Description
A hybrid voxel ray-traced shaderpack for Minecraft Java 1.20.1 (Iris / Oculus). Lighting, reflections and atmosphere are computed from an actual voxel copy of the world around you, not just from what is on screen.
Lighting
- Voxel global illumination:
- screen-space and voxel ray tracing with 1–2 bounces;
- a world-space radiance cache that adds further light bounces over time;
- coloured light bleeding.
- Many-light direct lighting (ReSTIR): every torch, lamp and lava block casts real voxel shadows.
- Soft shadows:
- PCSS with a penumbra from the sun’s real size;
- coloured shadows through stained glass;
- light diffusing through leaf canopies;
- contact shadows.
- Leak guards: sealed caves stay dark.
Reflections & water
- Reflections: SSR backed by voxel ray tracing, so reflections of geometry outside the screen don’t vanish. Roughness-aware.
- Water:
- multi-scale waves, refraction and real Fresnel;
- depth-based absorption and caustics computed from the waves themselves;
- Snell’s window underwater;
- shoreline foam.
Sky & weather
- Physically based atmosphere: Rayleigh/Mie multiple scattering and aerial perspective.
- Simulated weather drives multi-layer volumetric clouds (cumulus, alto, cirrus) that cast shadows on the terrain.
- Volumetric light shafts, fog, rain wetness with puddles, simulated campfire smoke.
Materials
- LabPBR 1.3: normal and height maps, roughness, metals (true complex IOR), porosity, subsurface scattering, emission.
- POM with self-shadowing.
- Sensible fallback materials without a PBR pack.
Styles
- Bedrock RTX Look: glassy water with the vanilla water texture, thick god rays (also through windows), dim interiors, glossy blocks and filmic colours.
- Anime / Cel Shading: banded light, tinted shadows, ink outlines, flat colours, two-tone clouds.
PhotonFrameGen support
Works with the PhotonFrameGen frame generation mod. The pack hands it the first-person hand mask and per-pixel depth, so generated frames reproject walls exactly and keep the hand undistorted.
Requirements
| Minecraft | 1.20.1 |
| Fabric | Iris ≥ 1.6.11 (1.7.x recommended) + Sodium |
| Forge | Oculus ≥ 1.7.0 + Embeddium |
| GPU | OpenGL 4.3+ (compute shaders). Target: RTX 3060, 1080p |
macOS is not supported (no OpenGL 4.3).
Presets
Low (Performance), Medium, High (Balanced, default), Ultra (RTX Ultra), Cinematic.
Known limitations (beta)
- This is software voxel ray tracing, not hardware RTX.
- It is demanding: start with the High or Medium preset.
- Distant Horizons is not supported yet.
- Entities are not in the voxel world, so they only appear in screen-space reflections.
- In-game testing is still limited. Please report issues with your GPU and driver, a screenshot, and
latest.log.






