Description
Dark Fantasy Visuals
V2.6.0 - Atmospheric Clarity
+ NEW: Local Contrast — atmospheric legibility overhaul.
Fog, panoramas and high-light scenes keep their detail instead of washing out.
Mountain views hit different now. 3 new sliders + debug modes in the Post menu.
+ NEW: Procedural Rain Splashes — raindrop impacts are now generated by the shader.
Rings that spawn, expand and distort reflections. Wet surfaces come alive.
Replaces the vanilla splash particles. Fully adjustable.
+ Improved reflections on wet surfaces.
+ Bugfixes from 2.5.0 and earlier.
V.2.5.0 - Lighting Overhaul :
+ PBR Support,
+ Distant Horizons Support,
+ Collored Lights
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While most shaders chase photorealism, Rakoun : DarkFantasy Visuals chases a feeling — the one you get walking a medieval street at dusk, when the last light dies behind the ro
oftops and the lanterns become your only friends.
Nights that mean something
- Deep, moody darkness — not just "Minecraft but darker"
- Generous pools of golden lantern light that wash over walls and wet cobblestone
- Flames that flicker like real fire, hanging lanterns that sway in the wind
- Dynamic light from the torch in your hand
Rain
- Wet ground with irregular reflective puddles — stone gleams like a mirror, wood darkens, dirt absorbs
- Raindrop ripple rings on water and in puddle reflections
- Water droplets on the screen when you're out in the storm
- Vegetation whipped by storm winds, drifting ground mist between the buildings
Living water
- Procedural waves that actually displace the surface — and never repeat
- Shore foam, depth-based darkening, underwater caustics
- High-precision screen-space reflections on water, glass and wet streets
Signature features you won't find elsewhere
- Procedural block blending — grass bites into paths, moss spills over stone, roads look worn and hand-laid. Every transition is unique, everywhere in the world.
- Ground creep — vegetation climbs the base of pillars and walls, grounding every structure in the landscape.
Modern pipeline
- TAA (temporal anti-aliasing) + cinematic motion blur
- True volumetric light (shadow-map raymarching), god rays, volumetric clouds
- SSAO, auto texture relief, HDR pipeline with ACES tonemapping and auto-exposure
- Optional: depth of field, chromatic aberration, film grain, cinema bars
Requirements
| Minecraft | 1.20.1 |
| Loader | Oculus (Forge) or Iris (Fabric) |
| Menu languages | Français / English |
| Mod support | Vanilla + Oh The Biomes We've Gone lists included; any mod via block tags on Iris 1.7+ |
Three built-in profiles: Performance / Balanced / Quality — plus every effect individually adjustable in the in-game shader settings.
⚠️ BETA — known limitations
- Screen-space reflections cannot show what is off-screen (inherent SSR limit); an experimental 360° capture option exists in the Water settings
- Nether & End have dedicated but simpler atmospheres (full pass coming)
- TAA slightly softens the image (normal for the technique)
Found a bug? Please attach a screenshot and tell us whether the artifact is fixed in the world, stuck to the screen, or follows the player — it helps enormously.
Credits
- Design & direction: Rakoun
📜 License





