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Unbound Visual +

Unbound Visual +

by CornXX • Downloads: 0 • Followers: 0
Description
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Changelog
Versions

You are free to create any video content using these shaders.

Unbound Visual+ is a modified version of Complementary Unbound,with the addition of effects and visuals that differ from the original shaders and the addition of light Ray Tracing and Global Illumination, as well as improved saturation. We have no problems or cons against sheders, we only modify other users' sheders, if there are any problems, contact us.

Performance

If you experience lag, you can change the profile to Low, if it's still strong, you can change it to Standard, if it's strong, you can max it to Ultra for stunning visuals, which we call Visual +,If you want to be good, You can change the profile to Cinematic, specifically for landscapes.

We have designed the cinematic mode specifically for players who appreciate natural scenery and beauty; if you enjoy scenic views, we recommend choosing this option.

feature

  • Global Illumination
  • Using the Monte Carlo Global Illumination technique
  • SSGI (Screen-Space Global Illumination)
  • Standard Film ACES filter
  • New setting feature to adjust GI intensity.
  • TAA for rendering spot-polishing
  • colored lighting
  • GTAO Implementation
  • Implementation of RTAO

Advisory

The self-reflection technique for the reflection block is not yet fully perfected; issues such as leakage, data loss, and rendering problems persist, and we are currently working on improvements.

Required

  • Make sure you have installed Iris for the version of sheders you choose and the version of Minecraft you are playing.
  • Installing Fabric (Original)
  • Use special mods for optimizer and Ram (Optional)
  • OpenGL 4.3 (Do not use older versions of OpenGL, as the shaders will crash and fail to run for certain Global Illumination and vertex techniques.)

Credit

These sheds are modified sheds from Completentary Unbound, we do not claim these sheds are ours, these sheds are original from someone who makes sheds and Modrinth Creator.The creator is named EminGT and comes from Türkiye.he is known for making sheders which are definitely the brightest Complemantary Unbound and Complemantary Sheders and Complemantary Reimagined that we know of

You are free to create any video content using these shaders.

All Versions

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Version 9.7 Stable is a version we’ve optimized as much as possible. This version introduces new lighting techniques, including Global Illumination and SSGI enhancements. Here’s what we’ve implemented:

  • Physically plausible High Dynamic Range lighting system
  • High-quality Temporal Anti-aliasing and upscaling (TAA / TAAU)
  • Updates to water animations and colors
  • Corrections to light bounce projection and color bounce sensitivity in BounceLumen
  • Fixes for issues with the Monte Carlo Global Illumination algorithm
  • Improvements to LUTs and color grading
This is the other version, with improvements to performance, visuals, and light bounce.
This update is a little different, we fixed the Light bounce system so that it looks good again and fixed the water animation, but this version is a little heavier than the stable title I said.
# **What has changed?**

Hello fans of this sheders, this time I want to tell you about this farthest version, this version we have originally prepared since 2 weeks ago but we have not dared to upload it, and now we want to upload it immediately. First I explain for version v9.0, this version is an Odd version and a version with many new visuals, I apologize if many visuals are exaggerated because I am not very good at Coding and some I also see the sheders next to implement. This version has many additional visuals and we also optimize the sheders again so that they can be played in Survival or Adventure, some of our visuals are researched or understood from Fantasy Unbound sheders and Nostalgia sheders, we do not take them directly but we only look at the code and we recreate them specifically for these sheders, for Global Illumination on Light bounce we have improved it so as not to burden Vram and cache from Minecraft.

# **Advisory**

  • OpenGL version 4.3 is required!**
  • To experience the Visual Path Tracing effect, change the profile to Standard or higher.**

Now I will tell you what's new:

  • We added a shooting star animation at night. If I'm not mistaken, shooting stars have 2 colors, namely from white to yellow.
  • We improved the animations on Lava
  • We added splash distortion effect during rain and thunderstorm.
  • Improved the glowing ore animation to make it more visible but not make the visuals weird
  • We improve the underwater to make it clearer and look blue.
  • Enhanced torch/lantern flicker
  • what has changed**

  • Improved optimization of each profile
  • Added time lapse special effects feature
  • Make the clouds thicker and more numerous
This is the stable version of 8.4; it is more optimized than the non-stable version.
  • What has changed?**

  • Multiple Importance Sampling (MIS) — cosine hemisphere + light-source sampling** :
This is the most directly relevant to your case. Cosine-weighted hemispheres are great for capturing general bounces (floors, large walls), but terrible for capturing small, bright light sources (torches, lanterns) — with GI_RAYS_PER_PIXEL only a few rays, the chance of one of them "happening" to hit that small torch is low, so the contribution becomes noisy/flickering. The solution: some rays remain cosine-weighted (general bounce), others are fired directly at the nearest emissive voxel (exactly the scan blockLightPointShadows.glsl already uses to find nearby lights), and then combined using the MIS balance heuristic to avoid double-counting. The emissive voxel search infrastructure already exists in your codebase, so this is realistic to implement with low risk.

