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Photon Engine Shaders

Voxel ray-traced shaderpack with GI, ReSTIR lighting, real reflections, simulated clouds, a Bedrock RTX look and an anime mode.
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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.

Photon Engine Shaders Team

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