===========================================
  Unbound Visual + | v4.8 Changelog
  (based on v4.7, edited by Corn xx)
===========================================

NEW FEATURES
------------
1. Water Caustic Intensity (new slider)
   - Location in menu: Material Settings > Water Settings
   - Lets you control how strong the underwater caustic light
     patterns are, from 0% (completely flat/disabled) to 300%
     (very pronounced).
   - Default = 100%, which matches the exact look of v4.7.
     Nobody's visuals change unless they touch this slider.

2. Lava Glow Pulse (new toggle, OFF by default)
   - Location in menu: Material Settings > IPBR Settings >
     Glowing Stuff Settings
   - Makes lava's emissive glow slowly pulse up and down, like
     it's "breathing", instead of staying perfectly static.
   - Purely cosmetic, very cheap (one extra sin() call), and
     disabled by default so v4.7 visuals are unaffected unless
     a user opts in.

3. More & Thicker Clouds
   - Default "Cloud Amount" (CLOUD_UNBOUND_AMOUNT) raised from 1.00 to
     1.20, so clouds cover more of the sky by default.
   - The cloud layer's vertical thickness was increased by ~15-20%
     across all Cloud Quality levels (the internal cloudStretchRaw
     constants), so clouds look a bit more voluminous/puffy instead
     of looking like a flat sheet.
   - Still fully adjustable: people who prefer the old, thinner/sparser
     look can lower "Cloud Amount" back down in the menu.

4. Stronger Rain Ripples / Droplets on Puddles
   - The existing rain-puddle ripple effect (visible on water during
     rain when using the default "Reimagined" water style) was made
     noticeably stronger (+70% intensity).
   - Added an extra fine, higher-frequency noise layer on top, so the
     ripple pattern reads more like individual droplets hitting the
     surface instead of one smooth wave.
   - Only active while it's raining, exactly like before, so dry
     weather is unaffected.

5. More Visible Integrated PBR+ Effect
   - Default "Generated Normal Strength" and "Coated Texture Strength"
     (the auto-generated bumpy/dusty surface detail that doesn't need
     a special resource pack) raised from 100% to 130%, so the PBR-ish
     surface detail reads more clearly without needing a labPBR pack.
   - This only affects people using the default "Integrated PBR+" RP
     Support mode; it can be lowered again in Material Settings if it
     looks too strong on certain texture packs.

NOTES ON CLOUDS (read this if you expected literal "double layer" clouds)
---------------------------------------------------------------------
The original pack already has a "double cloud layer" trick
(DOUBLE_REIM_CLOUDS), but it's intentionally limited to the
"Reimagined" cloud style only — Unbound's volumetric raymarched
clouds aren't built to render two overlapping layers safely, and
forcing that in without being able to test it in-game on real
hardware was too risky to include in this update. Instead, "more
clouds" here was achieved safely by increasing density (Cloud Amount)
and vertical thickness of the existing single layer.

6. Cloud Shadows turned ON by default
   - The existing "Cloud Shadows" feature (clouds casting a soft
     shadow on the ground/world) is now enabled out of the box,
     instead of requiring people to dig for it in the menu.
   - It was already a fully built, tested toggle in the pack
     (Atmosphere Settings > Cloud Settings), this just flips its
     default from OFF to ON.
   - With the default "Unbound" cloud style, the shadow pattern is a
     cheap randomized noise-based approximation (by design from the
     original author, since true per-pixel shadow casting from
     Unbound's volumetric clouds is too expensive) — not a perfect
     1:1 shadow of the actual cloud shapes, but it adds nice subtle
     dynamic shading to the ground. Can be turned back off in the
     menu if preferred.

7. Cloud Quality raised to "High" by default
   - Default "Cloud Quality" raised from Medium to High.
   - This doubles the raymarch sample density for clouds, making
     their edges/shapes noticeably crisper and more detailed.
   - Heads-up: this is the only change in this update with a real,
     measurable performance cost (cloud rendering specifically gets
     about 2x more expensive). If you notice an FPS drop, lower
     "Cloud Quality" back to Medium in Performance Settings.

8. Cloud Amount raised again
   - Default "Cloud Amount" raised further, from 1.20 to 1.40
     (was 1.00 in v4.7), for noticeably more cloud coverage.
- Both additions are purely additive: default behaviour is
  byte-for-byte identical to v4.7 unless the new options are
  changed by the user.
- No existing options, defines, or program files were removed
  or renamed, so old user config/profile presets remain
  compatible.

FILES TOUCHED
-------------
- shaders/lib/common.glsl                                   (new defines + default tuning)
- shaders/program/shadow.glsl                                (caustic intensity logic)
- shaders/lib/materials/specificMaterials/terrain/lava.glsl  (pulse effect)
- shaders/lib/materials/specificMaterials/translucents/water.glsl (rain ripple/droplet boost)
- shaders/lib/atmospherics/clouds/unboundClouds.glsl         (cloud thickness)
- shaders/shaders.properties                                 (menu wiring + slider registration)
- shaders/lang/en_US.lang                                     (option labels/tooltips, version tag)
