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RayTrace ShaderPack

Screen-space ray-marched reflections, GI, and shadows for a "ray traced" look on OptiFine/Iris.
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RTXPathTracing_2.zip

File nameRTXPathTracing_2.zip
Uploaded
Sep 11, 2026
Downloads
83
Size
21.0 KB
File ID
8856896
Type
R
Release
Supported game versions
  • 26.1-snapshot
  • 26.3-snapshot
  • 26.2
  • 26.1.2
  • 26.1.1
  • 26.1
  • 1.16-Snapshot
  • 1.19-Snapshot
  • 1.17-Snapshot
  • 1.20-Snapshot
  • 1.18-Snapshot
  • 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
  • 1.20
  • 1.19.3-Snapshot
  • 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
  • 1.16.4
  • 1.16.3
  • 1.16.2
  • 1.16.1
  • 1.16
  • OptiFine

What's new

## v3

### Fixed
- Temporal accumulation for reflections/GI was a complete no-op — history
  buffers were being cleared to zero every frame by default; added the
  missing `clear.colortex4/5 = false`, plus a first-frame ramp-in guard.
- Water rendered fully opaque instead of translucent — material ID was
  sharing the alpha channel used for GL blending. Moved it to a different
  channel so real translucency alpha is preserved.
- Hard shadows (Low profile, 1 sample) had a small diagonal sampling bias.
- Fragments outside the shadow map's range picked up edge-clamp artifacts
  instead of being treated as fully lit.
- Water gbuffer wrote bogus normals for near-invisible edge pixels, which
  the reflection ray marcher then treated as solid geometry.
- Deduplicated a `getViewPos()` helper that existed as two independently
  maintained copies.

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