⚠️ The Nexus Unbound is NOT based on Complementary Unbound!!
The Nexus Unbound 1.2.2, is running at stable 80FPS on a GTX 1650-Ryzen 5 5600X-16GB DDR4 (0.1% lows: 74), EXTREME settings, 12 chunk RD, SD, so probably, something what's more than a potato can run it!
Intel i5 6300U, with 8GB DDR3 and Integrated Intel HD Graphics: lowest settings: 25FPS stable, (0.1% lows: 20)
⚠️ Set God Rays down, Contrast Up, Color saturation up, and water waves down, for the best possible experience The latest version of Nexus Unbound, is now 1.1.5, and it contains:
-TAA
-SSAO
-SSR
-God Rays
-Dynamic lighting (Hand, Sun, Moon)
-Overworld & Nether & End atmospheres
-Waving leaves
-Water caustics, reflection, refraction
-Underwater shaders (by the color of the water)
-Volumetrical fog, skybox
-Shadow mapping (up to 8K)
All Versions
+ Add Version- 2.0.0 - 2026-09-22**
- What's added ✨:**
- Added Gen3 volumetric effects
- Added improved volumetric clouds
- Added cloud self-shadowing and light absorption
- Added Gen3 volumetrics settings
- What's improved ✨:**
- Improved volumetric lighting
- Improved atmospheric scattering
- Improved volumetric fog
- Improved weather and volumetric interaction
- Improved weather-based volumetric calculations
- Others ✨:**
- Kept existing lighting, PBR, shadows, water, sky and post-processing systems
- COMPLETLY Revorked end (Solas style)
- Cleaned up shader includes and integrations
- General shader and atmospheric improvements
- Now, here's what changed ✨:**
- 2nd gen volumetrics and water reflections/effects**
- More stable TAA, better lighting quality on higher presets**
- Now, it's more optimized**
Basicly, this is all, but it was hard to make!
## 1.2.2 — Tester Polish Pass
- Removed the temporary screen-space rain fallback
- Rebuilt rain as dense procedural filaments inside the real weather geometry
- Disabled projection jitter to stop whole-screen trembling while keeping TAA history rejection
- Added stronger End star atmosphere, subtle void haze and light streaks
- Added starfield rendering for End portals and End gateways
- Smoothed cloud density generation and raised default cloud coverage
- Brightened Nether lighting while keeping biome-tinted warm, warped and basalt-like fog
- Added more realistic Nether distance mist and lava-local haze
- Made underwater atmosphere clearer, less foggy and more depth-based
- Rejected water/reflection hits from water and translucent surfaces
- Reduced cave-water reflection strength further
- Added subtle stable block-lighting variation for less flat block rendering
- Smoothed darker Overworld night transition and reduced harsh night ambient shifts
- ⚠️ Not tested yet!**
It's 1.2.1, so here is waht changed:
- Removed the placeholder screen-space rain effect
- Restored true world-space Minecraft weather geometry
- Added a dedicated premultiplied weather buffer
- Added detailed distance-faded, textured and animated rain filaments
- Made world depth and roofs naturally occlude precipitation
- Disabled precipitation while the camera is underwater
- Replaced vanilla block clouds with raymarched volumetric cloud layers
- Added multi-octave 3D cloud density, erosion and vertical shaping
- Added internal cloud light absorption and storm-darkened cloud shading
- Added cloud coverage, density and quality configuration
- Added cloud-transmittance shadows to direct sunlight
- Rebuilt volumetric fog with height density, optical depth and transmittance
- Added shadow-map-aware sunlight scattering inside fog
- Added world-space raindrop impact ripples to water
- Added TAA weather rejection to prevent rain ghost trails
- Preserved LOW through EXTREME profiles and optional 8K shadow maps
- Fixed the Iris/OptiFine blend parser crash by supplying all four blend factors
- Added blend-property validation to the build script
- Optimized cloud shadow density sampling without removing cloud layers
- Reused volumetric shadow visibility across adjacent high-quality fog samples
- Skipped cloud-shadow and rain-ripple work when it cannot affect the image
- Reduced the weather buffer to bandwidth-efficient RGBA8
- Added dense procedural rain streak fallback so storms are visible across the whole view
- Reduced sky-view performance cost by shortening cloud raymarches and skipping zenith-heavy god-ray work
- Added procedural Overworld night stars and End void stars
- Made Nether fog respond to biome fog tint, with cooler warped-forest and ashier basalt-like atmospheres
- Reduced cave-water reflection strength and rejected harsh underground SSR
- Made TAA more responsive to water, weather, sky and motion to reduce ghosting
- Reduced bloom intensity and raised the bloom threshold
- What's fixed ✨ :**
- No more placeholder rain effects (sorry for that in pervious versions)
- Detailed "clouds" (volumetrics)
- What's improved ✨:**
- Improved performance (+10 FPS overally)
- Better TAA quality
- What's new ✨ :**
- Rain puddles on water surface
- Wet ground when rain is falling
- ADDED ✨**:
- Shadow mapping, from 1K, up to 8K
- FIXES ✨**:
- Fixed TAA Ghosting
- Fixed Sun position's getter
- Fixed Sun-Block renderer
- Fixed water caustics, and waves
- Fixed performance issues
- ⚠️ Set the color saturation UP in config for better gameplay!!!**
## This is the first published version of the Nexus Unbound✨, it contains:
- TAA
- SSAO
- SSR
- God Rays
- Dynamic lighting (Hand, Sun, Moon)
- Overworld & Nether & End atmospheres
- Waving leaves
- Water caustics, reflection, refraction
- Underwater shaders (by the color of the water)