With the introduction of the Render Dragon Deferred Technical Preview, pack creators have been given incredible tools to transform Minecraft’s lighting, shadows, and atmosphere. However, the current engine pipeline completely overrides and locks out custom dimension skybox textures (like the_end_sky.png), forcing the sky to be calculated strictly through atmospheric JSON values. Trying to force a custom material override currently crashes the shader compilation layer, resulting in a static gray noise fallback screen.
While the mathematical atmosphere settings work beautifully for creating realistic planetary horizons, they completely restrict creators from achieving stylized cosmic, deep-space, or custom sci-fi skybox designs (such as complex ring systems, nebulae, or custom planet panoramas) that were previously possible.
What we are requesting:
Texture Hook Integration: Allow the deferred pipeline to accept an external 6-sided cubemap or vertical image strip texture to render behind or alongside the mathematical atmospheric scattering layers.
Dimension Independence: Specifically for the End and custom dimensions, give creators the option to toggle off default sky generation in favor of a static, high-fidelity skybox texture without breaking the deferred PBR lighting calculations on blocks.
Opening this up would unlock a massive wave of high-fidelity, atmospheric world design for PBR packs on Bedrock especially to resource pack creators like me!
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