Aurelia Shaders v1.2.0
What's new
## 1.2.0 — 2026-09-28
Water and weather.
### New
- **Rain wetness.** Exposed terrain darkens and turns glossy in rain, flat
open ground collects reflective puddles, and raindrops ring puddles and
open water. The world dries over about two minutes after rain stops,
puddles last. Roofs, caves, deserts and snowy biomes stay dry. Biome
borders fade the effect in and out. Master toggle, strength, puddles
and ripples on the new WEATHER screen.
- **Stylized snowfall.** Heavy, slow, drifting snow near and far replaces
vanilla's flakes, stops at walls and stays out of covered air, with a
soft whiteout in fog, sky and cloud deck. Toggle, density and whiteout
on the WEATHER screen.
### Changed
- **Generated bumps are much stronger.** Every colour transition in a
block texture is now a height step, with no deadzone, a higher tilt
cap and a narrower bevel, and Generated Normal Strength defaults to
3.0 with a wider range. Sand and dirt speckle bumps are the intended
look.
### Notes
- Rain wetness and snowfall read the biome's precipitation type through
a custom uniform (`biome_precipitation`). On a loader build that does
not provide it, neither effect activates; everything else is
unaffected.
- Stylized snowfall needs vanilla weather rendering on: its quads mark
the open air the flakes fall through.
- As in 1.1.0, the pack needs nine colour targets and **does not run on
macOS**.
## 1.1.0 — 2026-09-08
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.
Requires nine colour targets, which drops macOS.
- **Directional torchlight.** Placed torches, lanterns and glowstone shade
surface bumps and normal maps toward the light, so cave walls react to
where a torch was placed. 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, using the overworld's spill machinery. Emitters and ores in
those dimensions now carry their own glow through the same resolve.
### 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 near
look is matched to the old densities.
- LOW profile skips the labPBR and generated-normal texture fetches, which
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 surface up to fifteen blocks in front of
them as a hit, which painted lava colour onto far walls that could not
see the lava.
### Internal
- The spill gather, the emissive resolve and the half-res upsample are
shared library functions; the Nether and End pass bodies live once
under `lib/nosun/`.
- colortex1's blue channel packs blocklight with the torch-facing factor;
colortex3 carries the lightmap colour in sun-less dimensions.
- Known limitation carried forward: translucent held items are never lit,
in any dimension.
This mod has no additional files

