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Aurelia Shaders

Warm, cinematic golden-hour shaders — soft PCSS shadows, global illumination, volumetric clouds, glowing ores, vibrant biome atmosphere. Iris & OptiFine.
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Aurelia Shaders v1.1.0

File nameAurelia-v1.1.0.zip
Uploader
iJankroiJankro
Uploaded
Sep 8, 2026
Downloads
2.3K
Size
80.5 KB
File ID
8839741
Type
R
Release
Supported game versions
  • OptiFine
  • Iris
  • 26.2
  • 26.1.2
  • 26.1.1
  • 26.1
  • 1.21.11

What's new

1.1.0 — THE LIGHTING UPDATE

NEW

- Screen-space bounced light (SSGI). Lit surfaces re-light their
  surroundings: a red carpet tints the walls, a torch-lit wall glows onto
  the floor, and bounces feed into each other frame over frame. Rays,
  steps, strength, temporal blend and clamp are on the GI screen.
- Directional torchlight. Placed torches, lanterns and glowstone now shade
  surface bumps and normal maps toward the light, so cave walls react to
  where you put the torch. Flat faces keep their vanilla brightness.
  Toggle and strength on the LIGHTING screen.
- Light spill in the Nether and the End. Glowstone, lava, shroomlight,
  magma, campfires, portals and end rods wash light onto their neighbours,
  and emitters and ores in those dimensions carry their own glow.

CHANGED

- Nether and End fog is now relative to render distance, so the void
  beyond loaded chunks no longer stands as a wall of fog colour.
- The LOW profile skips texture fetches it was paying for without using.
- Placed water in the End reads as a visible teal rather than near-black.

FIXED

- The first frames after a load or reload no longer blend uninitialised
  TAA, cloud and SSGI history.
- SSGI rays no longer treat a distant surface as a hit, which painted lava
  colour onto far walls that could not see the lava.

NOTE

SSGI needs nine colour targets, so 1.1.0 does not run on macOS (the
driver caps at eight). Windows and Linux are unaffected.

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