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Vanilla RTX Normals

The default ray-traced Minecraft graphics, featuring handcrafted 16x normal maps! — Vanilla Resources Made Available for Minecraft with RTX.
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Vanilla-RTX-Normals-1.26.20.mcpack

File nameVanilla-RTX-Normals-1.26.20.mcpack
Uploader
CubeirCubeir
Uploaded
Aug 7, 2026
Downloads
8.1K
Size
2.9 MB
File ID
8595224
Type
R
Release
Supported game versions
  • 26.40

What's new

- Baked POM (Parallax Occlusion Mapping) data into normal maps, used when an appropriate BetterRTX 1.5+ Preset with POM is installed. The POM data is derived from Vanilla RTX's heightmaps with 1/5th of the intensity (this may change later).

You may flatten the normal maps via Vanilla RTX App, which retains the POM data.
Note: A future update of Vanilla RTX App will allow you to adjust the POM intensity, though you could do the same now while building a BetterRTX 1.5+ custom preset.

- Added an animated normal map to Nether portal texture, creating tiny distortions when viewing things behind it.

- Added complete PBR support for all new Chaos Cubed game drop blocks, all sulfur blocks, potent sulfur, and cinnabar block set, as well as sulfur spikes.

- Sulfur Caves biome now features a uniquely sulfuric atmosphere! With water colors now closely matching the deep cyan-ish-green colors seen in the vanilla game!

- Enhancement: fixed rendering issues of Sulfur Cube with ray tracing, for instance the top texture no longer renders as black, improved flickering/potential Z-fighting issues
Remaining known issue: sulfur cubes insides is rendered black if sulfur cube is submerged underwater while player camera is not (or the opposite)

- Improved particles of sulfur cube and slime mobs' walking animations

- Revamped fog of Deep Dark, Lush Caves, and Dripstone caves

Now more appropriate for their 3D-biome status, with water colors now closely resembling that of vanilla game

Since some of these biomes can generate exposed to the surface similar to sulfur caves, heights have been adjusted accordingly to play well with different terrains

- Fixed an issue where the air atmosphere would appear exposed if player/camera was inside a small body of water in caves (e.g. such as a water pillar)

Note: this happens because of a Minecraft issue where the distance fog applies to air distance as well even if the camera is inside a body of water, in other words, Mojang didn't program it properly to be independent.
This is a workaround that sacrifices faithfulness to vanilla game in order to resolve a bug.
In other end and nether dimensions, this means standing in water no longer overrides the fixed air fog (which is intended to limit vision to a maximum of 96 blocks away from the player)

- Corrected bee nest front: a single pixel that was supposed to be "honey" now stands out as honey (adjusted PBR materials accordingly)
Note: Previously I misintereted as a part of the nest texture

- Candles wicks now burn brighter

- Removed sun and moon-related enhancements, they had minimal benefit, but made the sun and moon look off especially with BetterRTX shader mod applied, ultimately the tradeoff wasn't worth it.

- Sculk tendril changes: Revised brightness of inactive state and improved heightmap seams of sculk tendril animation

- Enhancement: added a workaround for XP orb texture bug (MCPE-183629)
Additionally, XP orbs now glow if using an appropriate BetterRTX preset.

- Enhancement: added a workaround for hopper minecart texture appearing glitchy (MCPE-241124)

> The model isn't entirely accurate to vanilla game, the hopper is larger and doesn't have the hopper details towards the bottom, the goal from this was to hide

the glitched texture, and it is convincing enough as a temporary solution until Mojang addresses the issue upstream.

- Revamped particle enhancements for ray tracing, fixed with new format version for the latest version of the game

Newly-added enhanced particles primarily concern newer sulfur biome geyser particles, which have been tuned to look better with ray tracing

Older particles have also received a touch up with this release, more consistent opacities throughout, with more particles now appearing more transparent than before to better blend-in with the ray-traced world 

- Added comprehensive subsurface scattering data to all MER files (now migrated to MERS format)

Note: this is primarily intended for BetterRTX 1.5+ presets, however, it can show itself in Vibrant Visuals graphics mode as well.

In general, thin surfaces, such as leaves and foliage, or parts of objects that are supposed to let light through (like paper parts on a birch trapdoor) now properly support subsurface scattering

A lot of time was dedicated reviewing every block to ensure they support this new property properly, every block, down to the tiniest details, like the thin pixels on a scaffolding, now has subsurface scattering

 

- Added emissive texture data to all applicable entities (requires a BetterRTX preset with Emissive Entities enabled), you can download and install BetterRTX through the Vanilla RTX App.
> Note: this is separate from the existing glowing eyes enhancements, which are rasterized and do not require BetterRTX, think of it as an expansion that only kicks in when BetterRTX is installed, no impact otherwise. glow squids now glow, eye texture on ender chests, shooting ghast's mouth/eyes, drowned, blaze, and so many more entities now feature emissive textures.

- Improved end dimension sky to appear more purple instead of black -- Fixed end dimension lighting and addressed unplayability with BetterRTX enabled.

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