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Alpha Piscium

Alpha Piscium

by Luna5ama • Downloads: 0 • Followers: 0
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Alpha Piscium

High-quality realistic Minecraft shaderpack featuring global illumination, volumetric clouds, atmospheric scattering, and stunning visual effects.

Official Website link: https://alphapiscium.org/ \ Discord server link: https://discord.gg/E2Uq2MmHgq

Alpha Piscium

Features

Installation

  1. Download the Alpha Piscium shaders for Minecraft from Modrinth or GitHub Release.
  2. Install Iris shader loader.
  3. Open the Minecraft launcher and choose the Iris profile you just created with the version you're playing.
  4. Launch Minecraft.
  5. Go to Options → Video Settings → Shader Packs, then click Open Shader Pack Folder.
  6. Move the downloaded ZIP file into this folder (.minecraft/shaderpacks).
  7. In-game, select the newly installed pack from the shaders list. (If you select a shader pack using Iris, its filename will turn yellow.)
  8. Click Done or Apply and the shader will be loaded.

FAQ

  • No lighting at night: Please use PBR resource packs. For vanilla style, SPBR is recommended. Otherwise, try Patrix.
  • Can't load shaderpack: Please use Iris with version 1.7 or higher.
  • Everything goes dark when turning back: This is due to the limitations of screenspace techniques. There isn't a perfect way to fix this.
  • Intel GPU: Alpha Piscium uses cutting-edge graphics technology. Unfortunately, Intel doesn't maintain their OpenGL driver well, so Intel GPUs are not supported.
  • AMD GPU: Check if your GPU driver is newer than 22.7.1. If older, please update your driver.
  • Other loading errors: Press Ctrl+D in Iris's shaderpack selection screen, then reload the shaderpack. Make an issue with the error message and the relevant files in .minecraft/patched_shaders as shown in the error message.

Roadmap

1.9 Specular GI

  • Add specular GI

2.0 World Space Tracing

  • Add voxelization and voxel tracing

2.1 DRT Update

  • Release Skibidi DRT
  • HDR mod support?

2.2 Volumetrics shadowing

  • Add cloud shadowing to volumetrics
  • Add screen space shadow to volumetrics

2.3 Local fog

  • Add ground fog

2.4 Cloud shadow

  • Add cloud shadow to terrain rendering
  • Add cloud to reflection/GI

2.5 Cloud update part 1

Improve cloud lighting

  • Add altocumulus
  • Rewrite cirrus modeling

2.6 Cloud udpate part 2

  • Rewrite cumulus modeling
  • Add stratocumulus and nimbostratus

2.7 Upscaling???

  • Add FSR 3.1 (no framegen)

2.8 Parallax mapping???

  • Add steep/smooth parallax mapping
  • Add parallax mapping shadow

AI / LLM Code Disclosure & Compliance Notice

Please be advised that this codebase incorporates software components generated or assisted by Large Language Models (LLMs). If your personal policy, regulatory constraints, or usage criteria prohibit the deployment or execution of AI-generated software, you are requested to immediately cease utilization and remove all instances of Alpha Piscium from your systems.

License

Files under the scripts directory are licensed under the MIT License. All other files are licensed under the GNU General Public License v3.0.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3 26.2 26.1.x +2
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
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Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
26.2 26.1.x 1.21.x +1
Iris
1d ago 1
## Highlight
  • Added parallax mapping with shadowing, SSGI support
  • Added Primary Color Calibration and HSL Color Mixer controls to the display transform (by leed)
  • Improved cloud lighting with a new multiple scattering technique
  • Improved rendering performance across raster geometry, shadows, and post-processing

## New
  • Added parallax mapping with shadowing, SSGI support.
  • Added independent RGB primary hue/saturation calibration and eight-band HSL hue, saturation, and luminance controls (by leed)
  • Added configurable color-grading color space and transfer-function settings (by leed)

## Improvement
  • Improved cloud lighting with a new multiple scattering technique and boundary confidence
  • Refined cumulus density/noise modeling, lighting, edge shaping, and detail textures
  • Packed solid G-buffer TBN data in view space and removed redundant geometry varyings and shadow transforms
  • Optimized PCSS, SSS, and translucent shadow sampling with reused random inputs, deferred gathers, early exits, and selective material decoding
  • Reduced TAA, FXAA, RCAS, Bloom, and exposure workgroup and dispatch overhead
  • Improved GI denoiser temporal stability

