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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.v1.1.4.zip

File nameAuraLite_ShaderPack.v1.1.4.zip
Uploader
AlexanderNyrAlexanderNyr
Uploaded
Aug 21, 2026
Downloads
582
Size
789.4 KB
File ID
8700902
Type
R
Release
Supported game 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
  • 1.16.4
  • 1.16.3
  • 1.16.2
  • 1.16.1
  • 1.16
  • OptiFine
  • Iris

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/colortex6 to 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.fsh rebuilds 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.fsh layers 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 from GROUND_BOUNCE_MODE.
  • Shared by every physical-sky consumergbuffers_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_TURBIDITYCrisp / Balanced / Hazy aerosol load.
  • ATMOSPHERE_SCALECompact 25 m / Balanced 50 m / Cinematic 100 m per block (how Minecraft Y maps into atmosphere kilometres).
  • GROUND_BOUNCE_MODEAuto (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 with dist < far are now simply discarded — less cinematic, never stochastic.
  • DH receives the same optional Halton camera jitter as vanilla gbuffers. composite1.fsh reprojects DH pixels through dhProjectionInverse + 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_ILLUMINATED tag colortex2.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_water now honours WATER_WAVES / riffles / transparency / specular, applies the frozen-ocean navy floor, and occludes against dhDepthTex1 (plus Iris depthtex1 via view-space Z, because raw depths use different projections).
  • DH_SHADOW_RANGESeam (1.25×) / Extended (2×) / Far (4×) of vanilla far. 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=false by 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 use DH_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_translucent and gbuffers_terrain (lava stays texture-driven).

✨ Half-Resolution, Skippable HDR Bloom

  • New master BLOOM toggle. VERY_LOW / LOW skip the entire 5-pass chain via program.composite3–7.enabled=BLOOM (Iris/OptiFine do not even dispatch the programs).
  • colortex3/colortex4 are half-resolution (size.buffer = 0.5 0.5). Gaussian strides are doubled so the world-space radius stays the same; final.fsh linearly upsamples the glow.
  • TAA similarly gates composite1/composite2, so lighter profiles no longer pay for unused fullscreen passes.

🌌 Aurora Quality

  • New AURORA_QUALITYSoft 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.

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