Rakoun: DarkFantasy Visuals

A dark fantasy shader for Minecraft Java (Iris/Oculus) — not affiliated with the Bedrock pack of a similar name. -> with deep nights, golden lantern light, rain-soaked reflective streets and organic block blending — atmosphere first, not photorealism.
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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 worldstuck to the screen, or follows the player — it helps enormously.

Credits

  • Design & direction: Rakoun

    📜 License

The Rakoun: DarkFantasy Visuals Team

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