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
/oldcrystalswithout 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.

