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AeonRealism

AeonRealism

by EndExpanser • Downloads: 0 • Followers: 0
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Aeon Realism

Aeon Realism is a realistic and cinematic shader pack for Iris, focused on atmospheric lighting, detailed shadows, volumetric effects, and performance

«Look expensive, run cheap»

The shader uses temporal reprojection, TAA, screen-space techniques, and reduced-resolution rendering for selected effects to reduce GPU workload

✦ Lighting

  • PCSS-style contact-softened shadows
  • Dynamic lighting
  • Ambient occlusion
  • Screen-space global illumination
  • Soft light scattering
  • Colored shadows through certain transparent surfaces
  • Separate day and night lighting
  • Non-linear block light falloff
  • Light contribution from emissive and handheld light sources

Daytime lighting uses a warmer appearance, while nighttime lighting is colder and less intense, with moonlight and ambient sky light providing most of the illumination

✦ Sky & Atmosphere

  • Procedural atmospheric scattering
  • Rayleigh and Mie scattering
  • Atmospheric haze
  • Procedural stars
  • Separate sun and moon rendering
  • Gradual sunrise and sunset transitions
  • Adjustable cinematic color grading

The sun and moon are rendered as circular discs

The moon is slightly larger than the sun in a clear sky and supports adjustable lunar phases

✦ Clouds

Volumetric clouds with dynamic lighting and atmospheric interaction

Clouds interact with the sun and moon discs:

  • Light can partially pass through thin cloud areas
  • The sun and moon become dimmer when partially covered
  • Partially covered discs become softer and less defined
  • Denser cloud areas block more light
  • Cloud density affects the lighting of the scene

Volumetric clouds are rendered at reduced resolution to help reduce GPU usage

✦ Volumetric Effects

  • Volumetric fog
  • Volumetric lighting
  • God rays
  • Light shafts through foliage
  • Light shafts in caves
  • Glow around bright light sources
  • Underwater light shafts

Some volumetric effects use half-resolution or quarter-resolution rendering with temporal reprojection

✦ Water

Water uses a dedicated rendering system with several optical effects:

  • Angle-based transparency
  • Fresnel effect
  • Screen-space refraction
  • Depth-based light absorption
  • Procedural waves
  • Reflections
  • Caustics
  • Underwater fog
  • Underwater light shafts
  • Subtle underwater screen refraction

✦ Dimensions

Overworld

  • Atmospheric distance haze
  • Height-based fog
  • Ground mist under selected weather conditions
  • Soft sunlight
  • Light shafts through trees
  • Separate nighttime lighting

Nether

The Nether uses a dedicated atmospheric fog system

Fog color and density are influenced by the surrounding environment, allowing different Nether biomes to have different atmospheric appearances

  • Volumetric haze
  • Lava glow
  • Light shafts
  • Height-based fog gradient
  • Different atmospheric settings for Crimson Forest, Warped Forest, Soul Sand Valley, and Basalt Deltas

The End

The End uses a dedicated sky and atmospheric system

  • Dark space-like sky
  • Procedural atmospheric haze
  • Multiple parallax star layers
  • Subtle End Stone glow
  • Dedicated End Rod lighting
  • Distance-based atmospheric haze

✦ Resource Pack Support

Supports LabPBR 1.3

The shader can use material properties including:

  • Normals
  • Ambient occlusion
  • Smoothness
  • F0 / metal information
  • Porosity
  • Subsurface scattering
  • Emission

When a resource pack does not provide a required material map, the shader uses built-in fallback values

✦ Performance

Aeon Realism is designed with performance in mind, including on lower and mid-range GPUs

The rendering pipeline uses:

  • Temporal anti-aliasing
  • Temporal reprojection
  • Stochastic sampling
  • Dithering
  • Half-resolution volumetrics
  • Quarter-resolution rendering for selected effects
  • Screen-space techniques
  • Shared sampling between related effects
  • Limited ray-marching step counts
  • Individual quality controls for expensive effects

The shader does not use full path tracing or full-resolution ray tracing

✦ Presets

Preset| Description Potato| Lowest GPU usage, with volumetrics, clouds, and reflections disabled Low| Reduced quality with basic shadows and volumetric effects Medium| Recommended balance between visual quality and performance High| Higher shadow, GI, and reflection quality Ultra| Highest available quality with increased sample counts

Around 90 individual settings are available across 14 categories

The settings interface is available in English and Russian

✦ Technical Limitations

To accurately describe the current rendering system:

