
Lumina Shader - Event Horizon
A next-generation cinematic shader pack designed to deliver uncompromising graphics, advanced lighting, and deep environmental immersion for high-end setups.
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- 17 августа 2026 г.
- Лицензия
- All-Rights-Reserved
Опубликован 1 марта 2026 г.
Lumina Shader: Event Horizon is a complete cosmic and visual overhaul for Minecraft, specifically engineered for players who refuse to compromise on cinematic realism and high performance.
✨ Why Lumina: Event Horizon? Unlike basic profile edits, Lumina introduces advanced, custom-coded features that provide a distinct filmic identity:
The End Overhaul (Gargantua): A movie-accurate analytical black hole featuring a sharp accretion disk, realistic gravitational lensing, and a stable world-space rendering engine.
Dynamic White Hole & Anamorphic Flares: A stunning cosmic counterpart in the End dimension with custom cinematic lens flares.
Procedural Atmospheric Flicker: A custom time-based light flickering effect for deeply immersive environments.
Cinematic Grain & Post-FX: A dynamic noise generator combined with custom vignette curves for a true film texture.
Optimized Lighting: Fine-tuned volumetric God Rays with manual PCF 2x2 filtering, targeting a smooth 100-150 FPS experience.
📜 Credits & License Main Developer: Benjiaa
IMPORTANT: This shader is based on Complementary Shaders by EminGT. Special thanks to him for his incredible work and for allowing the community to build upon his foundation.
Original Project: https://modrinth.com/shader/complementary-reimagined
💬 Support & Community If you enjoy the cosmic journey of Lumina, consider supporting my work! You can find dev logs, report bugs, and see early previews here:
https://github.com/benjamincalledur10-bit/Lumina_Shader_Event_Horizon/issues
Ченджлог
1.3.81Релиз26.3-snapshot-7, 26.3-snapshot-8, 26.3-snapshot-9 · 17 августа 2026 г.
🌌 Lumina Event Horizon v1.3.81 — Infinite End Rays
The Event Horizon regains its full cosmic presence. This focused update restores the vast white radial light field requested by the community while retaining the stability and compatibility improvements introduced in v1.3.8. ✨
🕳️ Complete Black Hole Rays
- Restored the complete v1.3.2-style white and gray radial light field around the Black Hole.
- Rays once again extend across the visible End sky instead of stopping near the accretion disk.
- Removed the angular cutoff introduced during the v1.3.8 performance pass.
- Removed the outer-radius fade that made the radial field appear as a limited circle.
- Restored the broad, luminous back-disk appearance and its cosmic depth.
🎨 Visual Corrections
- Removed the incorrect orange horizontal line tested in v1.3.81-rc.1.
- Restored the intended white and gray ray palette from the original effect.
- Retained the animated accretion disk, plasma movement and fine procedural detail.
- Maintained the photon ring and gravitational lensing around the Event Horizon.
- Kept the Black Hole fixed consistently in the End sky.
⚪ White Hole and Occlusion
- Retained the White Hole and its independent energy-ray control.
- Kept smooth nine-sample terrain occlusion.
- Maintained viewport checks so White Hole rays cannot appear outside the screen.
- Preserved Distant Horizons depth occlusion.
- Kept White Hole disk sampling optimized outside its visible contribution area.
🔥 Nether and Platform Compatibility
- Keeps all v1.3.8 Nether atmosphere improvements on Windows and Linux.
- Keeps the dedicated v1.3.7-compatible Nether rendering path on macOS.
- Maintains protection against Apple OpenGL compiler crashes.
- Makes no visual changes to the Overworld.
✅ Automated Validation
- Validated 379 shader files.
- Checked 723 shader includes.
- Verified all 399 files in the canonical downloadable package.
- Validated JSON metadata, GLSL delimiters and preprocessor structures.
- Checked settings, sliders, platform guards and required rendering paths.
- Confirmed that no
.DS_Storefiles or unwanted ZIP archives are included.
🌍 Compatibility
- Minecraft Java Edition 1.8 through 26.2.
- Iris Shaders.
- Compatible OptiFine versions.
- Distant Horizons support.
- Windows, Linux and macOS.
The darkness of the End now shines with the complete radial spectacle it was always meant to have.
Welcome back to the full Event Horizon. 🚀
1.3.8Релиз26.3-snapshot-6, 26.3-snapshot-7, 26.3-snapshot-8 · 17 августа 2026 г.
🌌 Lumina Event Horizon v1.3.8 — End & Nether Evolution
The End grows more mysterious, the Nether becomes more atmospheric, and Lumina Event Horizon receives major compatibility and performance improvements. ✨
🕳️ Event Horizon Improvements
- Restored the wide, luminous accretion-disk glow.
- Preserved the animated disk, gravitational lensing and cosmic movement.
