Old Crystals

Old Crystals

Adds back the old look of Crystals. Toggleable via /oldcrystals

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Old Crystals

Credit goes to Quelchi for the idea.

Brings back the old look of End Crystals.

Newer versions changed how the entity render pipeline lights double sided faces (PER_FACE_LIGHTING). End Crystals get the worst of it. They are two nested, spinning glass shells drawn without backface culling, so roughly half of what you see is the inside of a shell, and that inside shading came out inverted. The crystal ends up looking wrong.

This mod puts the old shading back. It does not touch textures, models or gameplay.

Features

  • End Crystals render like they did before the 1.21.9 update
  • Client side only
  • Only End Crystals are affected. Every other entity keeps vanilla shading.
  • Toggle in game with /oldcrystals without restarting
  • Needs nothing but Fabric API

How it works

The mod registers a copy of the vanilla entity_cutout_no_cull render pipeline with the PER_FACE_LIGHTING shader define removed, then swaps it in for End Crystals through a single mixin. It runs on vanilla's own shaders, so there is no custom GLSL and no measurable performance cost.

Config

config/oldcrystals.json has one option, legacyCrystals, which defaults to true. /oldcrystals does the same thing in game and writes the change to the file right away.