File Details
v2.8.0-beta.0
- B
- Feb 7, 2026
- 619.77 KB
- 638
- Iris+2
File Name
RenderPearl v2.8.0-beta.0.zip
Supported Versions
- Iris
- 1.21.11
- 1.21.10
New Features
- Alpha tint and chunk fade are now applied to translucent geometry.
- The fragment shader for translucent lit geometry has been completely rewritten, and now implements ray traced hand light. Per-pixel light list-based block light is also available with graphics drivers that support subgroup operations and
subgroupBroadcastwith a non-constant index (most common drivers except AMD's for Windows).- The vertex shader implementation of light list-based block light has been removed.
- The option to apply a directional multiplier to ambient occlusion has now been added and is enabled by default (works towards #8).
- A sun path rotation of zero is now allowed (works towards #12).
- The sizes of celestial bodies can now be configured (works towards #12).
- End flashes now affect lighting in the end.
- Shadow distortion is now configurable and tuned better in the different profiles.
Improvements
- Opaque and translucent lit geometry now share the same rewritten vertex shader and vertex data format for much reduced code duplication.
- Light list colors are now manually packed using atomics when 16-bit integers are disabled, halving memory usage.
- A slightly faster version of the GGX specular D term is now used when 16-bit floats are disabled.
- Lighting-related functions are now shared between shaders for forward and deferred rendering, reducing code duplication.
- Emissiveness is now handled slightly better. LabPBR support is still not implemented but planned for a future release.
- The shadow bias has been improved, reducing various artifacts such as light leaks.
Other Changes
- The maximum effect of the Ambient Occlusion option has been increased.
- The falloff of light list-based block light has been slightly modified.
Fixed Issues
- Extensions may be enabled after actual code.
- Translucent geometry is lit incorrectly when rendered before the deferred lighting pass (Closes #15, Closes #18, Closes #19).
- This was caused by some changes in vanilla Minecraft breaking an Iris feature that RenderPearl relied on.
- Blending and render targets are sometimes configured incorrectly.

