Veyluma Balanced Shader v1.0.4
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- Reworked water again after feedback that the previous Balanced water looked strange.
- Reduced oversized wave motion, surface noise, and excessive refraction.
- Lowered water reflection quality from the experimental look to a cleaner mid-range setting.
- Retuned water color toward natural blue-green instead of overly deep electric blue.
- Reduced foam, bloom, lens flare, and saturation so water sits naturally in the scene.
- Kept the softer contact-shadow/material tuning from the previous Balanced pass.
Veyluma Balanced Shader v1.0.1
==============================

- Optimized the default Balanced profile for smoother mid-range gameplay.
- Reduced shadow quality and shadow distance from the first public release.
- Disabled default light shafts and lowered cloud quality to reduce GPU cost.
- Reduced POM quality, POM distance, generated normals, and coated texture response for steadier frame pacing.
- Lowered bloom, lens flare, FXAA strength, and water wave cost while keeping the cinematic Veyluma look.
- Retuned water glare and refraction for a cleaner image with less yellow over-brightness.
Veyluma Balanced Shader v1.0.0
==============================

- First public release of Veyluma Balanced Shader.
- Added a dedicated gameplay-balanced shader for mid-range players.
- Disabled heavy colored lighting by default to remove a major FPS cost.
- Reduced shadow distance and kept shadow quality at a gameplay-friendly level.
- Disabled heavy water and block reflection modes while preserving clear, stylized water.
- Reduced POM quality and distance for smoother frame pacing with PBR/resource packs.
- Disabled heavy rain puddle behavior to stop grass, dirt, and foliage from looking oily.
- Tuned bloom, fog, lens flare, clouds, and water refraction toward a cleaner high-FPS cinematic look.
- Updated recommended Minecraft settings for testing: VSync off, 500 FPS cap, 12 render distance, 8 simulation distance.

Veyluma Cinematic Vista v1.0.0

- Added a separate RTX-class showcase branch focused on cinematic screenshots and long-distance terrain.
- Increased view atmosphere tuning for broad canyon/desert/ocean shots with cleaner far horizons.
- Raised POM distance to 1024 for resource-pack terrain depth at extreme quality.
- Added Cinematic Vista profile with 1024 colored lighting, 1024 shadow distance, high detail water reflections, high altitude clouds, heavier bloom, stronger lens flare, and deeper tonemapping.
- Reworked water color and normal layering for larger mirror swells, brighter glints, and richer blue-green depth.
- Tuned sky glare, cloud scale, night nebula intensity, End star brightness, and End beam glow for a more surreal space-cinematic look.
- Kept this as a separate zip so existing RayLux Ultra / TorchLite builds are not overwritten.

Veyluma RayLux Ultra v1.0.1
==========================

- Added the Nether Abyss pass to make the Nether darker, redder, denser, and more hostile instead of simply bright.
- Reduced Nether view distance and strengthened Nether storm/fog density for more oppressive cinematic depth.
- Retuned Nether biome fog toward deeper red-orange tones with darker ambient grounding.
- Strengthened lava emission and lava material recolor so lava becomes the main light source without washing out the whole scene.
- Removed the reduced lava fog behavior for thicker Nether atmosphere.
- Reworked water toward stronger video impact with deeper blue color, clearer transparency, stronger edge reflection, and sharper sun sparkle.
- Added smoother broad mirror wave motion while reducing the noisy micro-wave feel.
- Added a RayLux Ultra Abyss profile entry for restoring the v1.0.1 tuning from the shader menu.

Veyluma RayLux Ultra v1.0.0
==========================

- Separate no-compromise screenshot/video build; does not replace RayLux, HydroReal, AeroLite, TorchLite, or the normal Veyluma builds.
- Added a dedicated RayLux Ultra shader flag and profile entry.
- Raised colored lighting to 1024 and shadow distance to 1024 for extreme high-end Iris scenes.
- Pushed water further with stronger transparency, deeper reflections, extra micro-sparkle, slower broad swells, heavier foam, and sharper sun highlights.
- Increased volumetric cloud density, storm atmosphere, rain texture presence, bloom, lens flare, and cinematic depth blur for stronger video composition.
- Extended POM distance and enabled cutout POM for more aggressive block depth on terrain, foliage-adjacent materials, and showcase shots.
- Rebalanced the grade toward deeper contrast, richer saturation, stronger vibrance, and a cleaner highlight path.
- Tuned ambient light lower for more RTX-like depth while keeping handheld lighting warm and dramatic.
- This preset is intentionally brutal on hardware and aimed at high-end GPUs, screenshots, thumbnails, and short cinematic clips.

Veyluma HydroReal v1.0.0
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- Separate water-first cinematic build; does not replace AeroLite, TorchLite, or the normal Veyluma showcase build.
- Added HydroReal water macro for custom water rendering behavior.
- Enabled high-end colored lighting and world-space reflections by default for stronger water reflection presence on supported Iris setups.
- Retuned water color toward deep cyan-blue, with clearer shallow water and richer distant water depth.
- Added extra layered water normals for tiny surface shimmer plus slow broad ocean swell.
- Reduced choppy wave speed while increasing wave scale for a heavier, more realistic lake/ocean feel.
- Rebalanced water alpha and fog so underwater scenes stay readable without turning into flat blue haze.
- Increased water highlight response for sharper sun glints and more camera-like specular sparkle.
- Added a dedicated HydroReal profile entry for users who want to restore the water showcase preset from the shader menu.

