File Details
AuraLite_ShaderPack.v1.1.1.zip
- R
- Jul 10, 2026
- 583.75 KB
- 1.0K
- 26.2+35
File Name
AuraLite_ShaderPack.v1.1.1.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 v1.1.1 — *Pipeline Correctness Fix* Version **1.1.1** is a focused bug-fix release for the v1.1.0 codebase. It keeps the visual design intact while fixing configuration and runtime issues found in the shader pipeline: * Moved HDR/TAA buffer directives to GLSL const directives so `colortex0/1/2/7` formats and persistent TAA history are actually applied by Iris/OptiFine. * Replaced the custom `SHADOW_RES`/`SHADOW_DISTANCE` menu controls with real `shadowMapResolution` and `shadowDistance` pipeline constants. * Fixed Nether/End dimension fallback detection so a default `dimension=0` cannot override biome/fog-based Nether/End detection. * Retuned shadow bias to a balanced value with extra water receiver bias: fixes low-sun Peter Panning while cleaning remaining Shadow Acne on water/ice surfaces. * Made underwater caustics and ground-mist sheets world-stable by using `cameraPosition`-corrected world coordinates. * Added performance-neutral height-aware pseudo-3D cloud noise: same ray steps/noise calls, but cloud density now changes through Y instead of looking like flat 2D sheets. * Added `WET_REFLECTIONS` to the menu and wired it into final-pass SSR wetness. * Added profile-scaled `SKY_QUALITY`, removed physical-sky hash-noise by switching to centred higher-sample raymarching, fixed `SKY_STYLE` grading so it affects only the base sky, restored readable sun/moon sizes in gradient sky, and corrected moonbow direction. * Fixed emissive-surface cloud lighting, added a safe fallback for unknown tagged translucent blocks, removed the empty translation submenu, made TAA default-off as a standard user toggle, and synced waving vegetation displacement in the shadow pass. * Forced vanilla Minecraft clouds off via `clouds=false` and added `gbuffers_clouds` discard shaders as a fallback, so AuraLite's procedural clouds do not overlap with default clouds. * Added `gbuffers_weather` to make vanilla rain/snow streaks less dense and more transparent by default. * Added explicit opaque entity/hand passes to prevent players, mobs and held items from appearing semi-transparent.