ReasonableView
A shader pack that isn't over the top. No orange haze, no blinding bloom, no plastic shine on every block. Minecraft still looks like Minecraft, just lit properly.
Torches, caves and nights keep their vanilla brightness, so the game plays the same. Sunlight, sky, water and shadows are drawn the way a camera would see them, and the effects stay quiet enough that you stop noticing the shader and just see the world.
Features
- Physically based sky with real sunsets, twilight and moon phases
- Soft shadows that get blurrier with distance from the object casting them
- Solid volumetric clouds with crisp edges and grey bases, casting shadows on the ground and changing shape in the wind
- Water with waves, reflections, refraction and caustics
- Rain that wets the ground and walls, puddles with ripples, and darker thunderstorms
- Lightning that lights up the sky, the clouds and the ground near a strike
- Colored block light: soul fire is blue, redstone is red, and light picks up the color of nearby walls
- Light shafts through trees and cave openings, morning mist
- Eye adaptation: stepping into a cave takes a moment to adjust, like your eyes
- Film-like color (AgX), so bright skies and lava don't clip to flat white
- Ores, metals and lamps get their own materials, even without a PBR resource pack
- labPBR resource packs supported (normal maps, parallax, smoothness)
- Color blind filters for protanopia, deuteranopia, tritanopia and achromatopsia (experimental, see below)
- Nether and End support
- Distant Horizons support: far terrain gets the same light, haze and water as nearby chunks
Off by default, in the settings:
- Sky: cirrus, cirrocumulus and altostratus clouds, noctilucent clouds after dusk and before dawn, aurora in snowy biomes (natural, custom, nightly or rainbow colors), the Milky Way, twinkling stars, a nebula sky in the End
- Light: glowing ores and blocks, a soft haze around lamps, your own torch color, blue fire in the Soul Sand Valley, moonlight beams, lava with drifting hot patches and glowing edges, starry end portals, violet end crystal beams
- Camera: depth of field, tilt shift, motion blur, chromatic aberration, Panini projection for wide FOV, underwater wobble, lens flare, film grain, colors that fade to grey in the dark, retro filters (scanlines, halftone, black and white)
- World: waving plants, water foam
Presets
- Balanced (default): dark places stay readable, caves keep a little light.
- Realistic: honest darkness. Unlit caves are black, torches fall off quickly.
- Vibrant: lighter nights and caves, a stronger glow around torches, lava and lamps, and a bit more color.
Everything else is in the settings menu, and every option there has a description: night brightness, cloud size, shadow quality, water, bloom, sharpening, color look and more.
Requirements
- Minecraft Java 26.3
- Fabric with Iris 1.11.x (installs Sodium)
- A GPU with OpenGL 4.3, so macOS is not supported
- Optional: Distant Horizons 3.3 or newer
Known issues
- So far it has only been tested on one NVIDIA card (RTX 4090) on Linux. Reports from AMD, Intel, slower cards and Windows help most, even when nothing is wrong.
- Distant Horizons terrain only gets shadows from hills that are on screen.
- In the Nether and the End, mobs have no ground shadow while Colored Block Light is on. Turn it off in Lighting settings to get them back.
- Water reflections only show what is on screen. Off-Screen Reflections (Materials settings) adds the nearby blocks behind you as simple cubes.
- labPBR support has only been tried with one resource pack so far. If normal maps, parallax or smoothness look wrong with yours, please report it and name the pack.
Color blind players wanted
Color Blind Mode (Camera settings) is experimental. The filters come from published color vision research, but no color blind player has tried them yet, so they may not help much. If you have any kind of color blindness, please try it and leave a comment: which type you have, the Color Blind Strength you used, and whether wool, concrete, ores or redstone got easier or harder to tell apart.
License
ReasonableView has its own custom license, the ReasonableView License 1.0, not an open source one. The full text is in the LICENSE file inside the zip. In short:
- Play with it, and use it in screenshots, videos and streams, monetized ones too.
- Modpacks can add it unchanged through Modrinth's or CurseForge's modpack system. If it is on by default, credit ReasonableView on the modpack page.
- Edits may be published if they credit and link this page, use a clearly different name, look clearly different, add real new code, and keep the same license.
- Don't reupload or sell the pack.
Credits
A few parts build on published code, used under the MIT and BSD licenses. Their license texts are in THIRD_PARTY_NOTICES.md inside the zip.
- Tone mapping: Minimal AgX by Benjamin Wrensch, based on Troy Sobotka's AgX
- Sky: Sébastien Hillaire's sky lookup tables and Eric Bruneton's Precomputed Atmospheric Scattering
- Anti-aliasing: MJP's Catmull-Rom filter
- Sharpening: AMD FidelityFX CAS
Found a bug?
Leave a comment with your GPU, driver version and a screenshot with F3 open.
All Versions
+ Add VersionSame requirements as 0.1.0.
