VividHorizon r2
================

Created by: Tav6442
Development assistance: Claude (Anthropic's AI assistant)

VividHorizon is a modified version of Complementary Reimagined, retuned
for stronger reflections, richer color grading, warmer sunrises/sunsets,
and new features (meteors, a Milky Way band) not present in the base
pack. See CHANGELOG below for the full list of changes.

------------------------------------------------------------------------
Required attribution (per the Complementary License Agreement 1.6,
section 1.3 - this pack is a licensed Modified Pack and this notice is a
condition of that license, see License.txt):

  Built on: Complementary Reimagined r5.8.1
  Original project: https://modrinth.com/shader/complementary-reimagined
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CHANGELOG
=========

v2.3 - Meteors + Milky Way
  - Added occasional meteors (shooting stars) at night: METEOR_SHOWERS
    (on/off) and METEOR_FREQUENCY (1-4) in the in-game menu, next to the
    other night-sky settings. Random timing, fades with rain/daylight,
    visible in water reflections too.
  - Added a Milky Way band across the night sky: MILKY_WAY (on/off) in
    the in-game menu. Only appears with little to no nearby light
    (torches, lava, glowstone, etc.) - stand somewhere dark to see it.
  - Both built by extending the pack's existing star-rendering code
    (same coordinate system, same day/night fade logic). Not yet
    confirmed by an actual render (no GPU available in this environment)
    - please report back if timing, frequency, or brightness need
    adjusting.

v2.2 - Confirmed bug fixes (from in-game testing)
  - ANISOTROPIC_FILTER ("Texture Filtering" in-menu) was the confirmed
    cause of terrain not loading on VERYHIGH/ULTRA/Custom. Reset to 0
    (stock default) everywhere it had been raised.
  - DETAIL_QUALITY held at 2 on VERYHIGH/ULTRA (was 3) as a precaution
    against a second suspected cause (a feature called
    SKY_EFFECT_REFLECTION that only activates at DETAIL_QUALITY 3+ and
    injects extra cloud raymarching into water/reflections). Can be
    restored to 3 on request once VERYHIGH/ULTRA are confirmed stable.
  - Fixed stock VERYHIGH/ULTRA profiles re-enabling COLORED_LIGHTING,
    which would have reintroduced an earlier terrain-whiteout bug.
  - Added VIVID_PERFORMANCE and VIVID_BALANCED profiles for real FPS
    choice, alongside the stock POTATO..ULTRA ladder.
  - Full audit pass across all 213 tunable options and all 9 profiles;
    found and corrected 9 values that had drifted onto slider steps that
    don't actually exist in this pack (grid spacing isn't uniform across
    all sliders).

v2.1 - Reflection/exposure fix
  - First reflection tuning attempt (full-res reflections + raised
    exposure/contrast) made open water blow out to solid white at
    shallow viewing angles (e.g. flying high over ocean), which looked
    like missing terrain but wasn't. Reverted reflection resolution,
    exposure, and contrast closer to stock; kept reflections stronger
    than stock via BLOCK_REFLECT_QUALITY / WATER_REFLECT_QUALITY /
    WATER_REFRACTION_INTENSITY instead.

v2.0 - Initial VividHorizon retune
  - Reflections: block/water reflection quality maxed, refraction
    increased, shadow quality/distance increased.
  - Color: saturation/vibrance, bloom, lens flare, normal map strength,
    and TAA smoothing all increased.
  - Sunrise/sunset: enabled Complementary's time-of-day color multiplier
    system, pushed sunrise/sunset warm gold/orange, richer noon blue,
    cooler/bluer night, brighter sunset light shafts.
  - Colored bounce lighting / world-space reflections left off - both
    rely on an Iris custom-image voxelization system that's unstable on
    many GPU/Iris combinations.

All values changed remain within the option ranges Complementary's own
in-game menu already exposes; no code logic was added or removed until
the v2.3 meteor/Milky Way feature work, which extends (not replaces) the
pack's existing star-rendering system.