## Fix
  • Fixed GI denoiser accumulation ignoring SETTING_DENOISER_HISTORY_LENGTH when clamping diffuse and specular history
  • Fixed packed G-buffer normal precision
  • Fixed AABB clipping TAA history clamping

## Misc
  • Removed the obsolete SETTING_BLOOM_RADIUS control and redundant post-processing pass wiring
## Highlight
  • Improved GI denoiser temporal stability and packed-normal precision

## Improvement
  • Reused a shared uval_cameraSpeed uniform across temporal reprojection, environment-probe reprojection, and denoiser motion weighting

## Fix
  • Fixed GI denoiser accumulation ignoring SETTING_DENOISER_HISTORY_LENGTH when clamping diffuse and specular history
  • Fixed packed G-buffer pass TBN packing normal precision
## Highlight
  • Added Primary Color Calibration and HSL Color Mixer controls to the display transform (by leed)
  • Added parallax mapping with steep+smooth, shadowing, and SSGI.
  • Improved cloud light with new multiple scattering technique
  • Improved rendering performance across raster geometry, shadows, and post-processing

## New
  • Added parallax mapping with steep+smooth, shadowing, and SSGI.
  • Added adjustable SETTING_CLOUDS_CU_ISOTROPIC_MS_INTENSITY for cumulus lighting
  • Added independent RGB primary hue/saturation calibration and eight-band HSL hue, saturation, and luminance controls (by leed)
  • Added configurable color-grading color space and transfer-function settings (by leed)

## Improvement
  • Improved cloud light with new multiple scattering technique
  • Refined cumulus density/noise modeling, lighting, edge shaping, and detail textures
  • Packed solid G-buffer TBN data in view space and removed redundant geometry varyings and shadow transforms
  • Optimized PCSS, SSS, and translucent shadow sampling with reused random inputs, deferred gathers, early exits, and selective material decoding
  • Reduced TAA, FXAA, RCAS, Bloom, and exposure workgroup and dispatch overhead

## Fix
  • Fixed AABB clipping TAA history clamping

## Misc
  • Removed the obsolete SETTING_BLOOM_RADIUS control and redundant post-processing pass wiring
  • Updated replay tooling and maintainer workflows, including cloud and color-grading checks
  • Fixed release-version discovery to ignore localized and non-release changelog filenames
[1.9.2] Alpha Piscium v1.9.2 by Luna5ama on Oct 13, 2026
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## Highlight
  • Improved ReSTIR GI, denoising, shadows, and compute-pipeline performance
  • Stabilized specular GI demodulation and fixed remaining numerical overflow

## New
  • Added configurable built-in metalness overrides and material data for known blocks
  • Added comprehensive English and Simplified Chinese maintainer documentation

## Improvement
  • Optimized pass ordering and combined direct lighting with sky compositing
  • Improved ReSTIR spatial clustering, tiling, temporal neighbor sampling, and reuse-texture generation
  • Reduced compute-shader texture fetches, material decoding, dynamic indexing, and redundant work
  • Simplified and optimized GI denoising by removing spatial variance processing and unrolling shared-memory kernels
  • Improved specular denoiser accumulation, history reprojection, and remodulation
  • Bypassed TAA-dependent FXAA and sharpening passes when TAA is disabled

## Fix
  • Fixed selection-box geometry writing an unintended view-depth target and causing a glow artifact
  • Fixed specular GI numerical overflow, built-in PBR F0 handling, and minimum-reflectance clamping
  • Fixed CIE XYZ luminance calculations
  • Fixed clouds disappearing during shadow sampling
  • Fixed atmospheric view-depth reconstruction, GI history dithering, and invalid spatial-reuse traces

## Misc
  • Removed obsolete shader code, redundant texture reads, unused denoiser resources, and stale GI debug data
  • Updated package branch detection and support for newer Minecraft version numbers
  • Fixed Windows options-generator recursion and Kotlin launcher detection
## Highlight
  • Improved ReSTIR GI, denoising, shadows, and compute-pipeline performance
  • Stabilized specular GI demodulation and fixed remaining numerical overflow

## New
  • Added configurable built-in metalness overrides and material data for known blocks
  • Added comprehensive English and Simplified Chinese maintainer documentation