  • GI, AO, and reflections use screen-space information and cannot account for geometry outside the screen
  • Local light scattering in volumetric effects also has screen-space limitations
  • The shadow projection is optimized around Iris's available shadow rendering and is not a traditional multi-cascade CSM
  • Parallax occlusion mapping is not implemented
  • TAA is an important part of the rendering pipeline and stabilizes several stochastic effects
  • Disabling TAA can make some effects appear noisier
  • Performance depends on resolution, GPU, render distance, Minecraft settings, and selected shader options

✦ Requirements

  • Minecraft 1.21.x
  • Iris 1.7+
  • OpenGL 3.3 Core or compatible hardware
  • Up-to-date graphics drivers are recommended

OptiFine is not supported

✦ AI Disclosure

Parts of Aeon Realism were developed with the assistance of artificial intelligence tools

AI assistance was used during development for tasks including code generation and editing, troubleshooting, optimization, documentation, and development of selected technical components

The final implementation was assembled, reviewed, tested, and adjusted by the project author

Feel free to join our website: https://siba3090294-maker.github.io/EndExpanser/

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.x
Iris
21h ago 1
1.21.x
Iris
21h ago 1
1.21.x
Iris
21h ago 1
1.21.10
Iris
21h ago 1
The Living Weather & Light Update transforms AeonRealism into a more responsive, atmospheric and physically grounded shader experience while remaining suitable for lower-end hardware.
Rain now changes the world dynamically without requiring shader reloads. Surfaces become wet, reflective and textured with animated droplets, expanding ripples and subtle wall runoff, then dry naturally when the weather clears. Rain streaks feature improved transparency, volume and lighting, while snowflakes receive soft atmospheric illumination and gentle brightness variation.
Lighting has been extensively reworked. Sunlight and shadows are softer, moonlight remains visible during storms, local lights create material-aware highlights, and nearby illuminated blocks transfer subtle colored light onto surrounding surfaces. Metals, polished blocks, natural stone and soil now have distinct reflection and roughness characteristics.
Volumetric clouds feature brighter crowns, shaded interiors and more defined billowing edges. Dense foliage receives subtle internal haze while retaining transparent texture cutouts. Underwater rendering now includes clearer water boundaries, improved surface transmission, enhanced caustics and visible underwater sun rays.
This update also fixes moving volumetric shadow trails, incorrect underwater terrain reflections, excessive wet-surface brightness and animated dark bands on vertical blocks.
Most improvements reuse existing buffers, temporal accumulation and analytical lighting approximations. Expensive effects scale with the selected quality profile, keeping the shader practical for integrated and entry-level GPUs.
[1.1] Rain & Fixing bugs by EndExpanser on Oct 16, 2026
Download
new rain realistic system. new sky blue colour & new clouds. bugfixes.
[1.0] release version by EndExpanser on Oct 16, 2026
Download
# Aeon Realism

A realistic, cinematic shader pack for **Iris** — built around one rule:
  • look expensive, run cheap.**

No path tracing. No full-resolution ray tracing. Every stochastic effect —
shadows, ambient occlusion, global illumination, reflections, volumetrics — is
deliberately under-sampled, dithered with a different pattern each frame, and
resolved by TAA. That is what lets the step counts stay low enough for a
GTX 1650 while the result still holds up in a screenshot.


## Lighting

  • Contact-hardening shadows (PCSS).** A blocker search sets the penumbra
width, then a Vogel-disk PCF whose radius follows it. The penumbra is derived
from a real angular light size, so shadows sharpen at the point of contact and
spread out with distance the way they actually do.
  • Coloured shadows** through stained glass and water.
  • Global illumination** — analytic sky and ground bounce weighted by the
surface normal, with an optional screen-space bounce on top.
  • Ambient occlusion** sharing its sample positions and depth fetch with GI, so
the second effect costs one extra tap rather than a whole new loop.
  • Subsurface scattering** — two lobes, so leaves glow when you look at a
canopy against the sun and never go black on their shaded side.
  • Block light remapped from Minecraft's linear ramp to an inverse-square
falloff with a colour temperature. Held torches light the world.

## Sky and atmosphere

  • Analytic single-scattering Rayleigh/Mie atmosphere with an ozone layer and a
proper Preetham air mass. No LUTs, no loops.
  • Warm directional sunlight that shifts from amber at noon to deep orange at
sunset, and reaches exactly zero below the horizon.
  • A large, warm moon with a real phase terminator, limb darkening and mare
detail — casting **cold** light, because that is how a dark-adapted eye reads
moonlight.
  • Procedural stars, and a lens flare that only appears when you actually look
towards the sun.

## Clouds and volumetrics

  • Raymarched volumetric clouds with a Beer-Powder light integral, rendered at
half resolution. A nearly free cirrus layer on top.
  • Volumetric light** at half or quarter resolution with temporal
reprojection. Extinction is computed analytically at full resolution instead,
which is what stops the low-res buffer producing halos along geometry edges.
  • God rays through forest canopies, shafts in caves, glow around lava, and
beams under water.

