
- Quality and Design
+ Added Design, a second choice next to Quality. Quality decides what the pack costs to run, Design decides how it looks.
+ Added six designs: Zayko, AMC, Radiant, Endear, OBS and Evocative, each in its own colour in the menu
+ Added Zayko, the pack's own look. It overrides nothing, so pick this one if you want to tune everything yourself
+ Added AMC, the game you know with shadows, water and sky underneath. Nearly white daylight, soft shadows, readable nights, vanilla's own sky and fog colours, each biome's water showing its own colour, almost no bloom, thin air
+ Added Radiant, everything turned up. Golden sun, strong contrast, cool shadows against warm highlights, punchy curve, more colour, more bloom, clearer distance
+ Added Endear, very girly and pastel. Pink sunlight, milky pink shadows that are never hard, lavender and pink tones through the whole image, a bright airy exposure, a soft glow and the violet sky all day (built to Ahleyrie's idea)
+ Added OBS, made for recording. Clean and punchy, with shadows filled and black lifted just enough that dark scenes, nights and caves stay readable after YouTube compression, so there is nothing to fix in an editor
+ Added Evocative, dreamy. A soft curve, a lavender haze in the shadows, heavier air, the strongest glow of any design, and a golden sky with a peach sun
+ Changed how a preset works: a Design sets the Tonemap Operator and Sky Preset outright, the colour of sunlight, how dark shadows and nights are, contrast, a split tone and how far black is lifted, and scales everything else, so sliders you have already tuned keep working underneath it
+ Changed Tonemap Operator and Sky Preset to be locked while any Design other than Zayko is selected
+ Changed Profile to Quality and rebuilt the six tiers: Low, Lite, Balance, High, ExHigh, Divine
+ Changed the default to Balance, tuned for a GTX 1660 to an RTX 2060 at 1080p
+ Changed a fresh install so it no longer opens on "Custom"
+ Changed the menu into seven categories with the essentials on each page and the fine sliders behind an Advanced screen
+ Changed every option's colour to match the menu it lives in, so nothing reads as belonging somewhere else
+ Changed Tonemap Operator names to Signature, Filmic, Filmic Punch, Cinematic and Gentle
- Night Sky
+ Added the real night sky. Every star to magnitude 6 from the Yale Bright Star Catalogue, 5044 of them, in their true positions with their true brightness and colour
+ Added a sky that turns about the celestial pole, which stands 40 degrees up in the north at the default Sun Path Rotation
+ Added a slow yearly drift, so which constellations are up at night changes across a 365 day cycle. Orion is high at midnight on day zero
+ Added nights that differ from each other. How faint a star can be and still show is drawn fresh each night, so some nights are crystal and some are hazy
+ Added Constellations, faint figure lines through all 88 (off by default, enable it under Sky and Weather)
+ Changed the Aurora completely
+ Added nine palettes, four following the real physics of an aurora and five that are not trying to
+ Added an Aurora Colors switch for Real, Fantasy or both (both by default, fantasy about one night in five)
+ Added per night activity, so a quiet night shows one arc and an active night fills much more of the sky
+ Added vertical rays and a sharp lower edge to the curtains
+ Added an Aurora Brightness slider
+ Changed the Nebula completely
+ Added six deep sky palettes with dark dust lanes, drawn fresh each night
+ Changed the nebula to sit among the stars and turn with them, high enough that it never sets or gets cut off by the horizon
+ Changed Shooting Stars to travel on real paths across the upper sky and stay clear of the moon, instead of appearing behind it or at the very edge of the world
+ Changed the moon so it stops hanging as a grey disc in a bright sky through dawn and dusk
- Zayko PBR
+ Added Zayko PBR, the pack's own materials, as a third Material Format next to labPBR 1.3 and Old PBR. It needs no PBR resource pack and works with any texture pack. labPBR 1.3 stays the default
+ Added real depth to every vanilla block, built from the block's own texture and kept shallow, the way a good labPBR pack is. Mortar, cracks, bark, the gaps between cobbles and the books on a shelf sink into the block with rounded edges, and cast sharp shadows across the surface
+ Added a material for every vanilla block family, from how smooth it is to how much light it reflects and how much rain it soaks up
