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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 v1.2.0

File nameAurelia-v1.2.0.zip
Uploader
iJankroiJankro
Uploaded
Sep 28, 2026
Downloads
39
Size
90.4 KB
File ID
9003344
Type
R
Release
Supported game versions
  • OptiFine
  • Iris
  • 26.2
  • 26.1.2
  • 26.1.1
  • 26.1
  • 1.21.11

What's new

## 1.2.0 — 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.

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