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360 FOV

Мод Fabric

360 FOV — мод для Майнкрафт, смешивает разные проекции ради безграничного угла обзора.

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360 FOV

This mod blends various projections to allow FOV to be set up to 400° and still maintaining visual quality.

Preview

preview.gif

110° to 400°

What it does

The effect is always on while a world is loaded. The mod captures the world as a six-face cubemap and reprojects it in a single shader pass. As you raise the FOV slider (now 400 instead of vanilla's 110) the shader switches through a chain of projections:

FOV range Projection
below 90 Rectilinear, vanilla projection
90 to 160 Cross-fade rectilinear into the Panini/stereographic hybrid
160 to 220 Cross-fade the hybrid into fisheye (azimuthal equidistant)
220 to 300 Cross-fade fisheye into Mercator
300 to 340 Pure Mercator
340 to 360 Linear cross-fade Mercator into equirectangular
360 and above Equirectangular, the full sphere is shown at 360, past it the view wraps

Usage

Raise the FOV slider in vanilla video settings; the projection follows it automatically. No keybind or toggle, it's a drop-in replacement for how the world is rendered at wide FOV.

Config

config/paniniprojection.json is created on first launch and read once per session (edits need a restart):

Key Default Effect
splitScreen false Splits the window into a forward half and a rear half, each at the full slider FOV. Meant for two monitors at slider 180, giving a seamless full-sphere view.
invertSplitScreen false Swaps which half is forward/rear (and where the GUI lives) in split screen.
faceSizeCap 2048 Upper bound in pixels on the six capture faces. Raising it sharpens high FOVs at a steep VRAM cost. Clamped to 256-4096.
lowResTopBottomFaces false Halves resolution on the up/down capture faces (except the one you're looking at) to save performance
antialiasSamples 4 Supersample tap count in the reprojection pass: 1, 2, or 4.

Note:
FOV mismatch: Vanilla's slider sets a vertical FOV while the projection shader works in horizontal FOV, so the same number maps to a different angular extent depending on your aspect ratio and which projection stage you're in.
Performance: Rendering a full surround view can take up to six world passes per frame instead of one (can decrease FPS)
Bugs: Several rendering edge cases (billboard/particle handling, shader mod compatibility, untested corner geometry, etc.) haven't been verified in-game yet

Attribution

The projection math is ported from Flex FOV by Shaun LeBron, itself a fork of Render360 by 18107.

Licensed under the GNU Affero General Public License v3.0 or later

Bugs and contact

Contact @xpncvr on discord if you want to report a bug or feature

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