Oct-Path

Minecraft shaderpack with Octree-like acceleration structure for its raytracing

File Details

Oct-Path v1.22

  • R
  • Jul 4, 2026
  • 7.38 MB
  • 77
  • 1.21.4+20

File Name

Oct-Path_1.22.zip

Supported Versions

  • 1.21.4
  • 1.21.3
  • 1.21.1
  • 1.21
  • 1.20.6
  • 1.20.4
  • 1.20.2
  • 1.20.1
  • 1.20
  • 1.19.4
  • 1.19.3
  • 1.19.2
  • 1.19.1
  • 1.19
  • 1.18.2
  • 1.18.1
  • 1.18
  • 1.17.1
  • 1.17
  • 1.16.5
  • OptiFine
  • Fixed an issue where texture rendering on non-cubic blocks (such as slabs, stairs, and so on) would break down when using POM
  • Fixed an issue where self-occlusion and shadowing calculations during POM processing were incorrect for non-cubic blocks, such as slabs and stairs, when using POM
  • Improved POM Silhouette overall (POM Silhouette: shows the realistic shape on the outline of blocks using POM information)
    • POM silhouette was originally designed to apply the shape only to block outline edges that were not adjacent to anything; however, due to imperfect adjacency detection for some blocks, POM silhouette was indiscriminately applied to edges adjacent to other blocks as well, resulting in hollow areas with missing rendering along parts of the block outline; fixed this issue and normalized the outlines
    • Fixing the issue where POM texture rendering was broken enabled the application of POM silhouettes to stair blocks; however, since stair blocks are composed of textures smaller than the block size itself, this resulted in the POM silhouette being applied excessively, so fixed this by implementing logic specific to stairs
    • The strange transparent lines (hollow areas with missing rendering) that consistently appeared at chunk boundaries no longer appear, at least while the player is standing still
    • Transparent lines may still appear to flicker when the player is moving, though this is the limit of current improvements, so it cannot be helped unfortunately
  • Fixed an issue where part of the voxelization for stairs was ineffective
  • Even in outdoor daytime, there were instances where water surfaces, underwater areas, and rain particles appeared unnaturally bright and stood out in scenes that were actually dark due to factors such as terrain; therefore, adjusted them to achieve a more natural and appropriate brightness for the water