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HyperShader

Hyper-realistic visuals with smooth FPS — built for low-end PCs. Tune every detail in-game: water, lava, sun, moon, stars and more.
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HyperShader v1.3.1 - Performance hotfix ⚡

File nameHyperShader v1.3.1.zip
Uploader
topsyy_yytopsyy_yy
Uploaded
Oct 3, 2026
Downloads
2.5K
Size
77.6 KB
File ID
9047039
Type
R
Release
Supported game versions
  • 26.3
  • 26.2
  • 26.1.2
  • 26.1.1
  • 26.1
  • 1.21.11
  • 1.21.10
  • 1.21.9
  • 1.21.8
  • 1.21.7
  • 1.21.6
  • 1.21.5
  • 1.21.4
  • 1.21.3
  • 1.21.2
  • 1.21.1
  • 1.21
  • 1.20.6
  • 1.20.5
  • 1.20.4
  • 1.20.3
  • 1.20.2
  • 1.20.1
  • 1.19.4
  • 1.19.3
  • 1.19.2
  • 1.19.1
  • 1.19
  • 1.18.2
  • 1.18
  • Iris

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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