## Water

  • Analytic wave height field — normals come from finite differences of the same
function, so there is no normal-map fetch and no tangent-space round trip.
  • Fresnel-driven transparency: see the bottom looking down, a mirror at a
grazing angle.
  • Screen-space refraction, Beer-Lambert absorption measured from the real water
column depth, and caustics derived from the divergence of the wave gradient.
  • Underwater: wavelength-dependent extinction, light shafts through the
surface, and a gentle screen refraction.

## Dimensions

  • Overworld** — soft height fog, ground mist at dawn and in rain, aerial
perspective on distant terrain.
  • Nether** — volumetric haze with a palette derived from the game's own fog
colour, so crimson, warped, soul sand valley and basalt deltas each get their
own mood instead of one flat red. A height gradient keeps the sense of depth
through the murk.
  • The End** — deep space sky, a procedural nebula built from two competing
pigments rather than a purple filter, three parallax star layers, and end
stone with a faint glow of its own.

## Resource pack materials

  • LabPBR 1.3** is supported: normals, AO, smoothness, F0 / metal index,
porosity, subsurface scattering and emission. Where a resource pack does not
ship a map, the shader falls back to its own block-id heuristics — vanilla and
PBR resource packs coexist in the same world.


## Presets

| Preset | For |
|---|---|
| **Potato** | Maximum framerate. 512 shadows, no volumetrics, no clouds, no reflections. |
| **Low** | Steady 60+ on weak hardware. 1024 shadows, quarter-res volumetrics. |
| **Medium** | Recommended. 1536 shadows with PCSS, half-res volumetrics with temporal reprojection, volumetric clouds, SSR, caustics. |
| **High** | 2048 shadows, screen-space GI, long SSR rays. |
| **Ultra** | 3072 shadows, maximum sample counts everywhere. |

Around 90 individual settings behind those, grouped into fourteen screens, with
English and Russian translations.


## Requirements

  • Iris 1.7+**, Minecraft **1.21.x** (developed and tested on 1.21.10)
  • OpenGL 3.3 core
  • Not compatible with OptiFine — the pack uses Iris-specific features
(RENDERTARGETS, per-buffer blend control, dimension folders).


## Honest limitations

I would rather you know these up front than find them yourself.

  • The shadow "cascades" are analytic, not real cascades.** Iris gives one
shadow pass, therefore one projection. Instead of three real slices, the map
is distorted so texel density follows an inverse-distance curve, with bias and
filter width tuned separately for three zones. The texel distribution is close
to a three-slice CSM. It is not a CSM.
  • GI, AO and reflections are screen space.** What is not on screen does not
contribute. Reflections have a proper sky fallback; GI simply has no
off-screen term.
  • Local light scattering in the volumetrics is screen space too.** Lava you
can see glows into the haze; lava behind you does not.
  • No parallax occlusion mapping.** The LabPBR height channel is decoded and
ignored. POM needs a per-fragment march through a height map, which is exactly
the cost this pack exists to avoid.
  • TAA is not cosmetic here, it is the denoiser for the whole pipeline.**
Turning it off will make shadows, AO, GI, SSR and the volumetrics visibly
noisy. That is the trade the pack is built around.


## Русский

Реалистичный кинематографичный шейдерпак для **Iris**, собранный вокруг одного
правила: **выглядеть дорого, работать дёшево.**

Никакого path tracing и ray tracing в полном разрешении. Всё стохастическое —
тени, AO, глобальное освещение, отражения, волюметрика — намеренно
недосэмплировано, раздизерено разным паттерном каждый кадр и вычищается TAA.
Именно это позволяет держать низкие счётчики шагов на уровне GTX 1650.

Основное: контактные тени PCSS с настоящим угловым размером источника,
цветные тени сквозь витражи и воду, аналитическая атмосфера Рэлея-Ми,
тёплое солнце и холодная луна с фазовым терминатором, объёмные облака и
volumetric light в половинном разрешении с временной репроекцией, вода с
преломлением, поглощением и каустикой, отдельные настроения для биомов Незера
и процедурное небо Энда. Поддержан LabPBR 1.3.

Пять пресетов от Potato до Ultra, около 90 настроек на четырнадцати экранах,
интерфейс на русском и английском.

  • Требуется Iris 1.7+, Minecraft 1.21.x. С OptiFine несовместим.**

Ограничения честно перечислены в английской секции выше — если коротко:
каскады теней аналитические, а не настоящие; GI, AO и отражения экранные;
POM нет; без TAA будет шумно.
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