HyperShader v1.3.1 - Performance hotfix ⚡
What's new
HyperShader v1.3.1 — Performance hotfix ⚡
Same look as v1.3, a lot less work for your GPU. If v1.3 cost you frames — especially at high render distance or high resolution — this is the one to grab.
🌑 Shadow pass no longer renders the whole world
- The shadow map only covers 96 blocks around you, but the shadow pass was rendering every chunk in your render distance into it — at 24 chunks that was ~2,700 chunk sections per frame, more than the main pass itself, for nothing
- It now renders only what can actually land in the shadow map: 11× less shadow geometry measured
- Tunable: new "Shadow caster distance" option in the Shadows tab, including the old unlimited behaviour
☀️ God rays skip the work when the sun is off-screen
- The 16-sample light-shaft march ran on every pixel even when the sun or moon was outside the frame — most of the time while you play — and then multiplied the result by zero
- It now checks first
🌸 Bloom off = bloom passes gone
- With Bloom disabled (FAST profile), the two bloom passes still ran as full-screen passes writing zeros
- They are now disabled outright: two full-screen passes less per frame
⚡ Entities, hand, chests and particles — light per vertex
- v1.3 gave mobs, players, your hand, chests, signs, beds and particles proper world lighting, but computed it for every pixel
- Minecraft models are boxes with flat faces, so once per vertex gives the exact same picture for a tiny fraction of the cost — on a busy server spawn this one matters
🔧 Leaner terrain vertex shader
- Tangent-space maths only when texture relief or POM is on
- Torch flicker phase is two sines instead of a noise lookup; emissive blocks no longer re-read their texture; aurora at half the cost
📊 Measured
- Integrated Radeon 610M, 2560×1440, 24 chunks: FAST 14 → 24 fps, FANCY 11 → 19 fps
🎛️ A note on profiles
- Iris stores your shader options per file name, so every new version starts on the BALANCED profile
- On an integrated GPU, open the shader options after updating and pick FAST again — and keep the render distance reasonable: at 24 chunks on an iGPU, no shader pack is going to be fast
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