A Minecraft Java shader that attempts to maintain a minimal "vanilla" aesthetic, while adding some optional features:
- Waving Plants.
- FXAA (anti-aliasing).
- Sharp/Soft Shadows.
- CSM (Cascaded Shadow Mapping). *
- Dynamic colored lighting. *
- Ray-Traced block-light shadows. *
- Volumetric fog lighting.
- Rain puddles & ripples.
- POM (Parallax Occlusion Mapping).
- Normal Mapping.
- Specular (shininess).
* Feature only available with Iris 1.6.0 or later!
- The technique I use for lighting has the advantage of being very fast for few lights, but can also be dead slow with a lot of visible/nearby light sources.
- Ray-traced block-light volumetrics are known to be incredibly slow. It's more of a cool looking gimmick than meant for gameplay.
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Q: Why isn't block-lighting being ray traced?
A: RT is off by default. Either change BLock Light > Mode to "Traced", or apply the "RTX" profile. -
Q: How do I remove the grainy noise from block-light shadows?
A: Reduce the Block Light > Penumbra setting as needed, or to zero to completely disable temporal filtering. The "noise" is only needed for block-light soft shadows. -
Q: How do I make colored/dynamic/traced shadows work further from player/camera?
A: You can increase the Block Lighting > Advanced > Horizontal/Vertical Bin Counts. Increasing the Bin Size option will also help, but it will educe the maximum "density" of light sources per area. -
Q: How do I make colored/dynamic/traced shadows faster?
A: There are several options under Block Lighting > Advanced settings:- Reduce the Horizontal/Vertical Bin Counts to reduce the size of the light volume.
- Reduce the Block Lighting > Advanced > Bin Size to use smaller bins (less blocks per bin).
- Reduce the maximum number of lights per-bin.
- Reduce the Range multiplier for lights.
- Fayer: very extensive help with QA, support, repairs, and motivation.
- Builderb0y: help with optimized bit-magic supporting the core of voxelization.
- Bálint: Created the fancy Iris warning, as well as DDA tracing & bit-shifting madness.
- Tech: Helped implement improved soft shadow filtering & dithering.