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Golden Spring

Golden Spring transforms Minecraft Java into a warm, cinematic world drenched in golden-hour light that you never knew Minecraft could have
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Description

Golden Spring Shader V1


Warm. Cinematic. Alive.

Golden Spring transforms Minecraft Java into a warm, cinematic world drenched in golden-hour light. Amber sunlight casts long soft shadows across lush landscapes while cool blue-purple tones settle deep into the shade that unmistakable late-afternoon glow you never knew Minecraft could have.

Built on a fully physics-based rendering pipeline with atmospheric scattering, reflective shadow mapping, and PCSS shadows then tuned with our signature warm colour grade to make every screenshot look like concept art.


Features

Lighting

  • Physical atmospheric scattering — Rayleigh + Mie model. Sky colour shifts naturally with sun elevation throughout the day, producing a realistic gradient from deep blue zenith to warm amber horizon at sunrise and sunset
  • PCSS soft shadows — Penumbra-Correct Soft Shadows create wide, blurry edges far from casters and sharp, defined edges close up — exactly how real sunlight behaves
  • Coloured shadow support — Light passes through stained glass and leaves with accurate colour tinting
  • RSM Global Illumination — Reflective Shadow Mapping bounces coloured light into shadowed areas, brightening corners and crevices with indirect illumination
  • GTAO ambient occlusion — Ground Truth Ambient Occlusion adds realistic contact shadows where surfaces meet

Sky & atmosphere

  • Physics-based sky — Full Rayleigh + Mie single-scattering model for accurate sky and fog colours
  • Volumetric clouds — Full 3D raymarched clouds with self-shadowing, multiple scattering approximation, and dynamic weather coverage
  • Volumetric fog & god rays — Screen-space godrays pierce through cloud gaps and treelines
  • Celestial bodies — Physically-scaled sun, moon, and stars

Water

  • Screen-space reflections (SSR) — Real-time reflections of the world on water surfaces
  • Wave parallax — Deep, parallaxed wave normals for convincing water depth
  • Caustics — Underwater light caustics shimmer on the seabed
  • Underwater volumetric lighting — Shafts of light penetrate below the surface
  • Water mist — Atmospheric mist rises from water at dawn

Post-processing

  • Golden hour colour grade — Our signature look: warm amber highlights, cool blue-lavender shadows, boosted saturation on greens and golds
  • ACES filmic tonemapping — Cinematic tone curve that preserves highlight and shadow detail
  • Auto exposure — Scene adapts naturally between day and night
  • Temporal Anti-Aliasing (TAA) — Smooth, stable edges without jaggies
  • FSR RCAS sharpening — AMD FidelityFX sharpening keeps fine detail crisp
  • Depth of field — Cinematic bokeh blur on out-of-focus geometry
  • Motion blur — Smooth camera motion on fast movement
  • Bloom — High-quality dual-filter bloom on bright light sources
  • Lens vignette — Subtle cinematic darkening at screen edges
  • Film grain — Tasteful noise adds photographic textures

Performance profiles

Profile Recommended GPU Shadow res Clouds RSM
Low GTX 1080 / RX 580 1024 Basic Off
Medium RTX 2070 / RX 5700 XT 2048 Standard On
High RTX 3070 / RX 6700 XT 2048 Enhanced On
Ultra RTX 3080 / RX 6800 XT+ 4096 Full 3D On

Requirements

  • Iris Shaders 1.6.0+ (OptiFine is NOT supported)
  • Minecraft Java Edition 1.16 – 1.21
  • GPU with OpenGL 4.5 support
  • 4 GB VRAM minimum (8 GB recommended for Ultra profile)
  • PBR resource pack optional but recommended for enhanced normal maps

Frequently Asked Questions

Does it work with OptiFine? - No. GoldenSpring uses GLSL 4.50 features that require Iris. OptiFine only supports GLSL 1.20.

Which profile should I use? -  Start with Medium. If you get below 30fps, drop to Low. If you're above 60fps consistently, try High.

Can I use it with a PBR resource pack? - Yes! Golden Spring fully supports labPBR resource packs for enhanced normal mapping, specular highlights, and emissive blocks.

Why does rain look different? - Make sure you're on at least the Medium profile as rain rendering is disabled on Low.


Credits

Golden Spring Shader is a original work.

Please check out the repository on github Golden Spring Github

Open source algorithms referenced (all publicly available academic/community techniques):

  • ACES filmic tone mapping (Academy Color Encoding System)
  • PCSS (Randima Fernando, 2005)
  • Henyey-Greenstein phase function (Henyey & Greenstein, 1941)
  • TAA (Temporal Anti-Aliasing, industry standard)
  • AMD FidelityFX Super Resolution RCAS sharpening pass

Golden Spring V1 - © 2026. All rights reserved.

The Golden Spring Team

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