shader fade in issue.
in short. The issue is that im going through a list of supported shaders (for iris) and all i need is ANY SHADER that does not make the game objectively look worse then vanilla. has any AA and does brake the fade in transition of the distant horizons like this.
the screenshot shows a difference of just 1 bock which makes the switch from LOD to actual render abhorant. but without shaders i have no AA...

vanilla fog?
I'm probably the only person who actually likes the vanilla fog effect, is there any way to have the distant horizons chunks display vanilla fog?

DH, Alex mobs and a proper shader
Hi, im trying to set up a world with dh, alex mobs and good shaders. Im starting from zero, im kinda new in mod world, until now i just use journey, treecutter and backpacks mods xD So, i want to play in 1.20.1 coz alex mobs mod, i haven't find a good in 1.21.1, but problems comes coz to DH have to be in forge if i use 1.20.1, i wanted to use bliss shaders but in order to works oculum needs a version that not suported DH. So, i guess my question is what shader can i use in my situation? or there...
Solution:
Just use latest Oculus and Embeddium
DH runs into an error on server startup and crashes
Hi, I have a Minecraft server with around 250 mods installed. I added Distant Horizons a couple of days ago and it was working perfectly fine. Fast forward to today and I am now getting the following error when I try to join the server:
net.minecraft.world.level.chunk.MissingPaletteEntryException: Missing Palette entry for index <the index value varies>
I have no idea what happened since everything was working fine. And the weird thing is, sometimes I don't get the error and other times I do. For example if I update a mod or change something (like disable a mod and then re-enable) I will be able to enter the server. But after exiting and trying to rejoin, the error occurs again....Distant Horizons having a rendering bug from like a year ago
And Yes I have tried multiple different shaders they all do this for some reason
Version 1.21.8
Loader: fabric
Mod list is in a .txt format thanks to Crash Assist (should be one of the text documents, the other 2 are launcher and latest log....

world fog
I heard that the fog setting is disabled if you are using shaders, but is there a way to make it take priority over the shader? I use complementary shaders and I don't like how you can still clearly see the LOD chunks.
I was after the way the fog looks like on bliss shaders but I personally prefer using complementary for everything else....
Anyone know why this is happening?
weird squares all over my terrain? only the lods are doing this.
Solution:
if you are on a earlier version its called internal server

weird lighting cutoff on solas shaders
i'm using solas shaders set to ultra and there's an annoying lighting cutoff where the lod rendering starts. is this pack-specific? should i ask the developer of solas instead of here?

Settings for own DH Server
When going over the config file of DH, I noticed 3 settings which confused me a bit. The first being "Real-Time Update Radius in Chunks" which was set to 256 chunks. I thought it was the LOD render distance, just like in the client menu. But then I saw "Max Generation Request Distance" and "Max Sync on Load Request Distance" being both set to 4096. Is this a maximum in the sense of being the upper limit to saved LODs or does the server actually load chunks in a radius of 4096? And would it be a...
Solution:
Request distance is how far from the player will the server still respond and send LODs
Sync on load is how far from the player will they get instant updates to everything that changed since they last played
Realtime range is how far from the player will they receive an update that the LoD had changed (by other player, tnt, enderman, etc.) even though they already had the LoDs...
Where can I find information about what I need to do to support this in my own shaders?
I'm a shader author using Iris. I've received requests to add support for DH to my shader (which, for the most part, is a simple color swap. I'll spare details on implementation unless asked, but the gist is that the project I am developing for has specially made data-packed textures that are not intended for display. The shader reads the color from these textures, and spits out the proper color to display to the user based on some context available in the world itself).
The faq says "only works for Iris 1.7+ and only with shaders built with DH support in mind", but nothing else. What exactly entails "DH support in mind"? Is there a specification I can read somewhere? I had a look on the wiki and did a few simple google searches, but I couldn't find anything for someone in my position, so now I'm trying my luck here. Thanks....
Distant horizons not generating buildings with features in world-generator
Yeah thats about it, first image is before going there, however second image is after ive gone there manually:
Im using 2.35b with 1.21.5 mc...
Solution:
Do you have any worldgen mods or datapacks?

Water generation becomes black
Im running DH latest version, on 1.20.1, Fabric. Checked most of the mods and none of them were on the incompatible list. Essentially, when the player distance goes up, the rendering of the water starts to render the seabed, or any mass underneath the ocean and the rendering becomes like a invisible, void black. As the player distance by y increases, the more areas of the sea becomes "black". Also, I have Iris and all those stuff installed, all versions should be up to date, and I'm rendering it...

Server not sending LODs until clients moves near them
DH version: 2.3.4 client and server
Server: 1.20.1 Fabric
Client: 1.20.1 Fabric
Mods: Create, Valkryien Skies, Terralith, Tectonic. And a few other mods.
Using Playit.gg for tunneling. But have also testing with a local connection and issue persists....
Game crashes just after loading into a world.
running windows 10 with a 5070ti and an i9 14900k with 32gb total ram using 16gb for the minecraft instance. game runs fine when distant horizons isn't being used with the same set of mods
crash report: https://mclo.gs/1P3PAXp
all settings are default for distant horizons
and with the error message i have disabled game bar and nvidia overlay and my drivers are up to date....

extreme tps lag on Craft to Exile 2 modpack
Modpack: Craft to Exile 2 1.0.7
DH 2.3.4b
PC Specs: 7800x3d, 32GB DDR5, nvme SSD, OS Linux (CachyOS/Clear Linux), openJDK21
Xms/Xmx 10G/20G
...