+ Added real metals. Iron, gold and copper reflect with their measured colour, copper's patina stays rough and dull at every stage of weathering, and the gold in ore and gilded blackstone shines
+ Added wet surfaces in rain. Porous blocks darken, sealed ones turn glossy, walls get wet as well as floors, and puddles gather in the recesses first
+ Changed metals on glass and other translucent blocks to their measured colour under labPBR, which they never got
- Lighting and Shadows
+ Changed ambient occlusion so it no longer darkens direct sunlight. It was shading every sunlit crevice twice, with two systems that did not know about each other, and this is much of why the pack looked muddy
+ Changed shadows to harden on contact. A shadow is now sharp where it meets whatever casts it and spreads softly with distance
+ Changed Shadow Quality so it actually does something. The top three settings used to be identical
+ Fixed the soft edge of a shadow coming out brighter than full sunlight when the sun is low, which lit up the sunny side of trees at sunset
+ Changed light shafts so they no longer have hard cardboard edges
+ Added more samples at every quality tier, for smoother shafts at the same brightness as before
+ Changed how shafts are filled in around trees and other edges, so light seen past an edge no longer smears onto whatever stands in front of it
+ Changed materials so generated ones no longer overwrite a resource pack's own labPBR data
+ Changed Generated Normals and Generated Specular to fill in only for blocks your resource pack gives no maps, so a PBR pack's own surface detail and shine show through. Both used to replace them everywhere
+ Fixed turning off Generated Emission also switching off a PBR pack's own glowing parts
+ Changed Generated Specular to cover whole block families, so red sand, red sandstone, mossy and cracked stone bricks, red bricks, walls and pale oak planks match the rest of their family instead of getting nothing
+ Changed metals, which had their reflectivity halved and their falloff distorted
+ Changed texture ambient occlusion, which was being applied up to four times over on terrain and once everywhere else, so a mob never matched the floor it stood on
+ Changed Generated Normals to draw a clean bevel along the edges in a texture, sized to your screen. They drew a hairline that broke into a repeating grid of bright dashes at a distance, most of all where light crossed a wall at a low angle
+ Changed the relief to fade out where texture detail gets smaller than a pixel, instead of cutting off at a fixed distance
+ Changed the sampling to your textures' real resolution, measured from the atlas, instead of assuming 128x textures
+ Changed the comparison so a tinted block is measured against itself. One half of it carried the biome tint and the other did not, which switched the effect off entirely on grass, leaves and other tinted blocks
+ Changed the taps to follow parallax, which had them reading a different part of the texture the further from straight on you looked
+ Removed Generated Normal Resolution. The shader measures your resource pack itself now, block by block, so a pack that mixes resolutions works as well
- Water
+ Changed water to work out its own colour from what is behind it, instead of being mixed in at one strength like a pane of tinted glass. The surface reads the scene under it, bends it, takes light out of it one colour at a time over the distance that light really travelled, and adds back what the water itself scatters
+ Added real absorption, so shallow water barely tints what is under it and deep water turns green and then blue on its own. A metre of pond still shows dirt as dirt, where before every bottom went the same grey
+ Added refraction that knows how deep the water is. Shallow water barely moves what is under it, deep water moves it a lot, and the surface's own reflections no longer smear along with it
+ Changed the water in the pond, the sea, the fog around you underwater and the tint of light reaching the seabed to all come from one set of numbers, so they finally agree with each other
+ Changed the Water Color sliders to drive that: the three colour sliders set what the water swallows, since water is the colour of the light it does not, Color Strength how strongly, Murkiness how much it scatters and Fog Brightness how brightly it glows
+ Added Biome Water Color, so water is no longer one colour everywhere. Each biome pulls the water off the pack's colour by however far its own water is from ordinary water: a warm ocean turns turquoise, a frozen sea goes deep blue, a swamp goes green, and an ordinary river stays exactly as tuned. It reaches the surface, the fog underwater, the light on the seabed and distant water alike, and a slider sets how far it goes or turns it off
