Lumenite 2.8.3
New features
Snow that settles. When it snows, block tops, leaves and exposed edges slowly turn white. The drifts are soft and natural, not pixel patterns. Deep snow slumps over block edges and droops down the sides in rounded lobes. When the snow stops it melts back over a few minutes and leaves the ground damp. It follows vanilla’s snow rules (biome temperature, height, open sky), so it stays off lake beds and out from under roofs and trees. It builds up gradually: about half covered two minutes into a storm, nearly all after six.
Beacon beams. Real round columns of light with a white-hot core, tinted by the beacon’s glass. They light the air and the blocks around them.
The Deep Dark. A cold, blue-black fog pools on the floor and drifts in banks. Sculk slowly breathes with a pulse of light that moves across it. The Warden’s Darkness effect now closes in: everything goes black past about 15 blocks, and the edges of your view close in with every throb.
Glass that bends light. Stained and tinted glass, ice, slime and honey blocks refract the world behind them, with faint colour fringes. The tint deepens when you look at them at an angle. (Off by default, on in Ultra.)
Shadows on water. A shadow over water now falls twice: faint and transparent on the surface, and refracted onto the floor underneath. It blurs with depth, and the caustics follow it.
Enchanted items glow. Enchanted armour, tools and held or dropped items glow in the dark and bloom. The glint drifts between violet, magenta and blue, with small stars twinkling along the streaks.
Smart shadow culling. The shadow pass no longer draws the entire loaded world every frame. Coloured light is unchanged. This is a big performance win with high render distances.
Visual improvements
Netherite is now a dark metal alloy that reflects in its own purple-brown, instead of a washed-out grey lacquer.
Snow, ice, rain and gem sparkles are now soft round points instead of square pixels that popped on and off. They stay sharp at a distance, form a glitter path toward the sun on snow, and stay attached to armour as it moves.
Damp stone has been rebuilt. Stone next to water soaks up from the waterline in ragged tongues, gets darker, and holds a soft reflection.
Light haze
Halos around lights are round and smooth instead of blocky.
Underground it’s toned down to a soft glow around each light instead of an orange fog, and you can tune it.
Distant torches no longer leave crawling blotches.
Pixelated shadows (Shadow Filter: Pixelated) now snap to the block-texture pixel grid. They’re crisp, block-aligned and stable, with a proper Minecraft look.
Sun reflections on water are brighter.
Particles
Effect particles glow brighter by default.
Falling leaves no longer glow.
Explosions and mace hits no longer turn into a blinding ball of bloom.
The lens flare no longer flickers when the sun shines through leaves.
Performance
The glowing light shafts are about 4x cheaper.
Screen-space sun rays are about 4x cheaper again, and skip entirely when no sky is visible.
Light haze does a third of the work it used to.
With Shader Grass off, terrain and shadows skip the grass-only processing stages.
Blocklight shadows skip empty air and lights that are out of reach.
The lens flare does 24 fewer reads per pixel.
Coloured shadows skip work where nothing see-through is in front.
The Physics Mod ocean is cheaper per pixel, with distant waves simplified.
Fixes
Spawners: the red squares around spawners are gone. Smoke is no longer treated as a light source.
Clouds and light haze over water: water no longer shows through clouds or light haze in front of it.
Feather cirrus clouds no longer get cut off along straight lines.
Rain beads no longer crawl over mobs.
Sparkles far from spawn no longer turn into stripes.
Loading errors: fixed three cases where the pack failed to load (a settings combination and two shader errors).
Snow footprints and damp shorelines now darken the ground correctly.
Mod support
Physics Mod: native support for Ocean Physics V3 (Physics Mod v188+), plus the older ocean on the 1.21.11 Pro build (v183).
The mod’s waves, normals and foam are drawn with Lumenite’s full water shading. The mod’s foam becomes Lumenite’s lacy, lit whitecaps.
Physics Mod snow uses the snow material.
Dense smoke and rain plumes no longer glow at night.
New settings
Snow That Settles: on by default and in Signature, High and Ultra.
Beacon Beams, Beacon Glow
Deep Dark Fog, Sculk Pulse, Darkness Effect
Glass Refraction
Water Shadows: on in every preset except Potato.
Shadow Culling: Smart (default) or Everything (the old behaviour).
Enchant Glow: 0 gives the plain vanilla glint.
Light Haze in Caves: how much light haze is left underground. The default is 0.5.
A new New & Experimental page on the main settings screen. Glass Refraction and Snow That Settles are also on Quick Settings.
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" }