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Solstice

A Minecraft shader pack that balances stunning visuals and smooth performance.
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Solstice v1.4

File nameSolstice-v1.4.zip
Uploader
d0mkaaad0mkaaa
Uploaded
Jul 23, 2026
Downloads
639
Size
95.8 KB
File ID
8492734
Type
R
Release
Supported game 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

What's new

v1.4

Reduced-resolution post pipeline

  • Bloom moved from two full-resolution passes to quarter-resolution colortex1/2, with a soft-knee threshold, firefly control, and a wider lower-intensity filter
  • Volumetric/blocky clouds, SSAO, and light shafts now render at half resolution
  • The final effect merge performs depth/class-aware reconstruction so cloud, AO, portal, and shaft samples do not bleed across terrain silhouettes
  • Disabled effects now disable their composite programs, including dimension-specific paths

Temporal skies and cloud lighting

  • Volumetric clouds use a frame-varying march offset and a persistent cloud-only history
  • History reprojects with the previous camera/model-view/projection data, clamps to the current 3x3 neighborhood, and rejects large camera jumps or reactive cloud changes
  • Cloud direct light was rebalanced so the forward silver lining stays bright without turning the entire cloud body white; bases retain stronger tonal separation
  • Full-scene TAA remains intentionally absent

AO, shafts, and portal light

  • The repeated sun/moon visibility gather is now a single 1x1 frame-level pass
  • Light shafts moved to a half-resolution buffer
  • Full-resolution 16-tap portal gathers were replaced with a downsampled portal-light mask and two inexpensive separable blur passes
  • SSAO moved from ten samples per full-resolution pixel to eight samples per half-resolution pixel

Reflections, shadows, and final image

  • SSR_QUALITY adds profile-controlled 16/24/40-step caps, matching refinement tiers, tighter hit thickness, Fresnel gating, and distance/travel rejection
  • SHADOW_FILTER_QUALITY adds 4/8/12-tap PCSS tiers; blocker samples scale with the tier
  • The shadow vertex pass reuses the visible terrain foliage deformation in player space
  • The old four-neighbor edge blend was replaced with low-cost directional FXAA
  • The filmic curve has a softer highlight shoulder and a gated near-black lift that leaves true black and genuinely dark caves anchored

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