+ Changed the waves. Long waves from 7 to 34 blocks carry the shape of the sea and the fine ripples sit on top of them, and every wave fades out as it gets too small for the screen to draw
+ Fixed distant water sparkling. Ripples finer than a pixel were being shaded rather than filtered, which cannot be anything but noise; measured on a screenshot, the pixel to pixel jitter far out was over twice what it should be
+ Fixed the mid distance wobble, which was about twice as strong as it should be, so reflections out on the water hold their shape
+ Added what the fading takes away back as roughness, so the sun spreads into a real glitter path exactly where the ripples stop being drawn
+ Changed each layer of ripples to travel its own way around the wind, so the surface forms and breaks up as it moves instead of sliding along as one sheet
+ Added waving water. The wave system existed but had never once run, so water was completely flat
+ Added a Wave Height slider, from flat to six times the default
+ Rebuilt the view from under water
+ Added light that comes down through the water. Everything underwater used to be lit by the same white light as dry land, only dimmer, so sand a few blocks down was grey, seagrass kept its dry land green and your own hand looked as if it were out of the water. Now sunlight and sky light lose their red on the way down, so the seabed, plants, mobs and your hand take on the water's colour the deeper they are
+ Changed the water around you to get bluer and darker looking down and brighter looking up, since the light in it really does change with depth. It used to be the same full sunlight at every depth
+ Changed the colour of the water around you to come from the Water Color sliders directly, so it is teal rather than slate blue
+ Changed the surface seen from below to show the sky, the clouds and the shore through all of it, moved only by the ripples, even looking out level: it is only faintly a mirror from below, and the water fog in front of it stops at ten blocks, so the world above the water stays visible instead of fading to solid blue
+ Added Snell's Window (Water, Advanced, off by default). With it on, the world above comes through only in a circle overhead and the rest of the surface is a mirror, which is what real water does from below
+ Changed caustics on the seabed to be about twice as strong. They barely showed
+ Changed the water in cauldrons to be proper water: the biome's own water colour, glassy with gentle ripples and reflections, and a little see through to the cauldron's floor. It used to be the flat vanilla texture, because to the game it is part of a solid block rather than water
+ Fixed reflections in water breaking up. Walls reflected with holes of sky blue punched through them, torches reflected as scattered red and yellow squares, and things standing in front of the water, like a market stall, smeared down across it. The reflection now checks what it actually hit, and ignores anything that is in front of the water rather than above it
+ Fixed kelp and seagrass near the surface lighting up as blown out white blobs where the sun's highlight met a caustic
+ Changed the water so things seen through it keep their own colour, darkening toward blue with distance rather than turning green, while the water around you stays teal
+ Fixed Volumetric Fog running under water, where it drowned out the water's own light and showed as a pink band at eye level on High and above
+ Fixed the underwater light shafts carrying on past the surface into the air above it, which washed the view upward out to a milky grey
+ Added Underwater Light Shafts, on from High upward. Sunlight now hangs in the water as real shafts carrying the caustic pattern from the surface above, instead of one flat glow. The march is short and fine rather than long and coarse, because everything within sight underwater scatters, and every sample is dimmed by the water between it and you, and by the water above it that the light came down through
+ Changed water shading to follow the waves. The surface normal came from noise unrelated to the geometry, so a crest could be shaded as a trough
+ Changed caustics to match the waves you can actually see. The pattern on the seabed was being cast by a different surface entirely
+ Changed Water Fog so the Underwater Only setting does something. It did nothing at all before
- Clouds, Sky and Fog
+ Changed sunrise and sunset back toward 6.3, the look players liked. Midday is unchanged