Changed
Clouds: a new sky every in-game day, from clear to overcast and stormy (Sky Weather)
New cloud types: lumpy stratocumulus decks, altocumulus in wide sheets or broken patches, with puffs that change size, spacing and thickness across the sky and from day to day, low grey stratus that hides hilltops, and thunderstorms with anvil tops and lightning inside; all cast shadows and show in water
Stratocumulus from below: thin edges glow toward the sun and stay dim away from it; the underside darkens at sunrise and sunset
Cirrus, Cirrocumulus and Altostratus on by default; the sky weather picks their days
Ground fog on calm mornings after clear nights: fills valleys, rivers and lakes and lifts by mid-morning; thicker in humid biomes, most nights in swamps
Cloud shadows: about 25% more FPS when looking at the ground with every cloud type on; edges a little softer
The old Cloud Quality slider (steps per pixel) is now called Cloud Steps
Rain: streaks lit like water drops, faint against the sky and glowing when a lamp or a low sun is behind them; splash particles are pale specks instead of blue dots
Snow: soft flakes instead of pixel crosses, white against dark walls and grey against a bright sky; at night only flakes near a lamp or a held torch glow (all of them used to)
Fixed
Sun showing through thick clouds as a white dot
Clouds, storms and aurora jumping to a new spot once an hour
Clouds and storms jumping every 30,000 blocks away from spawn
Dark rim along the base of large cumulus
Contour lines inside cumulus and stepped bands on storm anvils
Storm shadows darkening the whole view at once instead of falling on the ground under the storm
New options
Clouds: Sky Weather (on); Cloud Types: Stratocumulus (on), Altocumulus (on), Stratus (on), Cumulonimbus (on), Ground Fog (on)
Clouds: a settings screen per cloud type: Height, Thickness, Size, Speed, Direction; storm top height and size; fog height and size
Clouds: Cloud Quality (High); Medium leaves out thunderstorms, Low also ground fog, for weaker graphics cards
Clouds: Cloud Style: Blocky swaps the low clouds for one layer of vanilla-size square clouds with square shadows that follow the daily weather; Blocky Cloud Settings: Height, Thickness, Size, Speed, Direction
Clouds: Sun Rays: cloud shade darkens the haze below the clouds, most toward a low sun, with faint beams through the gaps
Clouds: Cloud Style: Painted draws the same clouds as Realistic with smooth rounded shapes, warm sunlit tops and shade tinted by the sky
Same requirements as 0.1.0.
### Changed
- Cumulus clouds: solid white heaps with crisp edges and grey bases
- Aurora: thinner green curtains with red tops; their number, size and place in the sky change each night
- Menus: one option per row, a description for every option
### New options
New options keep the default look unless marked (on).
- Clouds:** Cumulus Size; Cloud Types: Cirrus, Cirrocumulus, Altostratus, Noctilucent Clouds
- Atmosphere:** Lightning Flash (on), Aurora Color, Aurora Density, End Sky, End Nebula Hue, Night Light Shafts, Lamp Haze, Light Shafts: Toward Sun
- Lighting:** Custom Block Light Color, Night Brightness, Ore Glow, Block Glow, Soul Valley Fire, Lava Surface Noise, Lava Edge Glow, End Portal Glow, End Beam Glow
- Camera:** Depth of Field (with Tilt Shift), Motion Blur, Chromatic Aberration, Underwater Distortion, Panini Projection, Retro Filter, Darkness Desaturation
## 0.1.0 (beta)
First release. Minecraft 26.3, Iris 1.11, OpenGL 4.3 (no macOS). Tested on NVIDIA only so far.
### Features
- Physically based sky and sunsets
- Volumetric clouds with shadows, changing shape in shifting wind
- Soft shadows, ambient occlusion, light shafts
- Colored block light, tinted by stained glass and nearby walls
- Water with waves, refraction, reflections and caustics
- Rain: wet ground and walls, puddles; darker, flat-lit thunderstorms
- labPBR resource packs: normal maps, parallax, reflections
- Nether and End with their own lighting, fog and sky
- Distant Horizons 3.3: LODs lit, shadowed and fogged like near terrain
- TAA, auto exposure, bloom, AgX tone mapping, Purkinje night shift
### Options
Off by default unless marked (on).
- Presets:** Balanced (default), Realistic (darker), Vibrant (brighter, more color)
- Lighting:** Colored Block Light (on), Subsurface Scattering, Glowing Ores, Flames, Lamps, Lava and Portal Glow sliders
- Materials:** Integrated PBR (on), Generated Normals, Glossy Reflections, Off-Screen Reflections
- Water:** Rain Ripples (on), Foam
- Atmosphere:** Stars: Twinkling, Milky Way, Aurora, Sunset Colors, Waving Plants
- Fog:** Border Fog (on), Fog Start and Fog End for each dimension and underwater
- Camera:** Sharpening (on), Color Blind Mode, Lens Flare, Sun Glare, Vignette, Film Grain, Saturation, Contrast, Vibrance
### License
Free to play and record. Modpacks may include it unchanged via Modrinth or CurseForge. No reuploads
or sales. Full terms in
LICENSE; code from other projects in THIRD_PARTY_NOTICES.md.