## Improvement
  • Optimized pass ordering and combined direct lighting with sky compositing
  • Improved ReSTIR spatial clustering, tiling, temporal neighbor sampling, and reuse-texture generation
  • Reduced compute-shader texture fetches, material decoding, dynamic indexing, and redundant work
  • Simplified and optimized GI denoising by removing spatial variance processing and unrolling shared-memory kernels
  • Improved specular denoiser accumulation, history reprojection, and remodulation
  • Bypassed TAA-dependent FXAA and sharpening passes when TAA is disabled

## Fix
  • Fixed selection-box geometry writing an unintended view-depth target and causing a glow artifact
  • Fixed specular GI numerical overflow, built-in PBR F0 handling, and minimum-reflectance clamping
  • Fixed CIE XYZ luminance calculations
  • Fixed clouds disappearing during shadow sampling
  • Fixed atmospheric view-depth reconstruction, GI history dithering, and invalid spatial-reuse traces

## Misc
  • Removed obsolete shader code, redundant texture reads, unused denoiser resources, and stale GI debug data
  • Updated package branch detection and support for newer Minecraft version numbers
  • Fixed Windows options-generator recursion and Kotlin launcher detection
[1.9.1] Alpha Piscium v1.9.1 by Luna5ama on Oct 13, 2026
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## Highlight
  • Reworked ReSTIR GI reuse and denoising to reduce fireflies, specular instability, and temporal artifacts
  • Optimized the reuse texture pipeline to lower overhead while keeping clustered spatial reuse effective

## New
  • Added water wave frequency and speed settings
  • Added a PowerShell shadesmith runner for configured local execution

## Improvement
  • Improved ReSTIR spatial reuse with quad-group / 8-sample grouping, tighter pass limits, and reuse-texture packing changes
  • Improved specular GI stability with better temporal reprojection, pairwise MIS metadata handling, and specular-lobe-biased resampling
  • Reduced blur and flicker in denoising, TAA, RTWSM, diffuse AO, water surfaces, and auto exposure behavior at low FPS
  • Optimized shadow sampling and removed unnecessary work from specular reprojection and caustics filtering
  • Updated shader/options/program generation scripts for the current pass layout and multi-properties workflow

## Fix
  • Fixed ReSTIR spatial reuse texture tiling and continue-trace discard issues
  • Fixed specular reprojection failure noise and over-blurred smooth reflections in the denoiser
  • Fixed the SETTING_DENOISER_ACCUM switch and the spatial-filter disabling setting
  • Fixed TAA edge-pixel out-of-bounds artifacts
  • Fixed screen-space shadow acne on very flat surfaces
  • Fixed indirect/program pass generation issues

## Misc
  • Merged GI edge classification with volumetrics depth layers
  • Moved ReprojectInfo out of GI common utilities and cleaned up related reuse / temporal code
  • Removed obsolete caustics filter, redundant surface-position specular reprojection, and unused GI helper paths
## Highlight
  • Reworked ReSTIR GI reuse and denoising to reduce fireflies, specular instability, and temporal artifacts
  • Optimized the reuse texture pipeline to lower overhead while keeping clustered spatial reuse effective

## New
  • Added water wave frequency and speed settings
  • Added a PowerShell shadesmith runner for configured local execution

## Improvement
  • Improved ReSTIR spatial reuse with quad-group / 8-sample grouping, tighter pass limits, and reuse-texture packing changes
  • Improved specular GI stability with better temporal reprojection, pairwise MIS metadata handling, and specular-lobe-biased resampling
  • Reduced blur and flicker in denoising, TAA, RTWSM, diffuse AO, water surfaces, and auto exposure behavior at low FPS
  • Optimized shadow sampling and removed unnecessary work from specular reprojection and caustics filtering
  • Updated shader/options/program generation scripts for the current pass layout and multi-properties workflow

## Fix
  • Fixed ReSTIR spatial reuse texture tiling and continue-trace discard issues
  • Fixed specular reprojection failure noise and over-blurred smooth reflections in the denoiser
  • Fixed the SETTING_DENOISER_ACCUM switch and the spatial-filter disabling setting
  • Fixed TAA edge-pixel out-of-bounds artifacts
  • Fixed screen-space shadow acne on very flat surfaces
  • Fixed indirect/program pass generation issues

