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Reimagined + Global Illumination Fork

Reimagined + Global Illumination Fork

by func0 • Downloads: 0 • Followers: 0
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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:

Default CR (left) and Global Illumination enabled (right). Now I can see the creeper! 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
Name Game version Platforms Published Downloads Actions
26.2 26.1.x 1.21.x +8
Iris OF OptiFine
1d ago 1
26.2 26.1.x 1.21.x +8
Iris OF OptiFine
1d ago 1
26.2 26.1.x 1.21.x +8
Iris OF OptiFine
1d ago 1
26.2
Iris OF OptiFine
1d ago 1
  • 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.](https://cdn.modrinth.com/data/cached_images/5e448e8acd9f69bc9eb486453220abcf01a9cb2c.jpeg)
GI properly illuminating the underside of a cliff due to the high angle of the sun.
[v1.76] Aquatic Update by func0 on Oct 16, 2026
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1. **Water sunlit surfaces can now contribute Global Illumination**

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
![Water surfaces contribute GI w/ caustics](https://cdn.modrinth.com/data/cached_images/5f24a8aff6710564eb731e3bccafb50ad7409e64_0.webp)
![Underwater sunlit surfaces contribute GI](https://cdn.modrinth.com/data/cached_images/fab8f9a14db371008be5ee88e160a03639bdedb4_0.webp)

_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.

numerous minor changes
  • 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):**
1. cave GI light leak around sunset/sunrise
2. minor hand rendering order bug
3. greater voxy/real chunk disparity due to GI's color influence
[1.28] Test the Waters by func0 on Oct 16, 2026
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pub: adding GI - DEFAULT as the DEFAULT profile on load, the only profile with GI ENABLED.

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!
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