+ Changed the sun back to a clear disc. The glow around it had grown six and a half times over at low sun and covered a third of the sky in near white, so the sun itself was lost
+ Changed the warm colour to stay low along the horizon, with pink and mauve above it, instead of turning the whole sky orange right up to the top
+ Changed hills and clouds toward a low sun to keep their shape. Fog and cloud lighting took the sun's glow as well, which flattened everything toward the sun into orange haze
+ Added a sky map: the sky, the aurora and the clouds are drawn once a frame into a small texture, and every reflection reads it instead of drawing the whole sky and every cloud again for itself. With the sea filling the screen that used to mean a full cloud march for every pixel of water, up to five times a frame
+ Changed water, glass, rough surfaces and distant water to all reflect exactly the same sky, and reflected clouds now fade into the haze with distance just as the real ones do
+ Added soft reflections on distant water. Where the ripples get too small to draw, the reflection keeps the smear they would have made of the sky instead of turning into a perfect mirror, so a far off sea reflects a softly blurred sky the way a real one does
+ Changed clouds so their tops are lit and their undersides are dark, the way real clouds are
+ Changed clouds to be genuinely opaque, so the sun and moon no longer shine through a solid one
+ Changed height fog to account for the air you look through rather than the height of whatever you look at. A mountain across a fog filled valley used to come out perfectly clear
+ Changed the far fog so there is no longer a visible ring drawn on the ground at a fixed distance from you
+ Changed the fog curve so it no longer creases along one density
+ Changed Volumetric Fog into real fog banks. It was built from fine grain instead, which drew faint streaks across the sky that all met straight overhead, like sun rays coming from the wrong place. The overall amount of fog is the same
+ Added daily weather variety, so cloud cover and haze differ from one in game day to the next
- Distant Terrain
+ Added full Voxy support. The pack supplied none of the files Voxy needs, so everything past your render distance was drawing as flat unlit texture
+ Added lighting for LOD terrain using exactly the same colours as near terrain at every time of day
+ Added a Voxy Render Distance setting. Set it to match Voxy's own or the far fog will hide what it draws
+ Changed Distant Horizons cloud occlusion, which was decoding distances too short whenever its far plane reached past the vanilla one
- Portals
+ Added a rebuilt End Portal, a view onto deep space with layers of stars that shift against each other as you move. The old one had never run once
+ Added Nether Portal Fire, white hot flame along the boundary where a portal meets its obsidian frame, because that is where you lit it (on by default, with a strength slider under Materials, Advanced)
+ Changed end portal frames so they are lit properly instead of sitting black in the middle of the light they give off
- Camera and Post
+ Changed the final pass so its effects stop overwriting each other. Chromatic aberration was throwing away the red and blue of everything before it, and sharpening was replacing the image outright
+ Changed CAS so it works. It was locked behind temporal anti aliasing, which ships off, so the option and its slider did nothing
+ Rebuilt TAA from scratch
+ It now runs on the lit image straight after the light shafts, before bloom, depth of field, lens flare and tonemapping. It used to run last, on the finished picture, so bloom and flares smeared into its history and it was blending an image FXAA had already blurred
+ Rain and snow now move with the rest of the world each frame, so they no longer sit a fraction of a pixel off from everything behind them
+ History is kept much tighter to what is actually on screen, and read through a sharper filter, so it ghosts less and stays crisp
+ Mobs, the hand and particles always keep less history than the world, so they trail less
+ Its light sharpening now runs whenever TAA is on, not only alongside FXAA
+ Changed auto exposure to measure brightness properly, and to adapt at the same speed whatever your frame rate is. It used to adjust nearly five times faster at 144 FPS than at 30
+ Changed bloom so it stops blowing out in the Nether, where glowstone and lava sit far above everything around them
+ Changed bloom to be calmer wherever there is no sky, in the Nether, the End, caves and closed rooms, where a halo over near black rock was most of what you saw. Daylight bloom is unchanged
