StarLite Cosmic
What's new
StarLite Cosmic — Changelog
Current / Unreleased
Day & Night Beauty Pass
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Improved overall daytime atmosphere and color balance.
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Added warmer, richer golden-hour lighting.
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Added peach and lavender tones to sunsets and sunrises.
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Improved cloud shading so cloud edges have more depth instead of appearing flat.
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Clouds can now naturally dim the sun and moon when passing in front of them.
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Improved nighttime lighting while keeping nights visible and playable.
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Added more detail to the moon surface.
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Further refined moonlight, sky colors, and nighttime atmosphere.
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Continued balancing lighting so bright scenes stay beautiful without becoming washed out.
v0.5.3 — Water, Moonlight & Dimension Upgrade
Water
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Reworked water appearance.
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Added a clearer turquoise tint.
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Improved water transparency and depth.
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Improved reflections.
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Made reflection strength adjustable.
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Added smoother, more natural-looking multidirectional ripples.
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Added rain-driven water ripples.
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Improved reflected sky lighting.
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Added nighttime moonlight sparkle/reflection effects.
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Improved reflections of stars and atmospheric effects.
Night
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Significantly strengthened moonlight.
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Added blue-silver moon illumination.
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Improved moonlit terrain visibility.
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Added moonlight highlights to water.
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Brightened nighttime skies without turning night into daytime.
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Improved overall nighttime color balance and atmosphere.
Nether
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Reduced excessive Nether fog.
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Improved visibility while keeping the volcanic atmosphere.
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Refined warm Nether lighting.
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Improved lava and luminous-block glow.
End
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Improved violet/cosmic lighting.
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Added richer layered atmospheric mist.
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Improved cosmic reflections.
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Improved the overall depth and atmosphere of the End sky.
v0.5.2 — Daylight & Water Refinement
Overworld Lighting
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Made sunlight brighter.
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Shifted sunlight toward a warmer, more natural tone.
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Reduced excessive daytime haze.
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Improved daytime visibility.
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Improved overall daylight balance so scenes feel brighter without becoming completely washed out.
Water
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Improved water movement.
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Replaced overly uniform waves with softer multidirectional ripples.
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Improved reflections.
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Made water interact more naturally with the surrounding lighting.
v0.5.1 — Shader Compilation & Stability Fix
composite.fsh
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Fixed shader compilation failure caused by undefined
RGBA16F. -
Removed/replaced invalid
RGBA16Fusage. -
Fixed GLSL syntax errors around the affected composite shader code.
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Fixed a variable-name conflict with GLSL/reserved syntax.
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Fixed resulting undefined
densityerrors. -
Cleaned up the affected fog/density calculations.
Testing
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Shader compilation passed after the fixes.
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Low, Balanced, and Ultra presets compile-checked.
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Offscreen rendering checks completed for day/night conditions.
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Actual Minecraft visual verification was still separate from those compile checks.
v0.5.x — Nether & End Expansion
Nether
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Added a dedicated volcanic atmosphere.
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Added warm red/orange lighting.
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Added biome-influenced fog.
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Added volcanic haze.
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Increased lava brightness.
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Increased the apparent glow of luminous blocks.
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Gave the Nether its own visual identity rather than reusing Overworld lighting.
End
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Added a large cosmic black-hole/accretion-disk effect.
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Added nebula effects.
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Added auroras.
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Added an optional visible planet.
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Added violet-toned End lighting.
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Added cosmic reflections.
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Added atmospheric effects designed specifically for the End dimension.
v0.5.x — Cosmic Sky / Volumetric Expansion
Sky
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Added auroras.
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Added nebula effects.
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Added optional planet rendering.
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Added more complex high-altitude clouds.
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Expanded the procedural cosmic sky.
Reflections
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Added star reflections to water.
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Added aurora reflections to water.
Volumetrics
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Added volumetric shadow-map fog.
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Added volumetric light shafts.
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Improved god-ray behavior.
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Added adjustable fog-quality controls.
Testing / Presets
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Tested shader compilation across:
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Low
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Balanced
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Ultra
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Performed offscreen day and night rendering checks.
v0.5 — Initial Standalone Release
Core Conversion
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Converted the project into a standalone shader pack.
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Built the shader so it no longer depended on the original mod implementation.
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Designed for the Oculus + Embeddium shader setup used during development.
Overworld Sky
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Added procedural stars.
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Added a procedural galaxy/cosmic sky.
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Added atmospheric sky effects.
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Added sun rays / god rays.
Lighting
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Added improved sunlight.
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Added softer shadows.
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Added atmospheric lighting.
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Improved scene depth using fog and light scattering.
Water
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Added animated water.
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Added reflective water.
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Added environmental reflections.
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Added smoother water movement.
Post Processing
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Added bloom.
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Added fog.
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Added basic edge smoothing.
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Improved highlight handling.
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Improved cave fog/highlight behavior.
Quality Presets
Added three performance presets:
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Low — reduced effects for better performance.
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Balanced — intended balance between visuals and FPS.
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Ultra — maximum visual effects and quality.
Major Features Added So Far
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Procedural galaxy and star sky
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Nebulae
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Auroras
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Optional planets
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Detailed moon
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Blue-silver moonlight
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Golden-hour lighting
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Peach/lavender sunsets
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Volumetric fog
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Volumetric god rays/light shafts
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Soft shadows
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Improved cloud shading
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Cloud sun/moon occlusion
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Animated reflective water
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Turquoise clear water
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Multidirectional water ripples
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Rain ripples
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Star reflections
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Aurora reflections
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Moonlight water sparkles
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Bloom
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Improved daytime lighting
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Improved nighttime lighting
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Reduced daytime haze
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Dedicated Nether atmosphere
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Brighter lava and emissive blocks
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Reduced Nether fog
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Dedicated End atmosphere
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End black hole/accretion disk
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End nebulae and auroras
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End cosmic planet
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Violet End lighting
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Layered End mist
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Low / Balanced / Ultra presets
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Multiple GLSL compilation and compatibility fixes
Current Goal
Continue pushing daytime, nighttime, water, and dimension-specific lighting toward a much more cinematic/high-end shader look while keeping the shader playable and avoiding the flat, hazy appearance from the earlier versions.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
