
Breeze Shader
Breeze Shader is a lightweight shader pack designed to run smoothly on almost any computer.
Обновлён 5 июля 2026 г. · опубликован 1 июля 2026 г.
Breeze Shader
Breeze Shader is a lightweight shader pack designed to run smoothly on almost any computer. Its goal is simple: improve Minecraft's visuals while keeping performance as high as possible.
Instead of adding demanding effects that drastically reduce FPS, Breeze Shader focuses on subtle lighting improvements, enhanced colors, and a clean, natural look. Whether you're playing on a low-end laptop or a more powerful gaming PC, you can enjoy a better visual experience without sacrificing smooth gameplay.
Features
- Optimized for maximum performance.
- Runs on almost any PC.
- Clean and natural lighting.
- Enhanced colors for a more vibrant world.
- Designed to keep your FPS high.
If you're looking for a simple, fast, and accessible shader pack, Light Shader is the perfect choice.
Версии
| Версия | Канал | Игра | Загрузчики | Дата | Скачать |
|---|---|---|---|---|---|
| 1.5 | Релиз | 1.21.11 | iris, optifine | 5 июля 2026 г. | Скачать (23 КБ) |
| 1.5 | Релиз | 26.2 | iris, optifine | 5 июля 2026 г. | Скачать (23 КБ) |
Ченджлог
1.5Релиз1.21.11 · 5 июля 2026 г.
What's new
Fixed: nights were too bright. The day/night color grading was reading the position of "whichever celestial body is currently active" (sun by day, moon by night), and since the moon is above the horizon for most of the night, the shader mistakenly treated most nights as daytime. Night lighting now depends only on the sun's real position, so it dims correctly. Fixed: shadow artifacts on players/mobs. Entities were missing the normal-offset shadow bias that terrain and water already had, causing shadow acne (small moving dark patches) on curved meshes. Also upgraded entity shadows from a single hard sample to proper soft PCF filtering. Performance pass. Bloom blur now runs on a quarter-resolution buffer (half width, half height) instead of full resolution. Default shadow PCF sample count reduced from 25 taps/pixel back to 9, now exposed as an in-game slider (1 to 25 samples) under a new "Performance" options group so you can tune quality vs. FPS yourself. New: subtle rain wetness highlight on exterior surfaces, added at essentially no performance cost.
1.5Релиз26.2 · 5 июля 2026 г.
What's new
Fixed: nights were too bright. The day/night color grading was reading the position of "whichever celestial body is currently active" (sun by day, moon by night), and since the moon is above the horizon for most of the night, the shader mistakenly treated most nights as daytime. Night lighting now depends only on the sun's real position, so it dims correctly. Fixed: shadow artifacts on players/mobs. Entities were missing the normal-offset shadow bias that terrain and water already had, causing shadow acne (small moving dark patches) on curved meshes. Also upgraded entity shadows from a single hard sample to proper soft PCF filtering. Performance pass. Bloom blur now runs on a quarter-resolution buffer (half width, half height) instead of full resolution. Default shadow PCF sample count reduced from 25 taps/pixel back to 9, now exposed as an in-game slider (1 to 25 samples) under a new "Performance" options group so you can tune quality vs. FPS yourself. New: subtle rain wetness highlight on exterior surfaces, added at essentially no performance cost.
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