Reimagined Global Illumination Fork
Fork of EminGT's Complementary Reimagined which takes advantage of its shadowmap system to add cheap, experimental Global Illumination. Essentially, bounce lighting from sunlight, without actually doing any path tracing. You can see what this means visually below:
GI Disabled (left) vs. Enabled (right)
Now I can see the creeper!
Check out some more examples in the gallery.
Credits
This fork is based on Complementary Reimagined. All credit for the original shader framework and core rendering belongs to the Complementary development team. This fork merely builds on their impressive work by adding global illumination to overhaul daytime visuals.
This fork is heavily inspired by Timetravelbeard's Just Colored Lighting, and his impressive shadow-map-driven voxel GI approach.
Performance
In my incredibly rudimentary testing, I've seen a maximum of a 5% drop in framerate. ACT (obviously) exaggerates this, but less than you'd expect, all while improving GI.
All Versions
+ Add Version- Directionality Update**
- GI now bounces with a directional skew mirroring the angle of the sun
- caustics have been reworked with pattern adjustments/strength/fade/color
- GI range now goes up to 8 chunks (performance costs, recommend 4)
- beautification of GI-default (config updates, again)

GI properly illuminating the underside of a cliff due to the high angle of the sun.
2. **Water GI includes caustics, which can be disabled**
3. **Underwater sunlit surfaces can now contribute GI**
4. added DIRT+GRASS self-suppression
5. added the option for GI to layer over SSAO/vanilla AO
- updated GI-DEFAULT
- light shafts enabled by default
- SSAO enabled by default
- GI>SSAO/vAO enabled by default
- caustics enabled by default

_to do:_
- performance review
- INCREASE GI RANGE !!!
- everything from prev.
- coloring and config refinements (please send me your config files if you get it looking pretty! and a screenshot. on discord prolly.)
- maybe moonlight GI?
- check out the END! haven't even tested GI there yet.
ACT breaks caustics. Why? good question.
- decoupled ACT from GI** for very mild performance improvements
- incorporated backface light leak rejection
- rebalanced color and lighting (fixes neon grass)**
- various adjustments to config for performance and visuals in GI-DEFAULT profile
- excluded certain partial transparent blocks from producing GI
- added versions down to 1.13.x. I haven't tested these, but I don't know why they wouldn't work. if something is incompatible, message me on Discord
- bugfixing
- Known problem(s):**
2. minor hand rendering order bug
3. greater voxy/real chunk disparity due to GI's color influence
To-do:
- Decouple ACT from GI for performance tweaking
- Readd GI to nighttime
- GI looks 'off' in cloud shadows. Maybe detecting this and reducing GI saturation/intensity somehow?
- GI lighting rebalance. Everything outside of the ACT chunk render distance is darker! So sad. Looks bad. Need fix.
- Test other Minecraft versions!