Aurelia
Golden hour, all the time.
Aurelia is an original shader pack with a warm, cinematic mood and a vibrant palette — soft light, long shadows, and color that glows without blowing out. Built from scratch, tuned by eye, and it runs on both Iris and OptiFine.
Features
- Soft PCSS shadows — variable penumbra, colored tinting through stained glass
- Global illumination + ambient occlusion — one-bounce GI that keeps interiors and cave mouths grounded
- Emissive light spill — torches, glowstone, lava, and nether portals wash light onto the blocks around them
- Volumetric sky — raymarched clouds, god rays, and morning ground fog
- Water worth swimming in — waves, screen-space reflections, caustics, teal depths, and regional water colors
- PBR two ways — full labPBR resource-pack support, plus integrated PBR for vanilla blocks: reflective metals, polished stone, and glowing ore veins (coal embers and Nether ores included)
- Biome atmosphere — per-biome tinting and particles: fireflies, falling petals, spores, blowing sand
- Cinematic image pipeline — filmic tonemapping, auto-exposure, soft bloom, TAA
- Quality of life — held-item dynamic light, entity-shadow toggle, four performance profiles
Requirements
- Minecraft 1.17 – 1.21+
- Iris 1.6+ (recommended) or OptiFine HD U
- The default HIGH profile targets high-end GPUs — use MEDIUM or LOW on weaker hardware, ULTRA for screenshots
Installation
- Install Iris (recommended) or OptiFine.
- Drop
Aurelia-v1.0.0.zipinto.minecraft/shaderpacks/— don't unzip it. - Options → Video Settings → Shader Packs → select Aurelia.
FAQ
Iris or OptiFine? Both work. Iris is recommended: better performance and full regional water detection (OptiFine gets a limited version).
My FPS is low. Switch to the MEDIUM or LOW profile in the shader options, or lower the shadow map resolution.
Does it work with resource packs? Yes — any pack. With a labPBR pack you also get real normals, smoothness, and metals.
Can I use it in videos/screenshots? Yes, freely. Credit with a link to this page is appreciated.
Can I reupload or bundle it? No — see the license. Link to this page instead.
License
All rights reserved. Free to download, use, and modify for personal
use; no redistribution or reuploads. Full text in LICENSE.txt
inside the pack.
All Versions
+ Add VersionWater and weather.
### New
- Rain wetness.** Exposed terrain darkens and turns glossy in rain, flat
open water. The world dries over about two minutes after rain stops,
puddles last. Roofs, caves, deserts and snowy biomes stay dry. Biome
borders fade the effect in and out. Master toggle, strength, puddles
and ripples on the new WEATHER screen.
- Stylized snowfall.** Heavy, slow, drifting snow near and far replaces
soft whiteout in fog, sky and cloud deck. Toggle, density and whiteout
on the WEATHER screen.
### Changed
- Generated bumps are much stronger.** Every colour transition in a
cap and a narrower bevel, and Generated Normal Strength defaults to
3.0 with a wider range. Sand and dirt speckle bumps are the intended
look.
### Notes
- Rain wetness and snowfall read the biome's precipitation type through
biome_precipitation). On a loader build that doesnot provide it, neither effect activates; everything else is
unaffected.
- Stylized snowfall needs vanilla weather rendering on: its quads mark
- As in 1.1.0, the pack needs nine colour targets and **does not run on
## New
- Screen-space bounced light (SSGI).** Lit surfaces re-light their
the floor, and bounces feed into each other frame over frame. Rays,
steps, strength, temporal blend and clamp are on the GI screen.
- Directional torchlight.** Placed torches, lanterns and glowstone now
react to where you put the torch. Flat faces keep their vanilla
brightness. Toggle and strength on the LIGHTING screen.
- Light spill in the Nether and the End.** Glowstone, lava, shroomlight,
and emitters and ores in those dimensions carry their own glow.
## Changed
- Nether and End fog is now relative to render distance, so the void
- The LOW profile skips texture fetches it was paying for without using.
- Placed water in the End reads as a visible teal rather than near-black.
## Fixed
- The first frames after a load or reload no longer blend uninitialised
- SSGI rays no longer treat a distant surface as a hit, which painted lava
## Note
SSGI needs nine colour targets, so **1.1.0 does not run on macOS**
(the driver caps at eight). Windows and Linux are unaffected.