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AuraLite Shaders

Lightweight OpenGL 4.6 shaders for Minecraft 1.16.5–26.2 with volumetric godrays, HDR rendering, 3D clouds, and LabPBR support.
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AuraLite_ShaderPack.v1.0.0.zip

File nameAuraLite_ShaderPack.v1.0.0.zip
Uploader
AlexanderNyrAlexanderNyr
Uploaded
Jun 2, 2026
Downloads
50
Size
347.7 KB
File ID
8187810
Type
R
Release
Supported game versions
  • 26.1.2
  • 26.1.1
  • 26.1
  • 1.21.11
  • 1.21.10
  • 1.21.9
  • 1.21.8
  • 1.21.7
  • 1.21.6
  • 1.21.5
  • 1.21.4
  • 1.21.3
  • 1.21.2
  • 1.21.1
  • 1.21
  • 1.20.6
  • 1.20.5
  • 1.20.4
  • 1.20.3
  • 1.20.2
  • 1.20.1
  • 1.20
  • 1.19.4
  • 1.19.3
  • 1.19.2
  • 1.19.1
  • 1.19
  • 1.18.2
  • 1.18.1
  • 1.18
  • 1.17.1
  • 1.17
  • 1.16.5
  • OptiFine
  • Iris

What's new

🆕 What's New in v1.0.0 — Meteor Showers & Finalized Reflection Pipeline

Version 1.0.0 builds on the volumetric aurora work from v0.3.0 and introduces the first v1.0.0 source snapshot in this repository. The update adds a physically-inspired meteor system to the night sky, finalizes the modern SSR path for reliable Iris compatibility, and refreshes the documentation so the project now correctly points to the shaders v1.0.0/ folder.

☄️ Physically-Based Meteors / Falling Stars

  • True great-circle sky arcs. Meteors are rendered as moving arcs on the celestial sphere instead of flat 2D streaks, so showers converge toward a shared radiant like real meteor photography.
  • Ablation-based brightness curve. Each meteor rises, peaks, and fades with a bell-shaped light curve inspired by atmospheric entry.
  • Blackbody plasma colouring. Meteor heads are tinted with the same Kelvin-based colour pipeline used by AuraLite's sun/moon lighting, giving physically consistent warm-to-white fireball tones.
  • Moonlight washout and weather attenuation. Faint meteors are suppressed by bright moon phases, rain, and daytime sky brightness, improving realism and avoiding visual clutter in poor visibility.
  • Persistent trains on bright fireballs. The strongest events leave a short-lived glowing ionization trail, including a subtle green oxygen-style tint on the lingering train.
  • Available in both Overworld and The End. Overworld meteors respect moonlight and atmosphere; End meteors render against the permanent night sky without moon washout.

🪞 Finalized v1.0.0 SSR / Water Reflection Path

  • colortex6 fully removed from the reflection workflow. The older MRT export path was retired; final.fsh now reads normals directly from colortex2 and roughness from colortex1, matching AuraLite's already-working PBR data path.
  • Depth-based water-surface detection. Water is identified by comparing depthtex0 and depthtex1, making reflections robust on Iris paths where water G-buffer writes may be inconsistent.
  • More stable water normals. Reflection normals are reconstructed from neighbouring depth samples and then perturbed with coherent world-space ripple gradients, reducing faceting and torn reflections.
  • Cleaner post-pass reliability. The reflection pipeline now lives entirely in the final post-processing pass, simplifying the frame graph and avoiding loader-specific MRT issues.

🎛️ New Sky Settings & Profile Integration

  • New configurable options: SHOOTING_STARS, SHOOTING_STARS_FREQUENCY, and SHOOTING_STARS_BRIGHTNESS.
  • Shooting stars are disabled on the lightest presets and enabled from MED upward through the normal profile system.
  • English and Russian UI text was expanded for the new night-sky controls, while other language files continue to fall back safely.

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