  • Low-discrepancy sampling (R2 sequence / Sobol) replaces hash noise**
:
GiHash22 now uses a regular white-noise hash. Replacing it with a quasi-random sequence (R2/golden-ratio sequence, or Sobol) allows for a more even distribution of sample points across the hemisphere and faster convergence under TAA—reducing noise clumping without adding any rays. This is a cheap, low-risk swap that has a direct impact on visual stability (less sparkle/grain).

  • Fix saturation and also ACES tonemap
  • Fixes for Light bounce in the cosine hemisphere technique that caused light bounce to be misdirected and inconsistent :

Fix: Changed "mirror" to "bend towards grazing" — normals are only bent tangentially to the view direction, not bent through it. This is a standard technique for handling normal maps at grazing angles without breaking the actual bounce direction. I applied the same fix to two places with identical bug patterns: giNormal (using GI + SSGI voxels) and caoGiNormal (Contact AO).

  • Improvements to the colors of torches and glowing objects with more realistic colors.
  • Increased saturation that is more saturated and out
This is an updated version; we are limiting the availability of certain versions due to errors or bugs. We have worked to optimize this PT version (5.4)—and while it is still a work in progress—it is already performing well.
If you experience excessive lag or feel the GI quality is poor, you can adjust it under Shader Settings > Other > GI Voxel Settings > GI Resolution.
These sheders are specifically for PTs, not the standard ones.


# What has changed?

We are currently creating a lightweight version of light bounce and global illumination, but we are still encountering rendering issues related to light bounce and denoising; you can adjust or modify the settings under "Other" in the shader settings and click on "GI Voxel Settings."

UNBOUND VISUAL + PT (v6.8)
Stochastic Path-Traced Voxel Global Illumination


Introduction
Unbound Visual + PT is a custom edit of Complementary Unbound (Unbound
Visual +) that adds fully realized SEUS PTGI-style Global Illumination (GI):
soft indirect lighting that respects the sun's direction and color, and
does not leak through walls or ceilings.

This pack is not merely a traditional cone-tracing "patch," but rather
implements a true PTGI engine: scene voxelization + direct light propagation
into a radiance cache, followed by multi-bounce stochastic path tracing
per pixel, which is accumulated by TAA into smooth indirect light.


Key GI Features
  • Colored sun bounces that follow the sun's direction (as the sun moves,
the bounce lighting changes accordingly).
  • Soft / non-pixelated: radiance is sampled with a solid neighbor filter
(eliminating "colored squares").
  • No light leaks: each ray is traced using DDA (Amanatides-Woo) that stops
at the first solid voxel, meaning physical light cannot pass through
walls or ceilings.
  • Multi-bounce (path traced): each ray bounces through the voxel grid,
adding radiance at each intersection, and is attenuated by the albedo of
the hit voxel (next-event estimation + albedo throughput).
  • Supports emissive blocks (glowstone, lava, torches, lanterns, sea
lanterns, redstone lamps, shroomlight, jack o'lanterns, beacons, etc.)
as real light sources within the GI grid.
  • Temporal accumulation via Iris TAA -> converges into smooth, noise-free
GI.


Technical Aspects (SEUS PTGI Engine)
1. Voxelization: the scene is voxelized into a 3D grid (albedo + opacity)
around the camera, world-anchored (snapped via cameraPositionFract)
to prevent "swimming" artifacts as the camera moves.
2. Direct light injection: the sun/moon light (sun direction, shadow
visibility, NdotL, sun color) is calculated for each solid voxel and
stored in the radiance cache. This forms the PTGI-style "voxel world."
3. Per-pixel stochastic path tracing (deferred):
  • Several cosine-weighted (Lambertian) rays per frame.
  • Each ray is a real DDA trace bouncing through the voxel grid.
  • At each intersection: voxel radiance is added (next-event estimation),
and the bounce continues in a direction determined by the normal of
the hit voxel, attenuated by the voxel's albedo.
  • Animated blue-noise (dither) seed per frame -> TAA accumulates
these frames into a smooth result.
4. Everything is processed every frame; TAA performs temporal convergence
(exactly how SEUS PTGI converges its stochastic path tracing).