## Misc
  • Merged GI edge classification with volumetrics depth layers
  • Moved ReprojectInfo out of GI common utilities and cleaned up related reuse / temporal code
  • Removed obsolete caustics filter, redundant surface-position specular reprojection, and unused GI helper paths
[1.9.0] Alpha Piscium v1.9.0 by Luna5ama on Oct 13, 2026
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## Highlight
  • Added specular GI

## New
  • Added specular GI

## Fix
  • Increased AE speed at low fps
  • Fixed screenspace shadow uninitialized warnings
  • Fixed handheld alpha test shadow
  • Fixed Voxy before 0.2.6
## Highlight
  • Added specular GI

## New
  • Added specular GI

## Fix
  • Increased AE speed at low fps
  • Fixed screenspace shadow uninitialized warnings
  • Fixed handheld alpha test shadow
## Fix
  • Fixed no voxy bug
[1.8.6] Alpha Piscium v1.8.6 by Luna5ama on Oct 13, 2026
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## Highlight
  • Added Voxy support
  • Switched to Adobe f82 Schlick fresnel, replacing the previous HCM model for more accurate specular appearance

## New
  • Added video render mode setting

## Improvement
  • Switched to regular spherical cap GGX VNDF sampling for translucent
  • Shadow sample optimization for improved performance

## Fix
  • Fixed temporal reuse exploding after zooming in
  • Fixed shadow rendering on SSS (subsurface scattering) surfaces
  • Fixed water scattering overflow near sunset/sunrise
  • Fixed time_interpolate behavior
  • Fixed atmosphere depth break indirect dispatch

## Misc
  • Cleaned up SST and ReSTIR temporal reuse logic
## Highlight
  • Voxy integration merged — distant terrain from the Voxy mod is now supported
  • Switched to Adobe f82 Schlick fresnel, replacing the previous HCM model for more accurate specular appearance

## New
  • Added video render mode setting for cinematic/recording workflows

## Improvement
  • Switched to regular spherical cap GGX VNDF sampling for translucent specular
  • Shadow sample optimization for improved performance
  • Cleaned up SST and ReSTIR temporal reuse logic

## Fix
  • Fixed temporal reuse exploding after zooming in
  • Fixed shadow rendering on SSS (subsurface scattering) surfaces
  • Fixed water scattering overflow near sunset/sunrise
  • Fixed time_interpolate behavior
  • Fixed atmosphere depth break indirect dispatch
[1.8.5] Alpha Piscium v1.8.5 by Luna5ama on Oct 13, 2026
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## Highlight
  • Major improvements to ReSTIR SSGI stability and quality**

## New
  • Readded RCRS anti firefly to GI denoiser pipeline**
  • Added ReSTIR Temporal Reuse Limit setting for better user control on GI responsiveness
  • Added FXAA as TAA history missing fallback

## Improvement
  • Combined sun and moon Sky-View LUT
  • Optimized colored shadow precondition check
  • Uses blue noises in ReSTIR for better noise distribution
  • Reduced denoiser history fix leaks**
  • Improved shadow AABB calculation and cleanup
  • ReSTIR uses full bilateral bilinear temporal resampling to improve stability and quality**
  • Updated default accumulation settings for less lighting lags
  • Reduced GI reprojection false anti-stretching history kills
  • GI denoiser history fix skips first 3 LODs for fewer fireflies**
  • Replaced bloom hard clipping with soft clipping
  • Switch TAA variance AABB history ratification from clamping to clipping
  • Optimized ReSTIR reuse passes
  • Water volume tweak
  • Use AABB clipping for fast history clamping
  • Use bilinear on fast history for free blurring and fewer noises
  • Use distance between probe pixel position and origin position as fade distance

## Fix
  • Fixed atmosphere mie coefficient calculation for low turbidity value
  • Fixed DH water material detection
  • Fixed DH water shadow blending
  • Fixed random emissive from DH solid
  • Slightly mitigated shadow acne
  • Fixed SSS singularity bug in SRGB rendering working space
  • Removed denoiser stabilization pass to fix bleeding
  • Fixed GI grid pattern artifacts caused by bad reprojectInfo.curr2PrevScreenPos precision
  • Fixed TAA reset missing
  • Fixed emissive bug on 0 albedo material

## Misc
  • Migrated cloud ambient LUT to shadesmith tiles for optimized texture management
  • Cleaned up SSBO usage
  • Removed env probe setup clearing
  • Fixed make zip naming

