
Solstice
A Minecraft shader pack that balances stunning visuals and smooth performance.
Обновлён 3 июля 2026 г. · опубликован 3 июля 2026 г.
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
| Версия | Канал | Игра | Загрузчики | Дата | Скачать |
|---|---|---|---|---|---|
| 1.0 | Релиз | 26.1, 26.1.1, 26.1.2, 26.2 | iris, optifine | 3 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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