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Mineforgian

Solstice

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

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30 июля 2026 г.
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Опубликован 3 июля 2026 г.

Solstice v1.5

Thank you for 4,000 downloads! (on curseforge, but also thank you for 2k downloads on Modrinth!!)

Solstice banner

Solstice is a semi-realistic Minecraft shader with adjustable effects and four performance profiles. It is developed on an RX 6600 at 1440p.

Features

  • Soft shadows, moving foliage, coloured glass shadows, and underwater caustics.
  • Blocky 3D or volumetric clouds with cloud shadows and changing weather.
  • Reflective water, waves, rain ripples, underwater fog, and god rays.
  • Rain puddles, glowing blocks, portal light, snow sparkle, and animated flames.
  • A circular sun and moon, stars, meteors, the Milky Way, and occasional auroras.
  • Built-in materials for some vanilla metals and polished blocks.
  • LabPBR 1.3 normal, material, AO, and emissive map support.
  • Distant Horizons terrain and water support in the Overworld, Nether, and End.
  • Bloom, FXAA, colour grading, optional sharpening, and contact shadows.
  • Separate Survival, Balanced, and Builder lighting styles.

Install

  1. Install Iris on Fabric. Iris is already included with Fabulously Optimized.
  2. Put Solstice in the Minecraft shaderpacks folder.
  3. Select it under Video Settings → Shader Packs.
  4. Start with the Medium profile.

Profiles

  • Low: blocky clouds, basic shadows, and most expensive effects disabled.
  • Medium: the normal gameplay preset. Volumetric clouds, materials, bloom, puddles, god rays, and balanced shadows.
  • High: better shadows and clouds, SSAO, and screen-space reflections.
  • Ultra: maximum cloud and shadow quality. Mainly intended for screenshots or fast GPUs.

Lighting Style and colour settings are separate from the performance profile.

Settings to try

  • Lighting Style: Survival is darkest, Balanced is the default, and Builder brightens interiors.
  • Cloud Mode: choose Blocky 3D, Volumetric, or Off.
  • Material Source: choose built-in materials or a LabPBR resource pack.
  • Material Reflections: Off, Sky Only, or SSR.
  • Fog Density: controls distance fog and can be set to zero.
  • Water Murkiness: controls underwater visibility.
  • Colour Grade: Natural, Vivid, or Classic.

Distant Horizons

Solstice supplies its own LOD fog and side lighting. Recommended DH settings:

  • LOD Fog: Off
  • LOD Side Shading: Off
  • Cave Culling: On, height around 60
  • Overdraw Prevention: 100%
  • Max Horizontal Resolution: Block
  • Horizontal and Vertical Quality: High for normal play

DH shadows are disabled because Iris may render the whole LOD range into the shadow map. Normal distant terrain and water are still shaded.

LabPBR

Built-in materials work with vanilla textures, but the effect is subtle. For visible normal maps and authored material detail:

  1. Install a LabPBR 1.3 resource pack.
  2. Enable Materials.
  3. Set Material Source to LabPBR Resource Pack.
  4. Set Material Reflections to SSR.

Check brick, cobblestone, polished stone, quartz, iron, gold, or copper in angled sunlight. Height-map parallax is not supported yet.

Performance

If the shader is too slow, lower these settings in order:

  1. Shadow Resolution
  2. Shadow Distance
  3. Shadow Filter Quality
  4. Cloud Quality
  5. SSR Quality, SSAO, or material reflections

FPS while using Ultra

Captured with Ultra on Minecraft 26.1. Results depend on the GPU, resolution, world, mods, and render distance.

Common problems

  • Bright or dark DH seam: disable DH LOD Fog and LOD Side Shading.
  • Underground LOD terrain is visible: enable Cave Culling and set Overdraw Prevention to 100%.
  • Materials look unchanged: use a LabPBR 1.3 pack and select it as the Material Source.
  • Shader compilation fails: send the full Iris error together with the Minecraft, Iris, DH, GPU, and driver versions.

See CHANGELOG.md for the full version history.

Author

d0mkaaa (Domantas)

Ченджлог

1.5Релиз26.1.1, 26.1.2, 26.2 · 30 июля 2026 г.

v1.5

Materials alpha

  • Added a shared lightweight material library with LabPBR 1.3 normal, AO, perceptual smoothness, F0/metal, and emissive decoding; absent maps retain a neutral matte fallback
  • Added Natural and Pronounced built-in material styles; the stronger choice only changes generated vanilla metal/polished smoothness and never alters LabPBR resource-pack data
  • Terrain, entities, and the hand/held-item pass now use tangent-space normals and an inexpensive GGX/Smith/Schlick direct response without replacing the existing lighting model
  • Extended the material path to translucent water and glass: genuine resource-pack normal detail can perturb procedural water without flattening absent-map waves, while glass reads LabPBR normal, AO, F0, smoothness, and emission channels
  • Added conservative built-in metal and polished-mineral classes for vanilla textures; ordinary stone, wood, soil, and foliage deliberately remain matte
  • Reused colortex3 for opaque material normals/reflection strength, with separate class ranges for opaque materials, portals, puddles, and water
  • Added Off / Sky Only / SSR material reflection tiers and profile defaults: Low compiles materials out, Medium uses sky reflections, and High/Ultra permit material SSR
  • Added a dedicated Materials options page with Built-in / LabPBR Resource Pack source and specular-strength controls

Distant Horizons

  • Added dedicated compatibility-profile dh_terrain, dh_water, and future-ready dh_shadow programs for the Overworld, Nether, and End
  • DH terrain reuses Solstice's sky light, block light, weather color, cloud shadows, foliage response, emissive classification, and dimension lighting
  • Added distance-filtered world-space material detail for grass/leaves, stone, deepslate, wood, dirt, sand, snow, terracotta, Nether stone, metal, and lava; this restores surface breakup where Iris cannot expose block-atlas UVs to the DH shader path
  • Corrected DH grass blocks being treated as translucent foliage and metal being treated as emissive; metal now receives a restrained broad highlight instead
  • DH water uses biome color, Solstice's user water tint, distance-stable waves, physical Fresnel, sky reflections, light glints, and transparent blending
  • Native and DH depth now share one scene-classification/reconstruction helper
  • Atmospheric fog preserves the native look near the player, thins beyond the native horizon for readable vistas, and dissolves only at the outer DH render edge
  • Clear-weather DH atmosphere was opened further so distant landforms retain colour and contrast; rain, thunder, dawn mist, and dimension atmosphere remain denser
  • Added a defensive Overworld cave-face rejection for fully enclosed DH geometry below sea level, preventing stale cave LODs from leaking through the native/DH handoff
  • Very distant DH color now receives restrained aerial chroma/contrast compression, reducing fluorescent repeated color across large LOD triangles
  • Clouds and half-resolution reconstruction no longer mistake LOD silhouettes for sky
  • Light-shaft occlusion, underwater absorption, and native-water SSR now see DH geometry
  • Sun glare now uses a soft 16-point visibility probe plus angular broad/core response, so terrain occlusion and crossing the player's FOV edge fade continuously instead of switching the effect off
  • SSAO, puddle metadata, and material-style surface effects remain native-only, avoiding wasted work and false seams on low-detail LOD meshes
  • DH shadows are deliberately disabled until their all-LOD pass meets the performance budget; the depth-only program is present for future profiling
  • Base rendering remains guarded by Iris's DISTANT_HORIZONS feature macro, preserving the existing non-DH path

Weather and color

  • Volumetric cloud bodies now combine vertically decorrelated erosion fields with flatter bases, taller coverage-driven tops, and billowed internal density instead of extruding one 2D weather shape through the entire layer
  • Reduced first-hit cloud extinction so the march reveals multiple illuminated density layers; High and Ultra add a second long-range sunlight probe, while clear-sky bounce and an inexpensive multiple-scattering floor keep shadowed daytime lobes blue-white rather than charcoal without brightening storm clouds
  • Underwater sky rays now use solid depth behind the water surface to generate and merge the same cloud layer seen above water; water extinction and the Snell window attenuate that layer afterwards, so submerged views can no longer reveal a cloud-covered moon
  • The shared sun/moon visibility probe now multiplies terrain visibility by resolved cloud transmittance, keeping celestial discs, halos, glare, and light shafts consistent
  • Rebuilt shooting stars as sub-second meteors with a compact warm head, narrow tapered blue-white plasma trail, breakup flicker, and one shared life envelope; the old multi-second moving glow segment and lingering-looking smear are gone
  • Stars, meteors, moonlight, and the lunar halo now use the smoothed weather state, preventing celestial clarity from snapping ahead of cloud recovery after rain
  • Rain atmosphere now uses an Iris-smoothed weather state: storms close visibility quickly, while fog, cloud cover, lighting, reflections, and sun glare recover gradually for twelve seconds after rain instead of revealing the full DH landscape at once
  • Rain/DH fog is substantially denser at long range, matching the short visibility expected from humid heavy weather while preserving nearby silhouettes
  • Added Natural and Vivid color grades alongside the legacy Classic response; Natural is the new default and tone-maps luminance rather than RGB channels independently, preserving hue through highlights
  • Natural grading applies restrained highlight/shadow chroma compression, gamut compression, and weather-aware white balance; default saturation is now neutral rather than boosted
  • Cloud macro shaping no longer suppresses an enormous low-frequency region around the camera column, removing the persistent clear crater seen when looking straight upward
  • DH water now rejects pixels covered by native opaque depth and fades in across the native water range, preventing ocean bands from drawing across portals, terrain, and builds
  • Top-down DH water now matches native water's 2% normal-incidence Fresnel, body tint, and transparency instead of becoming a bright, highly reflective sheet
  • Underwater extinction now follows the Water Murkiness setting for native and DH geometry; suspended-particle haze closes long-distance visibility, and the water surface softly limits the above-water scene to a physical Snell window instead of exposing the entire world
  • The defensive DH cave filter now rejects fully enclosed zero-skylight Overworld LOD faces at any elevation, covering modded caves and incomplete world-generation columns
  • Sunrise atmospheric color is now confined around the sun instead of reflecting as a straight neon horizon band; twilight cloud bodies stay neutral while their lit edges warm

Capture-driven performance

  • Used an AMD RenderDoc counter capture to identify the full-resolution effect merge, volumetric clouds, final output, atmosphere/water, and AO mask as the meaningful Solstice post costs; the already inexpensive bloom and portal-blur passes were left unchanged
  • Reworked cloud reconstruction to use its existing alpha coverage instead of rereading native and DH depth for every neighbouring half-resolution texel
  • The final effect merge now builds half-resolution coordinates once and shares native depth samples between surface effects and light shafts, while underwater shafts continue using the solid depth hierarchy
  • The merge reads the existing 1×1 celestial visibility result and skips all shaft-buffer reconstruction when the light source is off-screen, fully occluded, or otherwise inactive
  • FXAA reuses the final pass's existing centre colour instead of sampling it twice at full resolution
  • Volumetric cloud rays now hoist weather and lighting constants out of the density loop; primary density remains evaluated at every step while the smoother solar-occlusion probe is reused for one adjacent occupied step through the existing temporal reconstruction
  • The terrain path now reuses its vertex distance and per-fragment direct-light colour, removing repeated length, celestial normalization, and weather-light calculations from the indexed chunk draws highlighted by the capture

Gameplay polish

  • Added Survival, Balanced, and Builder lighting styles as a visual preference independent of Low/Medium/High/Ultra; the modes adjust night illumination, sky-light response, block light falloff, held light, and interior indirect floors without changing daytime exposure
  • Renamed Night Darkness to Night Brightness so the slider direction is unambiguous
  • Added optional low-strength contrast-adaptive sharpening after FXAA, with neighborhood clamping and flat-region rejection to restore texture clarity without strong sky noise or edge halos; underwater sharpening is skipped