![huge_2026-04-02_20 55 01-lossy](https://github.com/user-attachments/assets/17603ab8-b4de-4d33-a405-5c53f91d2a3a)
![huge_2026-04-02_20 47 47-lossy](https://github.com/user-attachments/assets/d963e086-4bcc-4eb3-b814-96ad69a302bc)
![huge_2026-03-29_01 55 59-lossy](https://github.com/user-attachments/assets/30918eda-824f-492b-9e8f-e6d731793b7d)
![huge_2026-03-24_08 04 24-lossy](https://github.com/user-attachments/assets/ea9f27cb-d4f1-4e78-97d4-267844fd7cfa)
## New
  • Added FXAA as TAA history missing fallback

## Improvement
  • Replaced bloom hard clipping with soft clipping
  • Switch TAA variance AABB history ratification from clamping to clipping
  • Optimized ReSTIR reuse passes
  • Water volume tweak

## Fix
  • Fixed SSS singularity bug in SRGB rendering working space
  • Removed denoiser stabilization pass to fix bleeding
  • Fixed RGBA16F atlas size
## Highlight
  • Major improvements to ReSTIR SSGI stability and quality**

## New
  • Readded RCRS anti firefly to GI denoiser pipeline**
  • Added ReSTIR Temporal Reuse Limit setting for better user control on GI responsiveness

## Improvement
  • Combined sun and moon Sky-View LUT
  • Optimized colored shadow precondition check
  • Uses blue noises in ReSTIR for better noise distribution
  • Reduced denoiser history fix leaks**
  • Improved shadow AABB calculation and cleanup
  • ReSTIR uses full bilateral bilinear temporal resampling to improve stability and quality**
  • Updated default accumulation settings for less lighting lags
  • Reduced GI reprojection false anti-stretching history kills
  • GI denoiser history fix skips first 3 LODs for fewer fireflies**

## Fix
  • Fixed atmosphere mie coefficient calculation for low turbidity value
  • Fixed DH water material detection
  • Fixed DH water shadow blending
  • Fixed random emissive from DH solid
  • Slightly mitigated shadow acne

## Misc
  • Migrated cloud ambient LUT to shadesmith tiles for optimized texture management
  • Cleaned up SSBO usage
[1.8.4] Alpha Piscium v1.8.4 by Luna5ama on Oct 13, 2026
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## Highlight
  • Added limited Built-in PBR support**
  • Improved translucent rendering with double refraction**

## New
  • Added limited Built-in PBR support (Foliage SSS, Translucent, and Emissive)
  • Added double refraction for non-water translucents for more accurate light bending
  • Added more per-material translucent absorption settings

## Improvement
  • Migrated TranslucentSST to the new SST implementation, greatly simplifying the code
  • Improved cloud spherical shell setup
  • Improved water scattering with new phase function based on Petzold data

## Fix
  • Fixed translucent sky reflection error
  • Fixed DH (Distant Horizons) support
  • Fixed missing TAA clamp mix logic
  • Fixed cloud spherical shell setup
  • Fixed insanely bright emissive from end rod and charged lightning rod

## Misc
  • Increased default PCSS sample count for better shadow softness
[1.8.3] Alpha Piscium v1.8.3 by Luna5ama on Oct 13, 2026
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## Highlight
  • Major performance optimizations on rasterization pass**
  • Config profiles for different quality/performance tiers**

## New
  • Added config profiles for different quality/performance tiers
  • Added Assume NV GPU option for NVIDIA-specific optimizations
  • Separated SSS sample count from blocker search count for better control

## Improvement
  • Optimized gbuffer pass viewZ attribute by computing from gl_FragCoord.w
  • Optimized terrain draw normal vertex attributes
  • Optimized shadow pass attributes
  • Optimized denoiser reproject register usage
  • Optimized denoiser stabilization pass occupancy
  • Removed some vertex attributes for passes that don't need them
  • Optimized SST register usage and ray sorting key layout
  • Optimized GI5 storing handle register usage
  • DenoiseBlur FP16 optimization
  • ReSTIR temporal reuse math simplification
  • Early return branching optimization
  • Updated TAA filter kernel for lower quality profile
  • Reduced TAA motion blur
  • Tone mapping tweak
  • Moved cloud clear from GIReproject to ShadowSample pass to balance VRAM loads
  • Moved fast history storing to history fix pass to balance VRAM loads
  • Emissive color curve now performed in input color space for better consistency
  • Removed spatial reuse feedback due to firefly artifacts

