AuraLite_ShaderPack.v1.1.4.zip
What's new
🚀 What's New in v1.1.4 — Atmosphere LUTs, Distant Horizons Seam Fix & Half-Res Bloom
Version 1.1.4 rebuilds the experimental physical sky around shared low-frequency LUTs, replaces the hole-producing DH screen-door seam with a deterministic hand-off, and cuts post-process cost with skippable half-resolution bloom. It also finishes the TAA story for Distant Horizons (correct DH reprojection + Halton jitter on LOD geometry) and swaps glittery water fBm for a coherent Gerstner swell.
🧪 Shared Physical-Atmosphere LUTs (begin / begin1)
- Tiny HDR LUTs, not fullscreen buffers. v1.1.3 deleted unused full-screen
colortex5/colortex6to save VRAM. v1.1.4 brings them back as 64×32 solar-transmittance (colortex5) and 32×16 multi-scatter / ground-bounce (colortex6) tables — kilobytes, not megabytes. begin.fshrebuilds direct solar transmittance every frame: sun elevation on X (−0.16…1.0, including civil twilight), camera altitude on Y (0–30 km), Kasten–Young airmass × Rayleigh + aerosol extinction, zeroed below the night hemisphere.begin1.fshlayers bounded multi-scattering and biome-aware ground bounce on top of that transmittance. Noon is Rayleigh-blue; low sun is warm; swamp/snow/vegetation tints come fromGROUND_BOUNCE_MODE.- Shared by every physical-sky consumer —
gbuffers_skybasic, terrain fog, water analytic reflection, volumetric godrays, clouds and the SSR sky fallback all sample the same LUTs instead of each running a second atmosphere march. - When
SKY_MODE=0(every shipped profile) the LUT passes write constants and cost almost nothing. Enable Physical Sky manually in the Experimental tab.
New Experimental → Atmosphere options (off-profile defaults stay cinematic / auto):
ATMOSPHERE_TURBIDITY— Crisp / Balanced / Hazy aerosol load.ATMOSPHERE_SCALE— Compact 25 m / Balanced 50 m / Cinematic 100 m per block (how Minecraft Y maps into atmosphere kilometres).GROUND_BOUNCE_MODE— Auto (biome-aware) / Neutral Soil / Vegetation / Snow / Desert.SKY_TEMPORAL— rotation-only history blend for the sky (requires TAA). Physical sky uses a higher history weight than the animated gradient sky so stars/aurora do not trail.
The swamp detector now also matches BIOME_MANGROVE_SWAMP.
🌍 Distant Horizons — Hard Seam, TAA & Iris Workaround
⚠️ AuraLite still does NOT claim full Distant Horizons compatibility. v1.1.4 is a targeted correctness pass on the v1.1.2/v1.1.3 experimental path.
- Hard deterministic hand-off at
far. The v1.1.3 16 m screen-door dither discarded random LOD fragments in the seam band; on DH 3.2 those holes showed sky/white whenever vanilla geometry did not fill the same pixel. DH fragments withdist < farare now simply discarded — less cinematic, never stochastic. - DH receives the same optional Halton camera jitter as vanilla gbuffers.
composite1.fshreprojects DH pixels throughdhProjectionInverse+dhPreviousProjection(vanilla matrices have the wrong far plane). - Conservative DH history cap (0.45) — LOD meshes change topology as chunks stream; they participate in TAA but cannot leave long trails.
DH_BLOCK_ILLUMINATEDtagcolortex2.a = 0.24— distant sea lanterns / glowstone stay self-emissive even when they are not lava-orange or portal-violet. Extra DH material classes: DIRT, SAND, TERRACOTTA.dh_waternow honoursWATER_WAVES/ riffles / transparency / specular, applies the frozen-ocean navy floor, and occludes againstdhDepthTex1(plus Irisdepthtex1via view-space Z, because raw depths use different projections).DH_SHADOW_RANGE— Seam (1.25×) / Extended (2×) / Far (4×) of vanillafar. LOD receivers can keep sampling the shared shadow map past the vanilla chunk edge.- Shadow-map footprint rebalanced for DH: MED 192 m, HIGH/ULTRA 512 m, EXTREME 768 m (VERY_LOW/LOW stay 60 m, no shadows).
dhShadow.enabled=falseby default. DH 3.2.0-b + Iris 1.7.6 can replace/cull the vanilla terrain shadow pass — symptom: mob shadows remain, block shadows vanish even in vanilla chunks. Users with a verified working Iris/DH bridge can turn the DH shadow pass back on and then useDH_SHADOW_RANGE.
🎯 TAA — Sky Temporal Resolve & Material Reactive Mask
- Sky temporal resolve (
SKY_TEMPORAL) — sky pixels have no stable world position, so history is reprojected with camera rotation only (no translation). Gradient-sky history weight is lower (0.28) than Physical (0.46) so clouds/aurora/meteors do not smear. - Material reactive mask — water (
0.8), foliage (0.62) and emissive/lava (< 0.5) cut history weight by 46% / 30% / 58%. Without a per-object velocity buffer this is what stops waving leaves and water from ghosting after TAA.
🌊 Gerstner Water Spectrum
- Replaces the v1.1.3 value-noise / fBm central-difference normal in
final.fsh. That field was mathematically stable but read as high-frequency random glitter. - A 4-direction travelling swell (dominant wind + cross swell + two low-amplitude ripples) produces analytic slopes and a calmer default surface. Amplitude is clamped to
±0.22. - Near-water vertex swell is slightly reduced (
0.04/0.02 → 0.032/0.016) so the geometric mesh matches the new reflection spectrum. - Dead Voronoi lava-height helpers removed from
gbuffers_water,gbuffers_terrain_translucentandgbuffers_terrain(lava stays texture-driven).
✨ Half-Resolution, Skippable HDR Bloom
- New master
BLOOMtoggle. VERY_LOW / LOW skip the entire 5-pass chain viaprogram.composite3–7.enabled=BLOOM(Iris/OptiFine do not even dispatch the programs). colortex3/colortex4are half-resolution (size.buffer = 0.5 0.5). Gaussian strides are doubled so the world-space radius stays the same;final.fshlinearly upsamples the glow.TAAsimilarly gatescomposite1/composite2, so lighter profiles no longer pay for unused fullscreen passes.
🌌 Aurora Quality
- New
AURORA_QUALITY— Soft 8 / Balanced 12 / Silky 18 raymarch steps, with a centred globally-animated ray start (the previous per-pixel hash grain is gone).
🎚️ Profile Rebalance (v1.1.4)
| Profile | Shadows | DH receivers | TAA | Bloom | Sky temporal |
|---|---|---|---|---|---|
| VERY_LOW / LOW | ❌ 512 / 60 m | Seam | ❌ | ❌ | ❌ |
| MED | ✅ 1024 / 192 m Balanced | Seam | ❌ | ✅ Balanced | ❌ |
| HIGH | ✅ 2048 / 512 m Balanced | Extended | ✅ | ✅ Balanced | ✅ |
| ULTRA | ✅ 4096 / 512 m Aggressive | Extended | ✅ | ✅ Balanced | ✅ |
| EXTREME | ✅ 8192 / 768 m Aggressive | Far | ✅ | ✅ Strong | ✅ |
Camera jitter remains off by default in every profile.
This mod has no additional files

