Actmos is a highly configurable and optimized shader pack born from a desire to play Minecraft with shaders that are both lightweight and beautiful.
The project is still in its early stages, currently providing a solid foundation for adding new features and functionality, though for now, it only includes post-processing visual effects.
If you encounter any bugs or errors, or have any suggestions, please report them on my discord server!
All Versions
+ Add VersionActmos V1.0 Beta
Lighting:
- Added fog.
- Light rays now treat the Actmos title plane as an occlusion element.
- Reduced default light ray length (from 1.00 to 0.75).
- Increased default light ray intensity (from 0.15 to 0.20) and expanded the slider range for finer adjustments.
Post-processing:
- Reworked Motion Blur to calculate velocity based on full world-space position reconstruction (previous/current camera matrices) instead of using a simplified screen-space vector; added a maximum distortion limit.
- Motion Blur dithering now rotates every frame (based on the frame counter) instead of using a static per-pixel offset.
- Background Blur, Motion Blur, and Chromatic Aberration are now disabled by default
- Increased default Motion Blur intensity (from 2.00 to 2.25) and default vignette strength (from 0.20 to 0.25).
- Removed the independent step/sample sliders for Background Blur and Motion Blur. Both are now driven by the new Detail Quality setting
Color Correction:
- Increased global default values for Saturation (from 1.00 to 1.10), Vibrance (from 0.00 to 0.24), and Contrast (from 1.00 to 1.10)
- Reset color correction presets for Morning/Afternoon, Day, and Night to neutral default values (Gamma/Gain/Contrast/Saturation/Vibrance)
- Adjusted tint defaults for the Nether and the End (Gamma, Temperature, Contrast, Saturation)
- Removed independent control for Overworld tint; time- and weather-dependent color tints are now controlled directly by period-specific options
- Fixed an issue where sky/void pixels were completely ignored by color grading; color grading is now consistent with the rest of the scene
Optimization:
- Replaced the per-profile effect settings with a single Detail Quality setting (Potato to Ultra)
- Unified Nether and End rendering in main programs (composite/final) using Iris/OptiFine dimension definitions, eliminating separate world1/world-1 override folders
- Updated several shaders (composite1, composite7, final) from GLSL 120 to 130 to support Multiple Render Targets (MRT)
- Standardized slider increment values across all settings to ensure consistent formatting
Other:
- Added an Actmos title splash screen that fades in when loading a world or changing dimensions, physically occluded by terrain and godrays
- Added an optional animated GIF pet overlay, with controls for position, scale, opacity, frame delay, and horizontal flipping
### End
Actmos V1.0
Lighting:
- Added AO (Ambient Occlusion) with emissive surface protection (glowstone, lava, etc. are not darkened)
- Added Godrays (sun/moon light shafts) with fade near the horizon and sun disc glow
Post-Processing:
- Added Depth of Field (DOF) with Auto and Manual focus modes, golden-angle spiral bokeh sampling
- Added Motion Blur based on per-pixel screen-space velocity
- Added Chromatic Aberration (CA), strongest at screen edges
- Added Vignette with adjustable radius and softness
Color Grading:
- Added global grading (gamma, gain, temperature, contrast, saturation, vibrance)
- Added Ambient Tone: separate grading presets for Morning/Afternoon, Day, and Night, smoothly blended based on world time
- Added Rain/Thunder grading tint that overrides time-of-day grading based on weather strength
- Added Nether-specific grading tint
- Added End-specific grading tint
Optimization:
- Added quality profiles: Potato, Very Low, Low, Medium, High, Ultra (adjusting DOF steps, motion blur samples, AO samples, and toggling AO/Godrays/CA/Motion Blur/DOF per profile)
- AO and Motion Blur skip the held item (hand) and sky pixels
- Motion Blur and DOF skip sky pixels
- Color grading skips sky/void pixels
- AO sampling radius scales with FOV to keep occlusion consistent across FOV settings
### End