FEATHERLITE A clean, lightweight shaderpack with a stylized look.
FeatherLite gives Minecraft soft toon-style lighting, cool-toned shadows, warm sunlight, light outlines and a hazy sky, without the heavy cost of realistic shaders.
FEATURES
- Stylized lighting with soft light bands
- Cool purple-blue shadows
- Subtle outlines that fade with distance
- Atmospheric sky with soft clouds
- Water waves, rain ripples, wet ground and lightning
- Galaxy sky in The End
PERFORMANCE Made to run on modest hardware. Every heavy feature can be turned off.
Profiles:
- Ultra-Lite: low-end PCs
- Performance: more FPS
- Balanced: recommended
- Quality: stronger GPUs
- Cinematic: screenshots
INSTALL
- Install Iris and Sodium
- Put FeatherLite into .minecraft/shaderpacks
- Select it in Video Settings > Shader Packs
Delete older FeatherLite versions first.
WORK IN PROGRESS FeatherLite is made by one person and still in development.
Updates and fixes are ongoing. Bug reports with screenshots help a lot.
The FeatherLite Shaders Guy
FeatherLite V1 - Changelog
==========================
FeatherLite V1 is a major remake of FeatherLite Shaders v0.1
The pack was reworked from a realistic lighting style into a stylized one,
several long-standing bugs were fixed, and the cost per frame was reduced.
Based on FeatherLite Shaders v0.1 by resurrect5
Remake by AGAIN resurrect5 big props to myself lol.
NEW LOOK (stylized remake)
+ Shadows shift toward cool purple-blue instead of just darkening
+ Warmer sun, blue-purple sky ambient, warm ground bounce
+ Stronger split toning: cool shadows, warm highlights
+ Higher color saturation (1.28) and saturated block colors
+ Subtle ink-style outline on silhouettes and depth edges, fading with
distance (new option: OUTLINE_STRENGTH)
+ Vignette slightly stronger
+ Realism features turned off by default: normal bump, per-face tilt, sky
reflection, wrap lighting; micro detail halved
+ Richer sky gradient: deeper blue overhead, lighter hazy horizon, faint warm
horizon glow toward the sun
+ Slower, softer clouds (speed 0.35, coverage 0.55)
BUG FIXES
- Shadows moving/sliding when walking or looking around
lookups, fog distance, lightning distance and per-block variation shifted
with your position. Terrain, water, entity and weather vertex shaders now
add cameraPosition. (Bug was present in v5.5.)
- Shadow map and lookup used different warps
v5.5.)
- Leaves, grass and fences casting solid square shadows
- Shadow acne (diagonal stripe patterns on leaves and terrain)
- Shadow edge grain and crawling
and shadow taps were raised to 8 to keep edges smooth.
- Sky rotating against the camera
model-view matrix first.
- Flat navy slab below the horizon (very visible on low render distance)
- Hard white cloud stripe at the horizon
- Grainy block textures
and face-variation strength, and the bump now uses the real atlas texel
size instead of a hardcoded 1/256 step. Bump also fades out with distance
and is clamped against high-contrast texels.
- Dark, flat lighting
crushed under cover, sunlight can reach through leaf gaps, exposure 1.10,
shadow darkening reduced, contrast reduced to stop crushing darks.
PERFORMANCE
hardware.
+ Ambient occlusion skips its kernel on pixels beyond its range (the result
was already faded to nothing there, so output is identical)
+ Coloured shadows off by default (they cost up to 3 texture reads per tap on
shadowed pixels)
+ Normal bump off by default (saves 4 texture reads per fragment)
+ Bump fades out with distance (saves reads on far geometry)
+ Outline only runs within a limited distance, and shares the depth read used
by AO
+ Bloom reuses its centre sample
+ Sun and moon directions computed once per fragment instead of 2-3 times
+ Shadow kernel and AO kernel reduced to 6 samples (shadow later raised to 8
for quality; see fixes)
+ Godray sky test restored, unnecessary duplicate work removed
+ End galaxy is no longer drawn twice; END_COMPOSITE_OVERLAY (new option, off)
re-enables the old overlay
+ Shadow distance 80 -> 72
+ New Ultra-Lite profile (AO, godrays, bloom, outline, ripples and frost off)
NEW OPTIONS
+ END_COMPOSITE_OVERLAY Re-enable the old End galaxy composite overlay
CHANGED DEFAULTS
AMBIENT_STRENGTH 0.45 0.90
SUN_STRENGTH 1.20 1.05
TONEMAP_EXPOSURE 0.90 1.10
SATURATION 1.04 1.28
CONTRAST 1.12 1.10
SHADOW_TINT_AMOUNT 0.35 0.80
VIGNETTE 0.06 0.10
BUMP_STRENGTH 1.60 0.00
FACE_VARIATION 0.07 0.00
MICRO_DETAIL 0.80 0.50
SKY_FRESNEL 0.12 0.04
WRAP_LIGHTING 0.04 0.00
SHADOW_TAPS 8 8
AO_SAMPLES 8 6
GODRAYS_SAMPLES 8 6
SHADOW_COLORED on off
shadowDistance 80 72
CLOUD_COVERAGE 0.48 0.55
CLOUD_SPEED 0.75 0.35
TRIED AND REJECTED (during development)
- 2-tap texture bump: it looked equal on smooth ramps but measured about 50%
brighter side. Kept the 4-tap version.
- Cheaper hash-based replacements for underwater shimmer, micro detail, face
artifacts (hard squares, grid edges, stripes, flatter water). Reverted.
- Godrays without the sky depth test: bright ground (snow, sand) cast rays.
KNOWN ISSUES
- At low render distance the end of loaded terrain is still visible (game
- WET_GLOSS does nothing (inherited from v5.5)
- Night, rain, Nether, End and underwater have had less testing than daytime
- Profiles set their own exposure and contrast, overriding the default values
- The block-bump option relies on Iris providing atlasSize; otherwise it
TECHNICAL
- All shader stages validated with Khronos glslang (0 errors) after inlining
- All options in shaders.properties checked against lib/settings.glsl
- Not benchmarked and not tested on a wide range of GPUs or Iris versions