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AuraLite Shaders

Lightweight, highly optimized OpenGL 4.6 shaders for Minecraft 1.20.1 featuring fly-through 3D volumetric clouds and LabPBR.

File Details

AuraLite_ShaderPack.v1.0.6.zip

  • R
  • Jun 19, 2026
  • 421.95 KB
  • 365
  • 26.2+35

File Name

AuraLite_ShaderPack.v1.0.6.zip

Supported Versions

  • 26.2
  • 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 in v1.0.6 — Procedural Lava & Heat Shimmer

Version 1.0.6 adds a physically-inspired procedural lava block renderer and a subtle heat-shimmer post-processing effect. It is a focused visual update on top of v1.0.5.

🔥 Procedural Lava / Magma (Block ID 10009)

  • Block mappingminecraft:lava and minecraft:flowing_lava are now tagged with block ID 10009 in block.properties.
  • 3D Voronoi cracks — the surface is generated with a procedural Voronoi crack field (basalt crust on top, glowing magma in the cracks) using a 4-step parallax occlusion raymarch for real depth.
  • Animated convection flow — slow noise-driven convection makes the magma crawl and pulse.
  • Localized hot spots & bubbles — rare high-contrast yellow-orange hot spots and short-lived rising bubbles add life without turning the surface into noise.
  • Viscous waves — only the top face receives a slower, heavier vertex displacement so lava feels thick and molten.
  • PBR-ready — the basalt crust is rough (0.95) while the magma cracks are extremely glossy (0.02), giving physically plausible highlights.
  • Multi-pass coverage — lava is handled in gbuffers_terrain, gbuffers_water, and gbuffers_terrain_translucent so it renders correctly on both Iris and Oculus pipelines regardless of which pass the loader assigns fluid blocks to.

🌡️ Heat Shimmer Above Lava

  • final.fsh detects lava pixels through a dedicated colortex2 alpha signature (0.1) and applies a subtle, slow screen-space distortion that simulates rising hot air.
  • The effect is constrained by depth and by the lava mask, so it only affects pixels directly above or next to lava surfaces.
  • New in-game options: HEAT_SHIMMER (on/off) and HEAT_SHIMMER_STRENGTH (Subtle / Balanced / Strong), located in the [Post-Processing & Fog] menu.