- Restored the White Hole energy rays.
- Added smooth nine-sample terrain occlusion for the rays.
- Added occlusion support for Distant Horizons terrain.
- Prevented rays from appearing through terrain or outside the viewport.
- Kept the White Hole and its rays independently configurable.
⚡ End Performance
- Added early angular rejection for the Black Hole and White Hole.
- Expensive procedural-noise samples are now skipped outside their visible areas.
- White Hole disk noise is only calculated where it contributes to the final image.
- Terrain occlusion remains calculated in the vertex pass to protect performance.
- Visual quality, animation, accretion glow and energy rays remain preserved.
🔥 New Nether Atmosphere
Available on Windows and Linux:
- Added biome-aware fog colors and densities.
- Added smooth 15-second transitions between Nether biomes.
- Added the new Nether Biome Fog Strength control from 0% to 150%.
- Rebalanced lava toward a warmer, natural orange glow.
- Reduced excessive exposure around large lava lakes.
- Enhanced Nether Portals with a cinematic purple-blue appearance.
- Increased the portal’s nearby colored-light contribution.
- Adapted Nether Storm intensity and color to each biome.
- Added denser gray ash in Basalt Deltas.
- Reduced storm intensity in Warped Forests and Soul Sand Valleys.
🍎 macOS Compatibility
- Added a dedicated compatibility path for Apple’s OpenGL driver.
- macOS temporarily uses the complete Nether rendering path from v1.3.7.
- This prevents the native
libGLProgrammability.dylibcompiler crash. - The Nether remains stable and visually consistent on Mac.
- New Nether effects remain available on Windows and Linux while macOS compatibility is improved gradually.
🛠️ Fixes and Stability
- Removed unsafe Nether density calculations from global shader scope.
- Restricted Nether-specific calculations to Nether programs.
- Added platform-specific guards for Apple OpenGL.
- Preserved Distant Horizons compatibility.
- Prevented historical shader copies and unwanted files from entering releases.
- Added protection against invalid settings, broken includes and unsafe defaults.
✅ Automated Validation
- Validated 379 shader files.
- Checked 723 shader includes.
- Verified all 399 files in the downloadable package.
- Validated JSON metadata and balanced GLSL delimiters.
- Checked shader menus, sliders and default values.
- Tested preprocessor structures and platform-specific compatibility paths.
- Confirmed that no
.DS_Storeor unwanted ZIP files are included.
🌍 Compatibility
- Minecraft Java Edition 1.8 through 26.2.
- Iris Shaders.
- Compatible OptiFine versions.
- Distant Horizons support.
- Windows, Linux and macOS.
The Overworld remains visually unchanged in this release, allowing v1.3.8 to focus entirely on improving the End, renewing the Nether and strengthening cross-platform stability. 🚀
1.3.7Релиз26.3-snapshot-5, 26.3-snapshot-6, 26.3-snapshot-7 · 1 августа 2026 г.
Lumina Event Horizon v1.3.7 Highlights v1.3.7 establishes a fully independent cloud identity for Lumina Event Horizon. The inherited Reimagined and Unbound cloud styles have been replaced by one unified Lumina Clouds renderer with higher-resolution volumetric formations, improved lighting, more realistic shadows, and dedicated controls.
The release also expands the Event Horizon experience in the End with a dedicated settings menu, centralized rendering constants, corrected White Hole controls, and depth-aware energy-ray occlusion.