Veyluma Shader v1.0.1 Overkill
==============================

- Separate extreme screenshot preset; does not replace the normal v1.0.1 build.
- Raised shadow distance to 768 for wider cinematic shadow coverage.
- Pushed SSAO, vanilla AO, POM depth, POM distance, DOF blur, rain blur, and water blur far beyond the default showcase build.
- Increased bloom to the overkill ceiling for intense sun, torch, fire, and reflective highlight glow.
- Pushed water wave detail, water breakup, lens flare, saturation, vibrance, and contrast for aggressive thumbnail-style visuals.
- Increased custom emission strength for stronger glowing blocks and dramatic night scenes.
- This preset is intentionally heavy and intended for high-end GPUs and screenshots, not balanced gameplay.

Veyluma Shader v1.0.1
=====================

- Major RTX-style showcase update focused on screenshot and video quality.
- Increased shadow distance to 512 and pushed high-end shadow/AO depth for more grounded scenes.
- Added high-gloss water tuning with stronger clarity, refraction, foam, slower wave motion, and reflective color response.
- Increased water wave scale and surface breakup for more dramatic lake and ocean screenshots.
- Enabled heavier rain puddle and wet surface presentation for RTX-like glossy terrain moments.
- Maxed generated normals, coated texture response, normal map strength, and POM quality for deeper block surfaces.
- Pushed cinematic bloom, lens flare, contrast, vibrance, highlight rolloff, and vignette for thumbnail-ready scenes.
- Increased volumetric cloud density and rain atmosphere for stronger sky/horizon composition.

Veyluma Shader v0.2.2
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- Added a realism tuning pass focused on more natural lighting and material response.
- Reduced over-stylized color grading, saturation, bloom, lens flare, and vignette strength.
- Rebalanced water color, transparency, and underwater fog for a less neon and more natural look.
- Reduced exaggerated surface normal depth while keeping high quality POM detail.
- Softened cloud density and sky color pressure for a more believable atmosphere.
- Adjusted highlight rolloff and aerial perspective for a cleaner camera-like image.

Veyluma Shader v0.2.1
=====================

- Added a premium quality tuning pass for showcase screenshots and videos.
- Increased shadow distance, light shaft quality, and atmospheric fog richness.
- Increased water clarity, refraction presence, cloud density, and bloom strength.
- Increased generated normals, coated texture response, POM depth, POM quality, and POM distance for stronger surface depth.
- Increased ambient occlusion depth for more grounded terrain, foliage, and structures.
- Refined the Veyluma cinematic grade with stronger midtone clarity, warmer highlight bloom, and softer filmic highlight rolloff.

Veyluma Shader v0.2.0
=====================

- Renamed the public shader identity to Veyluma Shader.
- Added the Veyluma cinematic grade for richer skies, cleaner shadows, warmer highlights, and more showcase-ready contrast.
- Added far-scene atmospheric lift for a softer cinematic horizon.
- Tuned highlight rolloff and color balance to reduce harsh clipping while preserving dramatic brightness.
- Refined water-exit lens behavior into a calmer, less artificial optical distortion.
- Kept high quality water, cloud, shadow, bloom, material depth, and handheld-light tuning from the previous cinematic build.

Veyluma Shader v0.1.1
=====================

- Reworked water-exit lens behavior to be calmer and less artificial.
- Reduced wet-lens strength, zoom pull, and small drop intensity.
- Refined cinematic post-grade for a cleaner sky-focused image.

Veyluma Shader v0.1.0
=====================

- Initial public candidate build.
- Added cinematic color grading, reflective water tuning, stronger material depth, enhanced fire/lava warmth, and Iris-focused showcase settings.

Veyluma Balanced Shader v1.0.3
==============================

- Reworked the Balanced water preset after feedback that the water felt too weak.
- Shifted the water direction toward Bliss/IterationRP-style depth: stronger surface reflection, deeper blue absorption, clearer refraction, and larger layered waves.
- Enabled higher water reflection quality while keeping block reflections off for mid-range performance.
- Increased water foam and caustic presence so shorelines and shallow water read better in screenshots.
- Reduced overall saturation a little more so stronger water does not make the whole image overly colorful.

Veyluma Balanced Shader v1.0.2
==============================

- Reduced overall saturation and vibrance after early user feedback that the image was too colorful.
- Softened contact-style edge darkening by lowering vanilla AO intensity and raising ambient fill.
- Reduced the "blocks touching each other look dirty" shadow feel in lit interiors.
- Lowered normal/coated material response so dirt, grass, stone, and wood look less oily.
- Retuned water, bloom, lens flare, cave light, and contrast for a calmer mid-range default.
