HSN-Shaders Changelog
Version 26.3.7 (Current Release)
This release consolidates the visual style of 26.3.6 with performance improvements and a large set of stability and visual fixes. Soft shadows are available on all profiles. Water stays close to the vanilla appearance (no strong tint or mirror reflections by default). Experimental SSAO and god rays remain available but disabled by default.
Highlights
- Soft shadows on every profile (configurable quality)
- Per-light-type glow (warm, lava, portal, soul) that only affects bright texels
- Wider, more visible bloom on light sources without hazing the sky
- Improved fog that matches the sky color and fades smoothly
- Cleaner color grading (saturation applied once)
- Better night, rain, and Nether lighting behavior
- Experimental menu for SSAO and god rays
Detailed Changes in 26.3.7
Visual and Atmosphere
- Daytime fog restored to previous strength (thicker during the day, thinner at night)
- Ambient tint reintroduced for a softer, warmer daytime look
- Fog color now derived from the sky to eliminate horizon seams
- Clouds fade cleanly into the haze without rings or hard cutoffs
- Night horizon corrected to blue-gray (no purple haze)
- Rain sky follows the vanilla gray appearance; sun and moon glare fade during rain
- Moon glow tightened so it no longer washes out clouds
- Nether uses plain lightmap lighting and vanilla fog color (no overworld night grading)
Shadows
- Soft shadow filter optimized (8 taps) with night-time early-out for performance
- Shadow edge fade fixed (no dark ring at the map boundary)
- Shadow acne on distant slopes reduced by distance- and slope-aware bias
- Moon shadows flattened to avoid striped night lighting
- Shadow matrices properly declared
Water and Materials
- Water lighting uses a consistent up-vector (no view-dependent shifts)
- Only actual water receives water-specific shading; glass, ice, slime, and portals no longer receive teal tint
- Water ripples converted to world-space coordinates
- Night water no longer glows unnaturally next to dark terrain
- Water remains close to the vanilla texture appearance
Bloom and Post-Processing
- Bloom blur widened for a visible but controlled halo on lava, portals, and lanterns
- Bloom no longer hazes sky or cloud edges
- Saturation applied only once to avoid over-saturation
Other
- Translucent programs share the water shader path
- Glow system limited to bright texels only
- Profiles and defaults aligned with the refined 26.3.6 look
- Performance improvements relative to the prior 26.3.6 build
Features carried forward from 26.3.6
- Experimental SSAO (off by default) with strength control
- Experimental god rays (off by default) with strength control
- Dedicated Experimental menu page
- Soft glow on sun and moon
- Waving plants limited to grass, flowers, crops, and leaves (vines stay still)
- Improved configuration menu (profile values match available options; no duplicate profile picker)
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }