TheHolShader Shader

A realism-focused shaderpack with dynamic shadows, animated water, volumetric god rays, drifting clouds, and full in-game customization — built for OptiFine and Iris.
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HolShader.zip

File nameHolShader.zip
Uploaded
Aug 23, 2026
Downloads
13.2K
Size
28.4 KB
File ID
8711903
Type
R
Release
Supported game versions
  • 26.1-snapshot
  • 26.3-snapshot
  • 26.2
  • 26.1.2
  • 26.1.1
  • 26.1
  • 1.19-Snapshot
  • 1.17-Snapshot
  • 1.20-Snapshot
  • 1.21-Snapshot
  • 1.18-Snapshot
  • 1.21.2-Snapshot
  • 1.21.6-snapshot
  • 1.21.1-Snapshot
  • 1.21.5-Snapshot
  • 1.21.4-Snapshot
  • 1.21.9-snapshot
  • 1.21.11-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
  • 1.20.2-Snapshot
  • 1.20.5-Snapshot
  • 1.20.3-Snapshot
  • 1.20.6
  • 1.20.5
  • 1.20.4
  • 1.20.3
  • 1.20.2
  • 1.20.1
  • 1.20
  • 1.19.4-Snapshot
  • 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
  • OptiFine

What's new

Here's the full history, most recent first:

v4 — Bug audit + profiles

  • Fixed: auto-exposure recomputing a 5×5 luminance grid inside every screen pixel (should run once/frame) — moved to a proper reduction pass (composite1.fsh) into a 1×1 buffer, which also gave it real temporal smoothing
  • Fixed: SUN_PATH_ROTATE was a dead option with no shader code reading it — now wired to soften midday shading angle
  • Fixed: gbuffers_terrain.fsh used a common.glsl function without including that file — would've failed to compile with PBR on
  • Added: 4 quality profile presets (Potato / Balanced / Cinematic / Ultra)

v3 — More features

  • Added: LabPBR normal/specular map support (bump mapping, baked AO, specular, emission)
  • Added: dimension-specific atmospheres (Nether lava haze, End void gradient)
  • Added: lightning flashes, depth of field, auto-exposure, rain ripples on water

v2 — Bug fixes + first feature pass

  • Fixed: every block (not just plants) was swaying in wind — wrong detection heuristic
  • Fixed: normal buffer and bloom buffer silently colliding/discarded (missing DRAWBUFFERS)
  • Fixed: fog density warping incorrectly with distance (nonlinear depth treated as linear)
  • Fixed: shadow acne/peter-panning from flat bias constant — now slope-scaled
  • Fixed: a nonexistent uniform in final.fsh, an unused wetness uniform, and option sliders that didn't map to any real shader identifier
  • Added: entity/hand shader coverage, god rays, SSAO, clouds, underwater fog, rain puddles, star twinkle, tinted sun/moon, working WATER_QUALITY levels

v1 — Initial pack

  • Base terrain/water/shadow/composite/final pipeline with dynamic shadows, waving water, foliage sway, atmospheric sky, fog, bloom, ACES tonemapping

 

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