+ Changed fire, torches, lanterns and lit furnaces to glow through the whole flame, brightest at the base and a deep red at the tips. The base used to blow out to white while the tips did not glow at all and went grey in the dark. Soul fire the same, and a little dimmer than fire, as it is in the game, so it stays cyan instead of going pale white
+ Changed every glowing block to keep its colour. Glow now rolls off softly and tops out around the brightness of a fire's core, where glowstone, soul fire, redstone and others used to reach twelve times their own colour and show as white blobs with a heavy halo
- Blocks
+ Added the newer plants to the pack's foliage handling, so pale oak leaves, saplings and hanging moss, leaf litter, wildflowers, bushes, dry grass, firefly bushes and cactus flowers behave like the older foliage, swaying and taking light the same way
+ Added a glow to the Creaking Heart while it is awake
+ Fixed lit oxidized copper bulbs, which never glowed because their entry was misspelled
+ Added the rest of every vanilla block family to the pack's block list, including the 1.21.9 copper doors, bars, chains and lanterns, resin, pale oak and many walls, slabs and stairs that were missing
- Removed
+ Removed cirrus clouds
+ Removed the Milky Way
+ Removed Rain on Lens
+ Removed Mirror Mode
+ Removed Water Alpha Mode, Vanilla Alpha Curve and Depth Coloring. Water is no longer mixed in at a set transparency, so there is no alpha left for them to set, and depth colouring is now what the water does by default
+ Removed Water Texture Mode and Vanilla Intensity. The water surface no longer draws a texture at all, it works out what you see through it, so there was nothing left for them to pick. Biome Water Color is what carries the vanilla water colour now
+ Removed Previous Frame Reflection. The buffer it borrowed now carries the scene the water shades itself against, and the option shipped off in every quality tier
+ Removed TAA Mode and Selective TAA. The rebuilt TAA always treats moving things separately, and the Coarse mode's alternating two point pattern is gone with the old pass
+ Removed three settings that could not work: two with full descriptions that did nothing, and one that could not be switched off because another setting forced it back on
+ Removed Soul Fire Tinting. It said it tinted the light soul fire casts, which already comes from soul fire's own cyan, and all it actually did was repaint the flame a paler blue
- Fixed
+ Fixed a leftover debug line that drew a red ring on the moon at every phase above new
+ Fixed moon crescents, which were nearly three times too thin
+ Fixed half the screen reading uninitialised memory for its shadow value, and the whole Nether doing the same
+ Fixed a divide by zero written into the normal buffer that reflections then read
+ Fixed a screen locked weave running through the sky and underwater fog
+ Fixed reflections coming back about 10 percent too dark with a hue shift
+ Fixed distant clouds keeping full contrast so they read as pasted on
+ Fixed the entire Animations screen, which pointed at settings that did not exist, so waving grass and leaves could not be configured at all
+ Fixed Emissive, which had two settings that were identical and both silently turned off flower glow
+ Fixed colour and fog going out of range at biome borders during rain
+ Fixed terrain failing to load with Advanced Materials, Generated Emission and Generated Specular all off but Generated Normals on
+ Fixed the Distant Horizons programs failing to compile since the night sky was rebuilt, which left distant terrain and distant water unshaded for anyone running it. They were still asking for a GLSL version older than the rest of the pack
+ Fixed distance fog washing out everything past the vanilla render distance with Voxy or Distant Horizons. The fog now stretches over the LOD range, so it fades at the far edge instead of burying terrain a few hundred blocks away
+ Fixed wet ground reflecting Minecraft's own sky instead of the pack's, most visible as an orange sunset in the puddles under a grey sky at dusk in the rain. A reflection that ran off into the sky was counted as hitting something there
+ Fixed players, banners and some mobs breaking apart on Minecraft 26.1 and newer, where they are drawn as translucent after the rest of the world. The pack treated them as glass, bending the skin layers into each other and shining light shafts through them. They also get their fog back
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" }