## Fix
  • Fixed hit distance on disocclusion
  • Fixed backward analysis distance check
  • Fixed GBufferTranslucent material id reading
  • Fixed RTWSM forward analysis writing position
  • Fixed extra water tinting
  • Fixed history length diffusion killing disocclusion fix

## Misc
  • Removed unused shadow specular output and associated references
  • Removed reservoir age reset
[1.8.2] Alpha Piscium v1.8.2 by Luna5ama on Oct 13, 2026
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## Highlight
  • SSS rewrite**
  • Improved cumulus modeling**

## New
  • Added Shadow hardening filter

## Improvement
  • SSS Rewrite
  • Improved RTWSM Backward Perpendicular Function
  • Reduced shadow bias
  • Improved cumulus modeling
  • Optimized ShadowSample pass register usages
  • GI history length filter tweak
  • TAA YCog conversion optimization
  • Optimized RCAS
  • Optimized cumulus base coverage noise
  • Optimized ray sorting by skipping empty bins
  • ReSTIR temporal reuse register usage optimization
  • Optimized TAA SM usage

## Misc
  • Removed old SSS settings
  • Updated file walking to follow symbolic links in addStuff function
  • Detail noise toggle for debug
  • GBuffer debug scaling
[1.8.1] Alpha Piscium v1.8.1 by Luna5ama on Oct 13, 2026
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## New
  • Added GI SST steps options
  • Added Color McSpaceFace colorspace for rendering

## Improvement
  • Improved Water Caustics and make it enabled by default**
  • Improved PCSS**
  • Improved denoiser to reduce fireflies
  • Increased environment probe range setting maximum
  • Adjusted water wave
  • Improved shadesmith tilling algorithm to reduce VRAM usage

## Fix
  • Fixed potential cloud banding caused by bad randoms
  • Fixed cloud multi-scattering radius setting
  • Fixed solid shadow and caustics mixing
  • Fixed randomly appeared black line in GI accumulation
  • Fixed missing denoiser stabilization
  • Fixed twilight color banding

## Misc
  • Updated sponsor list
  • Removed unused CSR32F tile
[1.8.0] Alpha Piscium v1.8.0 by Luna5ama on Oct 13, 2026
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## Highlights
  • Diffuse GI overhaul with ReSTIR SSGI**
  • Denoiser overhaul with ReBLUR-based denoiser**

## New
  • Integrated Shadesmith for shader release optimization
  • Added translucent absorption saturation setting

## Improvement
  • Diffuse GI overhaul with ReSTIR SSGI
  • Denoiser overhaul with ReBLUR-based denoiser
  • Optimized various passes with custom Z-order thread group tiling
  • Optimized various passes's VRAM bandwidth usage
  • Optimized Hi-Z SST
  • Replaced imageLoad with texelFetch for performance
  • Refactored post-processing pipeline
  • Improved HiZ mip tiles
  • Enhanced TAA with more filter options
  • Improved TAA sharpness, reduced motion blur and ghosting
  • Improved image sharpening
  • Updated default tonemap setting
  • Migrated various images to Shadesmith tiles
  • Improved bloom stability
  • Tweaked auto exposure
  • Tweaked emissive default settings
  • Adjusted translucent SST thickness factor for less flickering and false hits
  • Removed unused skylut

## Fix
  • Fixed backward SST (Screen-Space Tracing) near camera
  • Fixed HiZ backward tracing failing in some cases
  • Fixed missing sky reflection at night
  • Fixed ghosting over sky
  • Fixed cloud curl noise default strength
  • Fixed incorrect cloud multiple scattering math

## Misc
  • Updated build scripts to include branch names in zip files
  • Updated release script to support beta releases on dev branch
  • Improved shift-program script to handle different worlds and no-suffix passes
  • Removed old unused CAS code
  • Added dynamic range to debug text

