This is a massive overhaul of the shader pack. Almost the entire rendering
pipeline was rewritten to add a big batch of new features. Compatible with
Iris and OptiFine, Minecraft 1.20.1 and current versions.
New features
Global Illumination (screen-space approximation) + hemisphere sky/ground
ambient bounce lighting
Screen-Space Ambient Occlusion (SSAO), denoised/blurred
Real screen-space reflections (SSR) on water — reflects actual terrain,
not just a fake sky color
Volumetric fog / light shafts (ray-marched against the shadow map)
Improved water/hydrodynamics: Gerstner-style waves, shoreline foam,
rain ripples
Bloom (proper two-pass blur) + Tone Mapping (Reinhard / ACES /
Filmic) + Exposure control
Depth of Field and Motion Blur
Immersive weather: wet surfaces with rain, extra fog/ripples when raining
Celestial phenomena: aurora borealis, twinkling stars, shooting stars,
sun/moon halo
Render-distance pop-in fade ("geometry fade") to hide chunk edge culling
Visual style presets: Vibrant, Cinematic, Realistic, Nocturnal, plus the
usual quality tiers (Potato → Super Ultra)
Known issues (being worked on)
Water: reflections can still look inconsistent or "mosaic-like" over
complex geometry (waterfalls over stairs, many overlapping blocks). A fix
was applied but it's not 100% perfect yet in every scenario.
Player hand / entities / dropped items: since these are rendered
through a different pipeline stage than terrain, some post-processing
effects (motion blur, ambient occlusion) can occasionally cause them to
look slightly off (too dark, semi-transparent, or affected by leftover
data from a previous frame). Several fixes have been applied, but if you
still notice glitches specifically on the hand, mobs, or other players,
please report it with a screenshot.
Notes
This pack does not use real hardware ray tracing (RTX) — GLSL 1.20
(the language OptiFine/Iris shaders run on) doesn't support compute
shaders or BVH acceleration structures. "Ray tracing" here refers to
ray-marching techniques (SSR, volumetric light shafts), the same
approach used by other well-known Minecraft shader packs.
If you hit a shader compile error or a visual bug, a screenshot + which
profile you're using helps a lot to track it down.
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" }