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Iron's Spells: Light Pollution
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Iron's Spells: Light Pollution is an addon for Iron's Spells 'n Spellbooks. It adds more legendary spells, each supported by a dedicated real-time dynamic colored-lighting and ray-traced shadow rendering pipeline.
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Iron's Spells: Light Pollution
An addon for Iron's Spells 'n Spellbooks that adds many more legendary spells.
Most are built from a real astronomical object, and each has its own rendering and its own means of avoidance: some by distance, some by timing, some by where you stand.
Discord: https://discord.gg/adKfbRDn6V
Lighting and shadows
Real-time coloured point lights and ray-traced shadows, without a shader pack.
- Dynamic light sources. Spell effects illuminate their surroundings, with brightness and colour following each spell's phases.
- Ray-traced shadows. A 64×64×64-block occupancy volume is maintained around the camera, each block subdivided 8×8×8, giving intersection tests 1/8-block precision. The volume is anchored in world coordinates and rolls by whole blocks, so subvoxel boundaries do not slide across terrain as the camera moves — which would otherwise make thin occluders shimmer.
- Light through detailed geometry. Fence gaps, trapdoor openings and iron-bar spacing all transmit light and cast the corresponding patterns. Occlusion masks are baked from each block's model and texture alpha, so shapes are consistent from any angle.
- Soft shadows. Several shadow rays are sampled across each light's spherical surface per frame and converged by temporal accumulation.
- Spatiotemporal denoising. Temporal reprojection with edge-aware spatial filtering.
Effect rendering
- Real geometry. Strand structures are closed tubes shaded per fragment from a true surface normal; central bodies are sphere meshes with limb darkening and surface granulation that rotates with the body.
- Screen-space gravitational lensing. The black hole integrates light bending along geodesics, deflecting terrain, sky and other spells' light with it; the gravitational lens resolves its arc by inverting a lens map per pixel.
- Physical derivation. Relativistic beaming, dipole field geometry, apparent superluminal motion and the t^(-5/3) fallback law, used to produce the correct forms.
Presentation
- Tooltip styles. Seven, off by default: a rounded panel, radiating rays, the spell's icon
drifting behind the box, a particle field, a star-field ring passing through the tooltip,
counter-rotating sigils, and a panel-less pinwheel text layout. Each takes its spell's own
colour. Command
/lightpollution frame <style>, or thetooltipStyleconfig option. - Floating damage numbers. Optional, off by default. Shown above the target in the spell's
colour. Since these spells resolve damage continuously, damage on one target is accumulated
briefly and shown merged. Command
/lightpollution damage on, or thefloatingDamageconfig option. - Spell captions. Several spells display a prompt at their turning point.
- Languages. English, Simplified Chinese, Literary Chinese.
Compatibility
- Works with Oculus / Iris shader packs. World geometry is drawn after a pack has composited, so it is not overwritten.
- Requires Iron's Spells 'n Spellbooks, on both client and server: the spells register entities and damage types server-side, and the visuals are client-side.
- The lighting pipeline is independent of vanilla block light levels, so it does not affect mob spawning or anything else that reads them.
- A shader failing to compile on a particular driver is logged and skipped, costing only that effect.
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