![huge_2026-01-11_00 10 43 (Custom)](https://github.com/user-attachments/assets/d03a1415-38de-433d-938a-827c2cc6415d)
![huge_2026-01-11_00 39 25 (Custom)](https://github.com/user-attachments/assets/ec9a1954-d705-48ba-8c1b-ef583b8cde4a)
![huge_2026-01-11_00 42 43 (Custom)](https://github.com/user-attachments/assets/40c13cd8-ce06-46ef-b47c-3253b3e82f24)
![huge_2026-01-11_00 45 50](https://github.com/user-attachments/assets/8932599b-45b0-4d65-a8dd-cf81318468a5)
## New
  • Added settings for spatial denoiser sample counts

## Improvement
  • Improved spatial with grazing angle based kernel stretching
  • Reimplemented vanilla skylight attenuation
  • Reimplemented env probe in diffuse GI
  • Optimized temporal reuse pass VRAM usage and tiling
  • Replaced imageLoad with texelFetch for performance
  • Improved dithering for GI pipeline
  • Added dithering to history fix color output
  • Reduced denoiser light leaks
  • Tweaked history fix for less light popping
  • Tweaked denoiser stabilization
  • Tweaked mip history fix edge weight
  • Limited hit distance to avoid self hit

## Fix
  • Fixed GI shadowing ghosting
  • Fixed over blurring GI on leaves

## Misc
  • Code cleanup for denoiser blur
  • Removed old unused CAS code
  • Added shader type macro
## New
  • Added luminance difference based firefly suppression
  • Added optional dynamic spatial reuse sample count (disabled by default, previously always enabled)

## Improvement
  • Optimized GI SSRT with ray sorting and compaction
  • Optimized various passes with custom Z-order thread group tiling
  • Optimized various passes's VRAM bandwidth usage
  • Optimized denoiser history fix pass
  • Improved denoiser shadow sharpening
  • Enhanced TAA with more filter options
  • Improved TAA anti-motion blur
  • Tweaked auto exposure speed
  • Tweaked emissive default settings
  • Adjusted translucent SST thickness factor for less flickering and false hits
  • Migrated various images to Shadesmith
  • Merged post final composite
  • Removed unused skylut
  • Added kernel center pixel skip optimization
  • Added GI denoiser dithering

## Fix
  • Fixed AE distance weighting decaying too fast
  • Fixed missing sky reflection at night
  • Fixed GI sky border
  • Fixed/reduced temporal reuse biases and errors
  • Fixed TAA screenshot mode history reset

## Misc
  • Code cleanup for GI system


![huge_2026-01-04_06 37 28](https://github.com/user-attachments/assets/ad6cb038-c22e-467a-bce4-5ec16733e0aa)
![huge_2026-01-04_06 34 47](https://github.com/user-attachments/assets/e60267b0-1b4b-4a5a-8dfc-f35ec7f7679b)
## New
  • Implemented denoiser stabilization pass
  • Added SST thickness setting
  • Added translucent absorption saturation setting

## Improvement
  • Optimized denoiser variance filtering using shared memory
  • Optimized hit distance filtering
  • Optimized fast history clamping with shared memory
  • Optimized Hi-Z SST
  • Improved HiZ mip tiles
  • Improved disocclusion fix
  • Improved denoiser fast history clamping
  • Reduced bloom intensity
  • Tweaked auto exposure default settings
  • Adjusted auto exposure speed
  • Relax history fix edge weighting for initial frames
  • Removed RCRS anti-firefly (replaced with better solution)
  • Added clip check to TAA
  • Improved TAA sharpness

## Fix
  • Fixed denoiser dissolution fix causing dark edges
  • Fixed low FPS auto exposure flashing
  • Fixed ghosting over sky
  • Fixed auto exposure overshoot
  • Fixed broken temporal reuse
  • Fixed HiZ backward tracing
  • Fixed random history reset near camera
  • Fixed hit distance filtering
  • Fixed denoiser stabilization motion blur handling
  • Reimplemented environment probe radiance updating
## New
  • Integrated Shadesmith for shader release optimization
  • Diffuse GI overhaul with ReSTIR SSGI
  • Denoiser overhaul with ReBLUR-based denoiser

## Improvement
  • Refactored post-processing pipeline

## Fix
  • Fixed GI light lag during sudden time changes
  • Fixed backward SST (Screen-Space Tracing) near camera
  • Fixed cloud curl noise default strength
  • Fixed incorrect cloud multiple scattering math

