Solstice

A Minecraft shader pack that balances stunning visuals and smooth performance.

File Details

Solstice-v1.3.zip

  • R
  • Jul 11, 2026
  • 73.50 KB
  • 547
  • 26.2+17

File Name

Solstice-v1.3.zip

Supported Versions

  • 26.2
  • 26.1.2
  • 26.1.1
  • 26.1
  • 1.21.11
  • 1.21.10
  • 1.21.9
  • 1.21.8
  • 1.21.7
  • 1.21.6
  • 1.21.5
  • 1.21.4
  • 1.21.2
  • 1.21
  • OptiFine
  • 1.21.3
  • 1.21.1
  • Iris

v1.3

Reflections

  • SSR rewritten as a screen-space march with perspective-correct depth interpolation (1/z is linear in screen space): every step lands on a fresh pixel, so distant reflections resolve crisply instead of skipping and smearing
  • No matrix math inside the ray loop anymore as depth linearization is two fused ops, so the rewrite is both sharper and cheaper
  • Step count adapts to the ray's on-screen length (14 to 40) to hit thickness scales with distance and validation is tighter, cutting ghost hits behind thin geometry

Clouds

  • Volumetric cloud lighting now uses real scattering formulas: a dual-lobe Henyey-Greenstein phase function (the standard model for light in water droplets) gives a bright silver lining toward the sun and soft backscatter away from it, a two-term Beer transmittance approximates multiple scattering so cloud interiors stay luminous instead of going black, and a powder term darkens thin wispy edges
  • Cloud bases sit darker and flatter (height gradient)
  • Clouds drift about 4x slower and no longer morph constantly advect on the same wind vector, so a cloud moves as one body instead of its detail layers sliding at different speeds
  • Fixed a profile bug: Medium, High and Ultra now explicitly select Volumetric cloud mode
  • New Cloud Quality step 32; Ultra uses it

Light sources

  • Block light (torches, lanterns, lamps) now follows the inverse-square law: the lightmap encodes distance to the source (vanilla light drops one level per block), so it gets remapped to real distance and attenuated with the same windowed inverse-square formula real renderers use for point lights. Light sources read as bright pools that fade fast, not an even wash
  • Held-light uses the same attenuation
  • Torch color documented as roughly a 1900K blackbody, matching real flame
  • Realistic Light Falloff toggle under Visuals; the old curve remains as the off state

Glowing mobs & portal glow fix

  • Blazes, magma cubes, glow squids and allays are now emissive: their bright texels glow and feed the bloom pass, under the same Glowing Blocks toggle
  • Eye-glow mobs: enderman, spider, cave spider, phantom and guardian eyes emit with a high luma threshold, so the eyes burn in the dark while the body stays unlit - purple enderman eyes in a dark forest, red spider eyes in caves
  • Removed the portal glow prefilter: its point-sampled early-out produced hard on/off boundaries (torn rectangular notches in the glow). The gather now always runs within range and is perfectly smooth

More real formulas & performance

  • Water depth uses true Beer-Lambert absorption with per-channel coefficients: red is absorbed within meters, blue survives, so depth turns teal for the physical reason rather than a hand-picked fade color. Underwater fog uses the same law
  • Purkinje shift: dark scenes drift toward desaturated blue-grey, matching how human rod vision behaves at night (toggle under Color & Tone)
  • Depth unprojection in the composite exploits the projection's symmetric structure: five terms instead of a full matrix multiply, across every SSAO/SSR/glow sample
  • The cloud march's sun-occlusion probe uses a cheaper 2-octave density (the light sample does not need full detail), cutting volumetric cloud cost by roughly a quarter

Shadows & block light polish

  • Shadows upgraded to PCSS (percentage-closer soft shadows): a blocker search measures how far above the surface the caster sits, and the penumbra widens with that distance - the real behavior of sunlight as an area source. Shadows are contact-sharp at the base of a wall and progressively softer for tall trees. Fully lit pixels early-out after the 4-tap search, so most of the screen got cheaper while shadow edges got better
  • The PCF disk is a noise-rotated Vogel spiral (8 taps) instead of a fixed 4-tap square, removing the boxy shadow edge
  • Light patches projected through stained glass follow the same penumbra physics
  • Block light falloff rebalanced: inverse-square core plus a cubic near-field term, because glowstone and lanterns are area sources with indirect bounce, not bare point lights

Water & portal polish

  • Water fresnel replaced with true Schlick using water's physical F0 = 0.02 (from its refractive index): 2% reflection looking straight down so you see into the water, climbing to a near-total mirror at grazing angles
  • Wave normals and rain ripples flatten with distance: far ripples are smaller than a pixel, so full-strength normals only produced aliasing speckle across the ocean
  • Portal glow gather rebuilt as a Vogel spiral disk rotated by interleaved gradient noise: smooth pool of light with a soft edge instead of banded dither blotches, with a tighter radius and gentler intensity

Glass

  • Stained glass throws vivid colored light: the tint that sunlight picks up passing through translucent blocks is now saturated, so a stained glass window paints strong colored patches on the floor behind it
  • Windows catch the sky: glass gets a fresnel reflection of the sky gradient and a sun glint at grazing angles
  • Glass Reflections toggle under Water options