Requirements & Settings
  • Required: Iris (not OptiFine) + TAA ON.
  • GI is only active in the OVERWORLD dimension.
  • Requires a GPU with adequate compute shader support (3D texture / custom
images). On unsupported setups (OptiFine, macOS, Distant Horizons,
Voxy, or if shadows are disabled), GI is automatically turned OFF ->
the pack remains safe to load and use, just without GI.
  • GI settings can be found in shader options:
GI_VOXEL_RESOLUTION (64/128/192/256), GI_VOXEL_SIZE,
GI_BOUNCE_PASSES (1-8), GI_DECAY, GI_INTENSITY, GI_EMISSIVE_BLOCKS, etc.


Performance Tips
  • GI increases the load during the deferred pass (defaulting to a path
tracer of 4 rays x 2 bounces per pixel).
  • If FPS drops: lower the RAYS/BOUNCES in giFloodfill.glsl, or lower
GI_VOXEL_RESOLUTION / increase GI_VOXEL_SIZE.
  • If it is too bright: lower GI_INTENSITY.
  • If voxelization is still too blocky in the distance: increase
GI_VOXEL_RESOLUTION (watch your VRAM).


Credits
  • Based on Complementary Shaders by EminGT (www.complementary.dev).
  • Edit & PTGI GI engine: Unbound Visual + PT.
  • Techniques based on the SEUS PTGI (Sonic Ether) approach.
================================================================
# What has changed?

This is the same version, but improved, with SSGI and more changed colors
# What has changed?

In this new version, we have added new visuals: you can now see yourself in any reflection. Self-reflection is active on settings ranging from Standard to Cinematic and Ultra.
# anything has changed

This update is the last update of season 4, namely catalog version 4, there are not many changes, namely:

  • Increased shadows on water
  • Added pulsation effect control on lava
  • More & slightly thicker clouds
  • Rainwater ripples / droplet effects are more visible
  • The PBR effect is more outward
  • Clude shadow addition
  • Applying sharpening to clouds


  • Lava Glow Pulse** (new toggle, default OFF) — in Material Settings > IPBR Settings > Glowing Stuff Settings. Makes the lava glow pulse slowly, like breathing. Purely cosmetic, very light.
# anything has changed

  • auto brightness addition
  • Addition of new Profile mode, namely Cinematic
# What has changed?

  • Total fix for annoying sun glare
  • minimal addition of water animation
# anything has changed ?

  • Adding Fish eye effect to the water depth for distortion
  • increased reflection and smooth reflection
# anything has changed
This change is a request from our valued players and users.

  • Improvements to block and mob reflections such as iron golems and etc.
  • increased fog
  • Changes in transparent and reflective glass
  • reducing the exposure to sunlight only so as not to cause eye pain
  • increases when it rains
  • increased PBR effect and sharpness
# what changed

  • Improved reflections on water and blocks, now sharper and no visible distance limit
  • fix glare on sun and bloom
  • contrast and ambient enhancement
  • Ambient changes in Cave
# What changed

  • Adding Contrast
  • Reducing light intensity to avoid glare
  • Dark areas are darker
  • Added animation of leaves and grass
  • Improved God Rays
[Unbound-Visual-+] 1.4 by CornXX on Oct 13, 2026
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# Anything that's changed

  • Lighting enhancements
  • PBR implementation
  • Water enhancements
  • Visual effects enhancements
  • Optimize Sheders
[Unbound-Visual-+] 1.3 by CornXX on Oct 13, 2026
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# Anything that's changed

  • T_SATURATION (Saturation)0.90 ✓
  • T_VIBRANCE (Saturation of Paler Colors)1.30 ✓
  • Light color enhancer
  • activate Colored Lightning
[Unbound-Visual-+] 1.2 by CornXX on Oct 13, 2026
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The changes made are:

  • Changes in lighting

  • Changes in PBR

  • Changes in sunlight levels and reflection

These sheders are safe to use and do not contain any strange things and this is an edited result that does not belong to us.
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