## Misc
  • Updated build scripts to include branch names in zip files
  • Updated release script to support beta releases on dev branch
  • Improved shift-program script to handle different worlds and no-suffix passes
Fixed atmospheric scattering layering hotfix
[1.7.3] Alpha Piscium v1.7.3 by Luna5ama on Oct 13, 2026
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## New
  • Added more cloud modeling settings
  • Added installation guide (Thanks to @loveghosties on Discord)

## Improvement
  • Improved water wave at smaller water body with more high-frequency water wave
  • Improved sky view LUT encoding
  • Refactored volumetrics setting menu to reduce depth
  • Adjusted default cloud settings for better out-of-the-box experience
  • Improved cloud ambient lighting

## Fix
  • Fixed normal mapped TBN with reorthogonalization

## Misc
  • Added automated release script
[1.7.2] Alpha Piscium v1.7.2 by Luna5ama on Oct 13, 2026
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## New
  • Added Time Speed History Reset Threshold setting
  • Added more documentation to settings

## Improvement
  • Optimized cumulus base coverage noise performance using LUT for higher octaves
  • Tweaked default history reset for less light lag
  • Updated Chinese translation

## Fix
  • Fixed water side face parallax glitch
  • Fixed SRGB to Rec709 conversions
  • Fixed cross-product handedness for bitangent calculation
  • Added missing cumulus base noise LUT
[1.7.1] Alpha Piscium v1.7.1 by Luna5ama on Oct 13, 2026
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## New
  • Added water volumetrics scattering refraction approximation
  • Added underwater bloom boost

## Improvement
  • Improved water volumetrics shadow using importance sampling

## Fix
  • Fixed water shadow glitching
  • Fixed missing cumulus curl noise
  • Fixed translucent exploding z
  • Fixed GlobalData modifier in VolumetricsDepthLayers.comp.glsl
  • Fixed shadow AABB missing translucent

## Misc
  • Renamed min3 and max3 to avoid conflicts in Vulkan
  • Renamed input colorspace functions

<img width="2560" height="1441" alt="2025-12-06_02 44 37" src="https://github.com/user-attachments/assets/4a8456f3-652a-4fc2-a484-bc17510c7f6f" />


[1.7.0] Alpha Piscium v1.7.0 by Luna5ama on Oct 13, 2026
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## Improvement
  • Cumulus cloud overhaul: modeling, lighting, upscaling**

## Fix
  • Corrected daylight sky brightness

<img width="2560" height="1441" alt="2025-12-01_01 56 37" src="https://github.com/user-attachments/assets/6215823a-d314-4b93-812e-05536d53f7f0" />
<img width="2560" height="1441" alt="2025-12-01_02 03 40" src="https://github.com/user-attachments/assets/4a3e6afa-46ae-4f15-89ea-599538d5d669" />
<img width="2560" height="1441" alt="2025-12-01_02 13 48" src="https://github.com/user-attachments/assets/345ee2ed-87f8-4b8d-852e-a3387bd88968" />
<img width="2560" height="1441" alt="2025-12-01_01 53 18" src="https://github.com/user-attachments/assets/3073fa19-c56e-451a-9092-035094ae329a" />
<img width="2560" height="1441" alt="2025-12-01_01 48 05" src="https://github.com/user-attachments/assets/057952a0-6bcd-4b2e-a46e-a85190588e43" />

## New
  • Added ground albedo to atmosphere

## Improvement
  • Improved cloud multiple scattering
  • Improved cloud phase encoding precision

## Fix
  • Fixed atmosphere multiple scattering parametrization
  • Fixed atmosphere LUT quantization and noise flickering

## Misc
  • Moved epipolar slice/sample count setting out from air sub category

<img width="1920" height="1080" alt="2025-11-26_17 55 00" src="https://github.com/user-attachments/assets/e17e17e9-2256-4193-bd4c-e1ae49263215" />
<img width="1920" height="1080" alt="2025-11-26_17 55 12" src="https://github.com/user-attachments/assets/de7eb2bf-1337-4033-a017-79f4cb22f4a6" />
<img width="1920" height="1080" alt="2025-11-26_17 53 55" src="https://github.com/user-attachments/assets/9885c39d-8500-4e8b-97a4-dc50bc6d8643" />
<img width="1920" height="1080" alt="2025-11-26_17 53 37" src="https://github.com/user-attachments/assets/fde94165-edff-4838-b41e-3a496369f499" />

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