
- Tweaked Light Shafts to look less dark after passing through glass
- Tweaked Sun/Moon Horizon to look more natural
- Tweaked rain atmosphere during night
- Tweaked internals for a slight general performance improvement
- Slightly tweaked the morning/sunset sky
- Slightly tweaked TAA to reduce smudging
- Slightly tweaked water reflection intensity calculation to improve the look of some complex scenes
- Fixed boats causing glitchy shadows to appear on terrain
- Fixed boats showing water shadows inside them in some situations
- Fixed modded translucents' colored shadows being too bright
- Fixed some blocks like Sand looking a bit brighter than usual in the distance
- Fixed Lightning Bolts not being visible if RP Support is set to Basic
- Fixed Vines having incorrect lighting in some situations
- Fixed a calculation oversight causing reflections to look darker on some smooth surfaces
- Fixed End Portals/Gateways being broken with Optifine on Apple processors. Thanks to SpacEagle17#1350
- Fixed Soul Lanterns looking incorrect with some resource packs
- Fixed Coral Fans not having Coral properties when placed on a wall
- Fixed Crimson/Warped Pressure Plates not having IntegratedPBR materials
- Extended the activation parameters of Scene-Aware Light Shafts
- Neatly reorganised Preference Settings
- Reduced bloom on Beacon Beams at distance
- Increased the intensity of Generated Normals
- Generated Normals and Coated Textures are now under Preference Settings
- Separated the options for Waving Foliage and Waving Leaves
- "Very High" Profile now increases Light Shaft Quality to Very High
- Updated license

Changes over r1.2.1:
- Rezipped the same pack just to fix Windows Defender giving a false positive

Changes over r1.2:
- Fixed disabling Light Shafts causing the visuals to break

Changes over r1.1.1:
- Added Aurora Borealis that appear in snowy biomes during full moon
- Added "Outlined World" option
- Added underwater distortion
- Added fancier light shading to regular Torches, End Rods and Campfires (IntegratedPBR)
- Improved clouds with better interior detection and the ability to show shadows
- Improved sample distribution of Light Shafts
- Improved light source and particle handling when IntegratedPBR is disabled
- Tweaked the atmospheric fog and the upper part of the sky to appear brighter during daytime
- Tweaked rain lighting colors and brightness depending on the "Brightness" slider
- Reduced bloom on End Rods and Sea Lanterns (IntegratedPBR)
- Fixed many modded blocks and/or resource pack models having some incorrect dark shading
- Fixed fire on entities looking very dark
- Fixed Maps in Item Frames having broken lighting
- Fixed Glow Item Frames looking a bit too bright
- Fixed Slime entities flickering
- Fixed some foliage waving incorrectly
- Fixed some connected textures having flickering issues
- Fixed lava fog not working correctly in some situations
- Fixed wall banners looking incorrect with Coated Textures (IntegratedPBR)
- Slightly tweaked TAA jittering
- Slightly tweaked the color of Light Shafts during noon
- Slightly tweaked foliage lighting
- Slightly tweaked Soul Torch, Soul Lantern and Soul Campfire colors (IntegratedPBR)
- Ultra Profile now sets Shadow Distance to 16 Chunks
- Updated license
- Some very subtle tweaks

Changes over r1.1:
- Fixed setting Water Style to "Realistic-ish" breaking the visuals
- Fixed Bloom Strength slider values being incorrect

Changes over r1.0:
- Added Dynamic Handheld Lighting
- Added "Realistic-ish" Water Style setting
- Added "Cave Lighting" setting
- Added setting to disable foliage waving or enable waving on leaves
- Slightly tweaked the atmosphere
- IntegratedPBR Changes:
   - Added "Glowing Ores" option
   - Added "Generated Normals on Water" option
   - Added support for "Groovy Levers" and "Redstone Power Levels" resource packs by Vanillatweaks
   - Fixed Generated Normals causing slightly incorrect lighting during noon
   - Fixed Coated Textures causing textures to appear slightly brighter
   - Fixed cauldron water incorrectly having Generated Normals
- Added lower Bloom Strength options
- Added "License" file
- Tweaked the emissive animations of Warden to appear smoother
- Fixed entity shadows having gaps on Iris
- Fixed visuals breaking in the Nether if Border Fog is disabled
- Fixed the Darkness effect causing black screen in the Nether
- Fixed atmospheric fog appearing in closed areas
- Fixed some resource pack foliage waving incorrectly
- A bunch of tiny tweaks

Complementary Reimagined is a brand new shader pack. Written by EminGT, but also includes code originating from Complementary v4 and BSL.

Changes over 1.2.0:
- Changed shader downloads to use Modrinth API instead of Github releases
- Added an extra system for tracking download stats
- Code cleanup
- Thanks to SpacEagle17 for doing everything in this update

Changes over 1.1.3:
- Changed the default shader style to Reimagined
- Added functionality for better Euphoria Patches integration
- Added error handling in case of a network connection loss
- Rewrote some description texts
- Slightly tweaked some design features
- Code cleanup
- Thanks to SpacEagle17 for doing everything in this update

Changes over 1.1.2:
- The installer now automatically gets the latest Fabric to prevent incompatibility issues. Ported from Iris Installer

Changes over 1.1.1:
- Fixed custom install directories not working. Thanks to isuewo

Changes over 1.1.0:
- Fixed the "What's the difference?" button not working

Changes over 1.0.1:
- Added "Unbound" and "Reimagined" style choices alongside the "What's the difference?" button
- Added "Install Euphoria Patches" advanced option. Thanks to isuewo and SpacEagle17
- Moved some settings to the new "Advanced Settings" menu
- Fixed older Java versions not being able to download the shader pack
- Minor design changes

Changes over 1.0.0:
- The "Install" button now reacts faster to being clicked
- Fixed the progress bar not progressing correctly
- Minor text changes

Complementary Installer is an edit of Iris Installer. It introduces added functionality to easily install Complementary Shaders without needing to separately install Iris or Optifine.