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Mineforgian

Solstice

A Minecraft shader pack that balances stunning visuals and smooth performance.

30 загрузок1 подписчиковLicenseRef-Customirisoptifine

Обновлён 3 июля 2026 г. · опубликован 3 июля 2026 г.

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  • Daylight - Ultra
  • Rainy - Ultra
  • Thunder - Ultra
  • Night - Ultra

Solstice

A lightweight semi-realistic shader pack built for a high performance-to-quality ratio. (developed and tuned on an RX 6600 at 1440p).

Features

  • Real-time PCF shadows with per-pixel distortion (sharp near, cheap far, no warping on builds)
  • Colored translucent shadows: sunlight through water turns blue with animated caustics
  • Volumetric raymarched clouds with self-shadowing, silver linings, wind drift, and a high cirrus layer
  • Cloud shadows on terrain, matching the sky overhead
  • Screen-space god rays (sun/moon, above and below water) with source-occlusion checks
  • SSR water reflections - terrain, trees, and builds mirrored on water; depth-aware
  • (clear shallows, mirror depths) with sky-gradient fallback
  • Procedural fluid water: Gerstner-style traveling waves, sea-state variation, rain ripples
  • Unified atmospheric fog: fog is the sky gradient (aerial perspective), render-distance
  • fade dissolves into it seamlessly
  • Full weather system: bright diffuse overcast, dark slate thunderstorms, localized lightning
  • flashes that light the cloud deck from within, emissive lightning bolts
  • Procedural circular sun and phase-accurate circular moon
  • Dynamic held-item lighting (torch in hand lights the world)
  • Dark survival nights, warm Nether ambient (adjustable in-game)
  • HDR pipeline: bloom, ACES tonemapping, FXAA-lite edge smoothing, dithering

Settings

Four profiles: Low / Medium / High / Ultra (shader options screen), plus four option screens: Shadows, Sky & Clouds, Visuals, Color & Tone. Notable sliders: Cloud Coverage, Cloud Speed, Nether/End Brightness, Fog Density.

Requirements

Iris (bundled with Fabulously Optimized). OptiFine untested; Iris-exclusive uniforms (thunderStrength, lightningBoltPosition, hasSkylight) degrade gracefully if absent.

Performance notes

Shadows are the dominant cost, lower Shadow Resolution/Distance first. Clouds cost only on sky pixels (Cloud Quality slider). SSR costs only near water. Everything else is cheap.

Authors

d0mkaaa

Версии

ВерсияКаналИграЗагрузчикиДатаСкачать
1.0Релиз26.1, 26.1.1, 26.1.2, 26.2iris, optifine3 июля 2026 г.Скачать (28 КБ)

Ченджлог

1.0Релиз26.1.1, 26.1.2, 26.2 · 3 июля 2026 г.

Solstice v1.0

A lightweight semi-realistic shader pack built for a high performance-to-quality ratio. (developed and tuned on an RX 6600 at 1440p).

Features

  • Real-time PCF shadows with per-pixel distortion (sharp near, cheap far, no warping on builds)
  • Colored translucent shadows: sunlight through water turns blue with animated caustics
  • Volumetric raymarched clouds with self-shadowing, silver linings, wind drift, and a high cirrus layer
  • Cloud shadows on terrain, matching the sky overhead
  • Screen-space god rays (sun/moon, above and below water) with source-occlusion checks
  • SSR water reflections - terrain, trees, and builds mirrored on water; depth-aware
  • (clear shallows, mirror depths) with sky-gradient fallback
  • Procedural fluid water: Gerstner-style traveling waves, sea-state variation, rain ripples
  • Unified atmospheric fog: fog is the sky gradient (aerial perspective), render-distance
  • fade dissolves into it seamlessly
  • Full weather system: bright diffuse overcast, dark slate thunderstorms, localized lightning
  • flashes that light the cloud deck from within, emissive lightning bolts
  • Procedural circular sun and phase-accurate circular moon
  • Dynamic held-item lighting (torch in hand lights the world)
  • Dark survival nights, warm Nether ambient (adjustable in-game)
  • HDR pipeline: bloom, ACES tonemapping, FXAA-lite edge smoothing, dithering

Settings

Four profiles: Low / Medium / High / Ultra (shader options screen), plus four option screens: Shadows, Sky & Clouds, Visuals, Color & Tone. Notable sliders: Cloud Coverage, Cloud Speed, Nether/End Brightness, Fog Density.

Requirements

Iris (bundled with Fabulously Optimized). OptiFine untested; Iris-exclusive uniforms (thunderStrength, lightningBoltPosition, hasSkylight) degrade gracefully if absent.

Performance notes

Shadows are the dominant cost, lower Shadow Resolution/Distance first. Clouds cost only on sky pixels (Cloud Quality slider). SSR costs only near water. Everything else is cheap.

Authors

d0mkaaa

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