Render paths and Minecraft 26.2

  • Added explicit lightweight programs for damaged blocks, block entities, translucent block entities, beacons, items, particles, translucent particles, translucent entities, lightning/dragon beams, armor glint, emissive eyes, and translucent held objects in the Overworld, Nether, and End; lines deliberately use Iris's documented gbuffers_line to gbuffers_basic fallback
  • Translucent entity and block-entity passes retain forward lighting but no longer write opaque material/SSR records into colortex3
  • Added item.properties and separate main/off-hand light evaluation, allowing warm, soul-blue, redstone-red, amethyst/end-purple, and plant-orange held-light colors
  • Replaced hardcoded cutout thresholds with Iris's alphaTestRef in terrain, entity, hand, generic textured, lit textured, shadow, and special overlay paths
  • Enabled Iris's separated translucent entity/block-entity draws and mixed particle ordering; beacon beams remain non-depth-writing so they cannot carve holes through fog
  • Expanded current content metadata for Spring to Life foliage, golden dandelions, pale-garden plants and lights, trial spawners/vaults, copper bulbs, current emissive mobs, and the Minecraft 26.2 sulfur/cinnabar building families
1.4Релиз26.1.1, 26.1.2, 26.2 · 23 июля 2026 г.

v1.4

Reduced-resolution post pipeline

  • Bloom moved from two full-resolution passes to quarter-resolution colortex1/2, with a soft-knee threshold, firefly control, and a wider lower-intensity filter
  • Volumetric/blocky clouds, SSAO, and light shafts now render at half resolution
  • The final effect merge performs depth/class-aware reconstruction so cloud, AO, portal, and shaft samples do not bleed across terrain silhouettes
  • Disabled effects now disable their composite programs, including dimension-specific paths

Temporal skies and cloud lighting

  • Volumetric clouds use a frame-varying march offset and a persistent cloud-only history
  • History reprojects with the previous camera/model-view/projection data, clamps to the current 3x3 neighborhood, and rejects large camera jumps or reactive cloud changes
  • Cloud direct light was rebalanced so the forward silver lining stays bright without turning the entire cloud body white; bases retain stronger tonal separation
  • Full-scene TAA remains intentionally absent

AO, shafts, and portal light

  • The repeated sun/moon visibility gather is now a single 1x1 frame-level pass
  • Light shafts moved to a half-resolution buffer
  • Full-resolution 16-tap portal gathers were replaced with a downsampled portal-light mask and two inexpensive separable blur passes
  • SSAO moved from ten samples per full-resolution pixel to eight samples per half-resolution pixel

Reflections, shadows, and final image

  • SSR_QUALITY adds profile-controlled 16/24/40-step caps, matching refinement tiers, tighter hit thickness, Fresnel gating, and distance/travel rejection
  • SHADOW_FILTER_QUALITY adds 4/8/12-tap PCSS tiers; blocker samples scale with the tier
  • The shadow vertex pass reuses the visible terrain foliage deformation in player space
  • The old four-neighbor edge blend was replaced with low-cost directional FXAA
  • The filmic curve has a softer highlight shoulder and a gated near-black lift that leaves true black and genuinely dark caves anchored
1.3Релиз26.1.1, 26.1.2, 26.2 · 10 июля 2026 г.

v1.3

Reflections

  • SSR rewritten as a screen-space march with perspective-correct depth interpolation (1/z is linear in screen space): every step lands on a fresh pixel, so distant reflections resolve crisply instead of skipping and smearing
  • No matrix math inside the ray loop anymore as depth linearization is two fused ops, so the rewrite is both sharper and cheaper
  • Step count adapts to the ray's on-screen length (14 to 40) to hit thickness scales with distance and validation is tighter, cutting ghost hits behind thin geometry