Lumina Clouds Replaced the inherited multi-style cloud selector with one unified Lumina Clouds renderer and visual identity. Rebuilt cloud formation using multi-octave volumetric density, height-aware erosion, anvil shaping, powder scattering, and silver-lining illumination. Increased medium and high ray-march resolution for smoother silhouettes and denser volume definition. Added dedicated controls for cloud coverage, formation scale, storm density, altitude, speed, color, and shadows. Removed the legacy secondary cloud layer, vanilla-cloud mode, and style-specific Reimagined/Unbound settings. Rebuilt terrain shadows from the same density, erosion, weather, scale, and wind model used by visible clouds. Projected cloud shadows toward the configured cloud layer along the active world-space light direction. Event Horizon Added a dedicated Event Horizon Settings menu. Added controls for black-hole size, accretion-disk intensity, gravitational-lensing strength, disk rotation speed, the White Hole, and White Hole energy rays. Centralized Event Horizon direction, size, disk geometry, animation, and rendering constants. Aligned End lighting and post-processing with the centralized Event Horizon direction. Added depth-aware White Hole ray occlusion with softened terrain-edge sampling. Added White Hole ray occlusion support for Distant Horizons terrain. Fixed Fixed the White Hole Rays toggle so Iris and OptiFine recognize it correctly. Fixed the closed-area cloud check so its shader option is recognized correctly. Prevented White Hole rays from rendering outside the viewport or through terrain. Removed the obsolete origin-facing End light fallback. Disabled cloud shadows automatically when cloud quality is set to Off. Removed an out-of-scope cloud-frequency reference that could break lighting-program compilation. Restored the valid shadow-map distance check used to hide clouds inside closed areas. Preserved the true first cloud-ray hit at close range for stable reflections and light shafts. Prevented undefined zero-vector normalization in opaque shadow and light-shaft colors. Added stable End light-direction handling at the exact world origin. Repaired invalid JSON metadata in the historical Event Horizon source copy. Compatibility Minecraft Java Edition 1.8 through 26.2. Iris and compatible OptiFine shader loaders. Distant Horizons-aware cloud and White Hole rendering paths. Validation Checked 379 GLSL, vertex, fragment, and compute shader files. Verified that every shader include resolves correctly. Verified balanced GLSL delimiters and valid JSON metadata. Tested cloud quality 0–3 across multiple scales and animation speeds. Tested White Hole and ray controls in all four On/Off combinations. Tested fragment and vertex variants with and without Distant Horizons. Validated all 399 files in the downloadable archive. Confirmed that the required license is included and no .DS_Store files are present. Confirmed that legacy Reimagined and Unbound cloud files are absent from the archive. Download integrity SHA-256: d9fb80a430da9fa138b301833725cf8c60afe1ece2348ef757be35f02c1d2148
This is the stable Latest release and replaces v1.3.6 as the recommended download.
1.3.6Релиз26.3-snapshot-1, 26.3-snapshot-2, 26.3-snapshot-3 · 18 июля 2026 г.
Lumina Event Horizon v1.3.6 Highlights This stability update improves one of the shader’s most visible atmospheric features: volumetric clouds viewed along the horizon. It also hardens the White Hole cinematic flare and completes the stable Minecraft 26.2 metadata transition.
Visual improvements Improved volumetric-cloud continuity when looking toward the horizon. Reduced visible cloud popping and unexpected gaps at near-horizontal camera angles. Stabilized the White Hole anamorphic flare when it approaches the edge of the camera view. Fixed Clipped Reimagined Cloud ray intervals before calculating capped sample spacing. Applied the same horizon-distance correction to Unbound Clouds. Prevented a near-zero clip-space w division in the White Hole flare projection. Removed the unused Black Hole screen projection from the post-processing pass. Changed Promoted the tested v1.3.6 release candidate to the stable v1.3.6 release. Updated the canonical source directory and internal pack metadata to v1.3.6. Updated the documented compatibility range through Minecraft 26.2. Updated the README installation filename and stable-version information. Validation Checked 381 shader source and program files. Verified that all shader includes resolve correctly. Verified balanced preprocessor conditionals. Validated pack JSON metadata and ZIP integrity. Confirmed that the required Complementary License Agreement 1.6 is included in the downloadable ZIP. Download integrity SHA-256: d9b6cc55d0ac01f9dd78595b895be8c2ce66e226cc9298c8ef206ca8a561efda
This is the stable Latest release and replaces v1.3.5 as the recommended download.
1.3.5Релиз26.2-rc-1, 26.2-rc-2, 26.2 · 13 июля 2026 г.
Changelog Added Optional White Hole light-rays effect and reorganized shader menus. Missing Pale Oak sign material mappings. Labels for every supported detail-quality level. Changed Updated pack metadata and compatibility description for v1.3.5. Integrated the latest cloud octaves, powder effect, and scattering behavior. Balanced the High profile so quality no longer regresses below Medium. Limited cloud sampling workloads to reduce horizon-related performance spikes. Fixed End lighting direction not matching the black hole. Einstein Ring extending across most of the End sky. Blindness and darkness being applied twice to the black hole. Zero-vector and zero-sample numerical errors. Cloud divisions by zero and incomplete AMD reflections. Duplicate smoothing-state IDs. Reversed smoothstep calls and cross-driver instability. Invalid block mappings, texture metadata, dormant GLSL text, and temporary PNG assets. See the complete changelog.
Compatible with Minecraft 1.8 through 26.2-rc-2.
1.3.4Релиз26.2-rc-1, 26.2-rc-2, 26.2 · 15 июня 2026 г.
🌌 Lumina Shader: Event Horizon — v1.3.4 Changelog ☁️ Volumetric Clouds Overhaul (Bliss-Inspired) Density & Octaves: Rewritten the volumetric cloud structure, expanding noise up to 6 octaves on maximum quality. Clouds are now significantly thicker, fluffier, and more realistic.
Light Scattering (Powder Factor): Implemented a multi-scattering "Powder Effect" to simulate realistic light dispersion across cloud borders.
