Lumenite V2.7
Water: rebuilt from scratch
Realistic water colour. Water now gets its colour the way real water does, from how it absorbs and scatters light, using values from published measurements. Coastal sea is a dark blue-teal instead of bright saturated blue, forest lakes are olive, swamps are tea-coloured, and shallows show the bottom tinted by the water above it.
New waves. A wind-driven wave pattern with 11 sizes of waves, from 6 blocks long down to tiny ripples. They run with the wind and each moves at its own realistic speed, replacing the old repeating ripple pattern.
No more grain. Waves too small to see turn into a soft roughness instead of flickering noise. Distant water stays clean, the sun's glitter path is smooth, and reflections smear softly like on a real lake.
More accurate reflections. Water's real reflectivity is used, so it's darker head-on and a near-perfect mirror toward the horizon.
Light through the waves. When you look toward a low sun, wave faces glow green-turquoise as light passes through them.
Underwater: real Snell's window. Looking up from underwater, the whole sky and shoreline squeeze into a circle overhead, the edge ripples and shatters with the waves, and the waves match the surface exactly.
Weather-driven whitecaps. Almost none in fair weather, more in rain, lots in storms.
Cleaner foam. Its finest pattern no longer fizzes in the distance.
Caustics follow the waves. The light patterns on the seabed now come from the new waves.
New option: Wave Style. Pick the new Wind Sea waves or the Classic ones.
Vanilla texture off by default. The vanilla water texture overlay is now off in the Signature, Signature Barebones and Bare Bones Optimized presets. It's still available in settings and gentler when on.
Mod water matches. Distant Horizons and Voxy water use the same new look.
Glow: new features and a new Glow tab
Sun Glare. The sun's reflection on water, plus the brightest snow and ice sparkles, throws a wide halo and a slight squint-inducing haze.
Shaft Glow. Where sunlight breaks through leaves, ridges or cloud edges, the gaps glow.
Light Haze. Torches, lanterns, glowstone and lava light the air around them. It's thicker in rain and caves, sits as a glowing layer over lava seas in the Nether, and stops at walls.
Sparkle Glow. Snow glitters (and catches torchlight at night), ice sparkles, and wet ground after rain gets glints from water droplets.
New Glow tab. Every glow-related setting in one place. They also stay on their original screens.
Particle glow fixed. Potion effect swirls now glow for nearly every effect, not just a few, and other magical particles glow too.
The Nether: softer, less burnt
Less burnt colour. Lighting no longer turns everything flat red, and lava light is warm orange instead of pure saturated orange.
Real fog. Distance now fades softly into a glowing haze that warms near the lava seas, and the void behind it matches the fog exactly.
New tone curve. Shadows are deep but never pure black or pure red, and lava rolls off as warm orange instead of clipping to flat yellow.
Bloom in the Nether. Lava, fire, glowstone, shroomlights and soul fire now glow, with a soft halo in their own colour.
Particles fixed. Ash, spores and smoke are no longer black specks.
Aurora: completely rebuilt
Real curtains. Folding curtains of light in the northern sky, made of fine shimmering vertical rays.
Real colours. Oxygen green in the body, faint red tops, and a pink-violet hem on the sharp lower edge when it surges.
Overhead view. Look straight up and you see up into the rays.
Reflections. Still water reflects it.
Armour, tools and third person
Reflective armour. Iron, gold, chainmail, netherite, copper and turtle armour each have their own material. Diamond armour and gem trims sparkle like cut gems.
Armour no longer goes dark. It now reflects the sunlit world around it, not just the dim sky.
Tools. Iron, gold, diamond and netherite tools and weapons reflect properly in third person and when dropped. Handles stay wood.
Natural skin. Your player model gets soft, natural skin shading: light wraps around the shadow edge, there's a warm glow where light passes under the skin, and a faint sheen.
Portals
Voxel Nether portal. The animated texture becomes real 3D voxel cubes that rise and fall with the animation. It's crisp, not blurry.
Portal light colours. Nether portals cast purple light, and End portals cast a soft green glow.
Lighting
Softer block light. Light from blocks is softer and more realistic, and coloured light keeps its true colour.
Fade-in on load. When the shader loads, block light spreads outward from each light source and the image eases in over a couple of seconds. It ends at exactly the normal look.
Ice glitters. Ice now has its own material and sparkles.
Presets and performance
Bare Bones Optimized rebuilt. It's now based on Signature Barebones and aims for 130+ fps on mid-range laptops. Changes include volumetric clouds on, lower-resolution clouds, and lower water detail in the distance.
Signature Barebones. End sky set to Ultra and black hole quality to 110.
New options: Cloud Resolution and Water Detail LOD.
Fixes
Removed the brown strip that moved across the ring planet in the End, plus a leftover debris ring.
Debris-belt rocks no longer flip their lighting from one side to the other.
Fixed screen blur that followed your own movement (TAA).
Fixed picked-up items glowing and oversaturating in dark places.
Fixed light leaking into cave edges, especially in newly loaded chunks.
Stonecutter saw blades now cast block-light shadows.
Fixed lanterns underfoot breaking block-light shadows, and the player affecting them.
Replaced the cloud noise with Lumenite's own.
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" }