Clouds

  • Volumetric cloud lighting now uses real scattering formulas: a dual-lobe Henyey-Greenstein phase function (the standard model for light in water droplets) gives a bright silver lining toward the sun and soft backscatter away from it, a two-term Beer transmittance approximates multiple scattering so cloud interiors stay luminous instead of going black, and a powder term darkens thin wispy edges
  • Cloud bases sit darker and flatter (height gradient)
  • Clouds drift about 4x slower and no longer morph constantly advect on the same wind vector, so a cloud moves as one body instead of its detail layers sliding at different speeds
  • Fixed a profile bug: Medium, High and Ultra now explicitly select Volumetric cloud mode
  • New Cloud Quality step 32; Ultra uses it

Light sources

  • Block light (torches, lanterns, lamps) now follows the inverse-square law: the lightmap encodes distance to the source (vanilla light drops one level per block), so it gets remapped to real distance and attenuated with the same windowed inverse-square formula real renderers use for point lights. Light sources read as bright pools that fade fast, not an even wash
  • Held-light uses the same attenuation
  • Torch color documented as roughly a 1900K blackbody, matching real flame
  • Realistic Light Falloff toggle under Visuals; the old curve remains as the off state

Glowing mobs & portal glow fix

  • Blazes, magma cubes, glow squids and allays are now emissive: their bright texels glow and feed the bloom pass, under the same Glowing Blocks toggle
  • Eye-glow mobs: enderman, spider, cave spider, phantom and guardian eyes emit with a high luma threshold, so the eyes burn in the dark while the body stays unlit - purple enderman eyes in a dark forest, red spider eyes in caves
  • Removed the portal glow prefilter: its point-sampled early-out produced hard on/off boundaries (torn rectangular notches in the glow). The gather now always runs within range and is perfectly smooth

More real formulas & performance

  • Water depth uses true Beer-Lambert absorption with per-channel coefficients: red is absorbed within meters, blue survives, so depth turns teal for the physical reason rather than a hand-picked fade color. Underwater fog uses the same law
  • Purkinje shift: dark scenes drift toward desaturated blue-grey, matching how human rod vision behaves at night (toggle under Color & Tone)
  • Depth unprojection in the composite exploits the projection's symmetric structure: five terms instead of a full matrix multiply, across every SSAO/SSR/glow sample
  • The cloud march's sun-occlusion probe uses a cheaper 2-octave density (the light sample does not need full detail), cutting volumetric cloud cost by roughly a quarter

Shadows & block light polish

  • Shadows upgraded to PCSS (percentage-closer soft shadows): a blocker search measures how far above the surface the caster sits, and the penumbra widens with that distance - the real behavior of sunlight as an area source. Shadows are contact-sharp at the base of a wall and progressively softer for tall trees. Fully lit pixels early-out after the 4-tap search, so most of the screen got cheaper while shadow edges got better
  • The PCF disk is a noise-rotated Vogel spiral (8 taps) instead of a fixed 4-tap square, removing the boxy shadow edge
  • Light patches projected through stained glass follow the same penumbra physics
  • Block light falloff rebalanced: inverse-square core plus a cubic near-field term, because glowstone and lanterns are area sources with indirect bounce, not bare point lights

Water & portal polish

  • Water fresnel replaced with true Schlick using water's physical F0 = 0.02 (from its refractive index): 2% reflection looking straight down so you see into the water, climbing to a near-total mirror at grazing angles
  • Wave normals and rain ripples flatten with distance: far ripples are smaller than a pixel, so full-strength normals only produced aliasing speckle across the ocean
  • Portal glow gather rebuilt as a Vogel spiral disk rotated by interleaved gradient noise: smooth pool of light with a soft edge instead of banded dither blotches, with a tighter radius and gentler intensity

Glass

  • Stained glass throws vivid colored light: the tint that sunlight picks up passing through translucent blocks is now saturated, so a stained glass window paints strong colored patches on the floor behind it
  • Windows catch the sky: glass gets a fresnel reflection of the sky gradient and a sun glint at grazing angles
  • Glass Reflections toggle under Water options
1.2Релиз26.1.1, 26.1.2, 26.2 · 8 июля 2026 г.