Bug Fixes: Completely resolved the old black artifact/staining bugs on cloud edges. Edges now glow beautifully under direct sunlight.
🕳️ End Dimension: White Hole Personalization New Feature: Added a togglable option under the Miscellaneous menu: "White Hole Light Rays".
Cinematic Control: Players can now toggle the massive anamorphic cinematic lens flare (the giant "X" glare) ON or OFF based on personal preference.
Visual Integrity: Turning off the camera rays leaves the volumetric core glow and inner beauty of the White Hole fully intact.
1.3.3Релиз26.2-snapshot-5, 26.2-snapshot-6, 26.2-snapshot-7 · 18 мая 2026 г.
🌌 Lumina Shader: Event Horizon — v1.3.3 Changelog 🛠️ Menu Layout & Aesthetic Overhaul Perfect 5-Row Symmetry: Completely eliminated asymmetrical spaces, awkward gaps, and unused slots. All main category buttons are now perfectly aligned into a clean 5-row, 2-column grid layout.
Streamlined Navigation: Reorganized the entire settings interface for a more logical configuration flow:
Row 1: Lumina Event Horizon Info | RP Support
Row 2: Visual Style | Profile
Row 3 (Performance & Lighting): Lumina Optimization | Global Illumination
Row 4 (World Settings): Environment & Sky | Surface Materials
Row 5 (Camera & Extras): Cinematics & Post-FX | Miscellaneous
🎨 Text & Color Code Synchronization (en_US.lang) Clean Header Look: Changed the Lumina Event Horizon Info button text color from light purple (§d) to a crisp, professional pure white, instantly making the top of the menu look cleaner.
Symmetric Color Pairing: Implemented a matching color hierarchy across rows to group related settings visually and prevent UI clutter:
Row 3: Both engine-related buttons are now set to Yellow (§e) for cohesive performance control.
Row 4: Both world-related buttons are now set to Aqua/Cyan (§b), seamlessly unifying sky (Environment) and earth (Materials).
Row 5: Both extra feature buttons are now set to Light Purple (§d), perfectly matching post-processing effects and miscellaneous options.
1.3.2Релиз26.2-snapshot-5, 26.2-snapshot-6, 26.2-snapshot-7 · 5 мая 2026 г.
Lumina Shader: Event Horizon v1.3.2 THE CINEMATIC COSMOS UPDATE 🌌
This version marks the most ambitious update yet for the Lumina series. We have completely reimagined The End dimension and pushed the boundaries of performance and realism.
- The End: Cinematic Overhaul (Gargantua & White Hole)
New Analytical Rendering Engine: Replaced the unstable volumetric path-tracer with a robust multi-layer analytical engine to eliminate rendering "explosions" and artifacts.
Realistic Gravitational Lensing: Perfected the Einstein Rings and light distortion around the black hole for a true-to-life cosmic effect.
World-Space Positioning: Fixed coordinates to world-space transformations, ensuring the black hole and its effects remain stable regardless of player perspective.
"Razor" Accretion Disk: Sharpened the disk aesthetics with Doppler shift and procedural noise for a cinematic, movie-accurate look.
Dynamic White Hole: Implemented a White Hole at the opposite end of Gargantua.
Volumetric Absorption Rays: Added light rays visually pulled from the End's terrain toward the singularity.
Anamorphic Lens Flares: Custom cinematic flares added to both cosmic objects.
Galactic Background: A cleaner, minimalist, and more realistic deep-space backdrop.
- Water, Ice & Reflections 💧
Artifact Correction: Completely removed "block-based artifacts" that caused grid-like patterns on water surfaces.
Dynamic Reflection Boost: Increased fidelity for real-time reflections on water.
Ice Refraction & Transparency: Realistic refraction physics and transparency adjustments for ice blocks in contact with water.
- Atmosphere & Lighting ☀️
Enhanced God Rays: Implemented manual PCF 2x2 filtering for volumetric light, removing pixelation while maintaining a target of 100-150 FPS.
Night Skies: Activated the Milky Way nebula for breathtaking night environments.
Star Density (Zero Impact): Drastically increased star count using octave reduction to ensure zero performance cost.
- Performance & Stability 🚀
Shadow Flicker Fix: Hardcoded shadow resolution to 1024 internally to permanently eliminate shadow flickering.
Aggressive Sample Optimization: Reduced internal sample counts for volumetric fog, clouds, and reflections to maximize FPS without losing central visual quality.
High Profile Default: The "High" style is now the default configuration upon loading.
Heavy Effect Cleanup: Deep SSAO and secondary entity shadows have been streamlined to guarantee playability on low-to-mid-range hardware.
Developer's Note: With v1.3.2, Lumina isn't just a shader—it's an experience. From the depths of Gargantua to the ripples in the water, every line of code has been refined for beauty and speed. — Benjiaa
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