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Ars Skyweave Shader Fix

Ever put down an Ars Nouveau Sky Block, loaded up your favourite Iris shaders, and… stared at a buggy black cube? Yeah. This tiny addon fixes exactly that.
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arsskyfix-1.0.2.jar

File namearsskyfix-1.0.2.jar
Uploader
Kasch_XKasch_X
Uploaded
Nov 11, 2026
Downloads
15
Size
94.4 KB
Mod Loaders
Forge
File ID
9555440
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:ars-sky-shader-fix-1640980:9555440")

Learn more about Curse Maven

What's new

New render mode: UNIVERSAL — a sky window on any pack, without patching it. Instead of injecting into the shaderpack, the block writes nothing but depth, and every depth texture the pack reads is handed a copy in which the block's own surface sits at the far plane. The pack then paints its real sky onto the faces, clouds included, and not a single pack file is touched. Because it needs no per-family support, it can work on packs that will never get a dedicated patch. Two consequences worth knowing: the block shows sky on every side, so topMarker has no effect and the top face is sky as well; and if the injection ever fails to take hold, the mod falls back to SOLID and writes an error to the log instead of leaving an invisible block. Still under test.

HYBRID is no longer offered. UNIVERSAL does what HYBRID was meant to do — a full window on an unsupported pack — pack-independently and without its cost. The value still exists so an existing config keeps loading, but it is gone from the mode selection.

Diagnostics: the line logged after a shader load now states what the active render mode really does with the pack. It previously reported "runtime sky_block injection active" whenever a pack family was recognised, even in a mode that patches nothing at all.

New shaderpack support (tested):

  • Luminara Shader — Lite and spooky, full sky (sun/moon/stars/clouds). These packs need an extra compatibility fix to run alongside Distant Horizons; the mod applies it automatically, in memory, like every other patch.

Many more packs now show a real sky without needing a dedicated patch. In SKYBASIC mode — and in SHADER mode on packs with no dedicated support — the mod now looks at the pack itself to see whether it draws its sky in a place the block's faces can be routed through. If it does, you get the pack's own sky. If it doesn't, you get the flat sky-tinted cube instead of the green or black block you used to get. Checked against a library of 82 packs, about two thirds of them draw their sky somewhere the block can use.

Distant Horizons: LOD terrain no longer bleeds through the block. With DH rendering, several packs treated the block's faces as distant terrain and painted LOD shadows, SSAO and fog over the sky instead of showing it. Fixed for Complementary, Spooklementary, Solas, BSL, Luminara and Bliss. On Complementary this now also covers r5.9.x, where the pack had moved the line the fix attaches to; the EuphoriaPatches combination is still being verified.

Temporal artefacts on the block (trailing, shimmer, jittering stars). Many packs reproject their temporal history from the depth of whatever is on screen. The Sky Block's faces sit close to you, but what they show — the sky — is infinitely far away, and that mismatch is what smeared and shimmered. The reprojection now treats these faces as sky:

  • Fixed for Complementary, Spooklementary, Sildur's Vibrant, Solas, Hysteria, Photon, BSL, Luminara and Bliss.
  • Photon no longer needs Cloud Temporal Upscaling turned off — the cloud pass decides over a 4x4 block of pixels, and the mod now matches that exactly instead of sampling a single point. A faint streak along the block's edge is still left.
  • Bliss works with Temporal Upscaling on as well.
  • Spooklementary no longer needs TAA turned off.
  • Sildur's Vibrant: stars no longer jump around when you move, and sunbeams pass through the block instead of stopping at it.
  • Solas: volumetric light and ground fog now reach the block instead of ending at its surface.

Fixes:

  • On Complementary and Spooklementary, the mod's internal marker shared its value with the packs' own water particles and campfire smoke, so those particles were occasionally drawn as sky. The marker moved to an unused value.
  • On Bliss, the marker sat in the channel the pack uses for its vanilla ambient occlusion — a smoothly interpolated value, so ordinary terrain could drift into the marker's range and get painted as sky. It now uses the pack's discrete material mask.
  • On Bliss with Distant Horizons, the block's clouds and volumetrics stopped at the LOD terrain behind it. The mod was only forcing one of the two depths the pack feeds into its projection; it now forces both, which is what a real sky pixel gets there.
  • Sildur's Vibrant now works in the Nether and the End too. The pack ships a complete second copy of its shaders for each dimension, which the injection never reached, so the block stayed black there. In the End the block picks up the sky's distance fog but not its star texture — that texture is drawn behind the block and can't be recovered.
  • Pack detection for Spooklementary no longer matches unrelated packs that merely contain "spook" in their name.

Diagnostics. After every shader load the log now says in one line how many of the mod's patches applied to that pack. If a pack update ever moves the code a patch attaches to, you see it immediately instead of hunting a silent half-broken sky.

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