Solstice Changelog

v1.2

Wet weather

  • Rain puddles form on exposed ground while it rains and dry up gradually afterwards
  • Puddles form as larger connected pools rather than scattered specks, and grow with rain intensity
  • Animated rain ripples on the puddle surface
  • Puddles reflect the sky, show a sun glint at grazing angles, and mirror nearby terrain and builds through screen-space reflections when SSR is on
  • Wet ground darkens during rain
  • Puddle Coverage slider; Low profile turns puddles off

Portals

  • Nether portals glow and cast purple light onto surrounding blocks
  • Toggle under Nether & End options; off in the Low profile

Snow

  • Snow sparkles: crystal glints that catch the light and shift with your view angle, on snow layers, snow blocks, powder snow and snowy grass
  • Snow gets a subtle cool brightening and no longer darkens or forms puddles when it rains elsewhere in the world
  • Sparkle Strength slider under Visuals

Fire

  • Fire and campfire flames flicker: emission pulses with layered waves plus noise, so the bloom breathes like a real fire
  • Flame color grading: white-hot core fading to deep orange at the edges; soul fire grades to cold blue-white
  • Fire blocks sway gently at the tips; campfire logs stay put, only the flame pixels are affected
  • Lit campfires only - unlit ones no longer glow
  • Living Flames toggle under Visuals

Glowing blocks

  • Light sources (glowstone, sea lanterns, shroomlight, froglights, lanterns, torches, campfires, magma, crying obsidian and more) glow properly and feed the bloom pass
  • Ores, amethyst, sculk and enchanting tables get a subtler glint that shows in dark caves
  • Glow Strength slider; enabled on every profile since it costs almost nothing

Night sky

  • Procedural milky way band on clear nights, scaled by Star Brightness
  • Shooting stars streak across the sky every few seconds
  • Green-blue aurora on clear nights in snowy and cold biomes, rolled per in-game day (uses Iris biome temperature data)
  • All three have their own toggles under Sky & Clouds

SSAO

  • Depth-based ambient occlusion: soft contact shading in corners and under blocks
  • 10 taps with dithered rotation, smooth occlusion falloff instead of hard cutoffs, and a distance fade so far terrain stays clean
  • Strength slider; enabled on High and Ultra profiles

Other

  • Light shafts now fade out as the sun or moon leaves the screen edge instead of smearing across the corner of the view
  • Screen-space reflections use a dithered ray start and finer hit refinement, which hides step banding on water and puddles
1.1Релиз26.1.1, 26.1.2, 26.2 · 7 июля 2026 г.

Solstice Changelog

v1.1

Clouds

  • Rebuilt Blocky cloud mode as true 3D boxes: voxel-traced height, lit tops and shaded sides, clouds cast shadows on each other
  • New Blocky Cloud Height slider
  • Added an About screen and more option tooltips

Nether & End

  • Fixed the pack breaking outside the overworld. The dimension folders were incomplete, so terrain, post-processing and final output never ran in the End. Every shader program now runs in all three dimensions
  • End: darker violet lighting, aurora ribbons drifting across the sky, stars, and shadows cast from the End's fixed light angle
  • Dragon death rays and explosion flashes are pushed into HDR so bloom makes them glow
  • Nether: biome-tinted fog that warms toward the lava below and darkens toward the ceiling, a slow haze backdrop that matches the fog color at the horizon, a faint ember glow, and heat shimmer over distant terrain (nearby blocks stay solid)
  • New Nether & End options screen: End Aurora toggle and strength slider, Nether Haze, Heat Shimmer

Lava

  • Lava surfaces now move: slow molten swells, heavier and slower than water waves, using the shared Wave Strength slider
  • Lava is fully emissive with a traveling heat pulse that feeds the bloom pass
  • Works in every dimension. Toggle is under Water options as Lava Waves; the Low profile turns it off along with water waves

Fixes

  • Removed a duplicate fogColor declaration that stopped the water shader from compiling on strict drivers
  • Nether backdrop no longer shows grey smears or a visible seam where distant terrain meets the fog
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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