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Mineforgian

Soleron

A warm, cozy atmosphere and heartwarming shadows.

1K загрузок2 подписчиковApache-2.0irisoptifine

Обновлён 24 мая 2026 г. · опубликован 23 мая 2026 г.

  • Golden Horizons
  • In-Game Example
  • Village
  • Obsidian Art
  • Green, Gold
  • Verdant Bloom

image

Cold atmosphere. Warm light. No compromise.

Soleron is a performance-conscious Minecraft Java shader built for players who want cinematic visuals without sacrificing control. Every feature is slider-tunable directly from the in-game shader menu — no config file editing required.


Example

Example 2


✨ Highlights

Soft Shadows that actually look soft. Soleron uses PCSS (Percentage-Closer Soft Shadows) paired with a 32-sample Poisson PCF filter on a 4096px shadow map. Shadows widen naturally as distance from the caster increases — just like real sunlight. Shadow softness, bias, sample count and search radius are all slider-adjustable.

Volumetric God Rays with moonlight. An 80-sample raymarched god ray pass casts dramatic light shafts through trees, windows and overhangs. Works at night too — moonlight casts its own subtle shafts. Density, decay and weight are fully configurable.

Six tone mapping operators. Choose between Reinhard, ACES, Hable, Lottes, Uchimura and AgX from the shader menu. ACES is the default — punchy highlights, deep shadows, no blown-out skies.

Colored shadows. Stained glass, leaves and translucent blocks cast tinted shadows on the ground. Three quality tiers: off, balanced, high.

Vegetation SSS. Leaves and tall grass scatter light from behind, glowing warmly when backlit by the sun. Strength is adjustable.

Floating dust particles. Tiny animated dust motes drift around light sources — torches, lanterns, sunbeams. Adds life to dark corridors and forest scenes without a noticeable FPS cost.

Dual-pass Gaussian bloom. Smooth, controllable bloom with a separate threshold slider so only the brightest surfaces glow. No halo artifacts.

Full post-processing suite. Chromatic aberration · film grain · lens flare · vignette · depth edge fringe — each toggleable and tunable individually.

Atmospheric fog. Height-based ambient fog with density, start distance and height ceiling controls. Works seamlessly with the god ray pass.


⚙️ Compatibility

Loader OptiFine 1.16+ / Iris 1.18+
Java Edition 1.16 — 1.21
GLSL #version 120
Render Pipeline GBuffers + Composite

Tested on Nvidia RTX 5070 and above. AMD/Intel may require setting shadow samples to 32 and colored shadow quality to "Balanced".


🎛️ Configurable in-menu (no file editing)

Shadow softness · PCSS angle · bloom strength · tone mapper · exposure · saturation · god ray density · sun halo · ambient fog · wave speed · water alpha · vignette · film grain · chromatic aberration · and more.

Made with OptiFine/Iris GBuffer pipeline.

Версии

ВерсияКаналИграЗагрузчикиДатаСкачать
0.8Релиз26.2-pre-6, 26.2-rc-1, 26.2-rc-2, 26.2iris, optifine24 мая 2026 г..jar (30 КБ)

Ченджлог

0.8Релиз26.2-rc-1, 26.2-rc-2, 26.2 · 24 мая 2026 г.

LIGHTING

  • PCSS (Percentage-Closer Soft Shadows) — distance-based penumbra
  • 32-sample Poisson PCF soft shadow filter (4096px shadow map)
  • Colored shadows with adjustable saturation & quality tiers
  • Shadow light bleed correction
  • Cook-Torrance specular reflections
  • Subsurface scattering (SSS) for vegetation & leaves
  • Hemisphere ambient fill with cold night correction

ATMOSPHERE

  • God rays / volumetric light shafts (80-sample raymarch, moonlight support)
  • Ambient fog (height-based, density & falloff configurable)
  • Sun halo with radius & falloff controls
  • Floating dust particles around light sources (animated)
  • Foliage wind wave animation

POST-PROCESSING

  • Bloom — dual-pass Gaussian with threshold & radius
  • 6 tone mapping operators: Reinhard, ACES, Hable, Lottes, Uchimura, AgX
  • Chromatic aberration
  • Film grain
  • Lens flare
  • Vignette
  • Depth edge fringe
  • Exposure & saturation controls

WATER

  • Water wave displacement
  • Refraction
  • Depth-based tint
  • Configurable alpha & max height

SHADOWS

  • Distance fade (smooth shadow cutoff at configurable range)
  • Distortion factor for large shadow distances
  • Normal bias option
  • Foliage shadow exclusion toggle

PERFORMANCE

  • Shadow sample count adjustable (16 → 128)
  • Colored shadow quality tiers (off / balanced / high)

Полная история изменений — на Modrinth.

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