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Trace - Radianced!

Stylized meets performance
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Trace-1.1.0-HOTFIX.zip

File nameTrace-1.1.0.zip
Uploader
ExersExers
Uploaded
Sep 28, 2026
Downloads
653
Size
350.0 KB
File ID
8998093
Type
R
Release
Supported game versions
  • 26.3
  • 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
  • 1.21.3
  • 1.21.2
  • 1.21.1
  • 1.21
  • 1.20.6
  • 1.20.5
  • 1.20.4
  • 1.20.3
  • 1.20.2
  • 1.20.1
  • 1.20
  • Iris

What's new

Trace 1.1.0

Big big update


Radiance Cascades lightmap!

- This is as far as I'm aware the first attempt to port the novel Radiance Cascades lighting method in Minecraft shaders, here is what it allowed:    
- Dynamic colored Light (new): The shadow pass voxelizes everything it draws into a 128³ grid around the camera, each voxel stores the block's mip-4 texture albedo and the light level through its block emission attribute (at_midBlock.w), so any light-emitting block wether vanilla or modded becomes a colored emitter.
- Color Dominance (new): Light Color Saturation and Light Direction decide how two lights mix, how vivid they are and how much a surface facing a light brightens up.
- Light Source Shadows (new): torches and lamps cast pixel locked shadows in the environment making a true environment shadowmap.
- Round Light (new): pools of block light come out round instead of vanilla's rhomboid.
- Handheld Light (new): hold a torch and it lights the blocks around you with its color and shadows.
- Light in Shade (new): block light lifts the sun shadows around it during the day.
- Light Haze (new): colored light glows a lil bit in the air around light sources.
- Voxel Occlusion (new) as another option rather than vanilla AO
- Path Traced Bounce (new): One guided ray per pixel plus a denoiser, sharper but way heavier.
- Needs OpenGL 4.3 (Windows or Linux, macOS not supported sadly), only for Iris 1.7 or newer.


Light & Shadow

- Painted Light: recolors the light: Warm light leans gold, green light goes toxic green, colored light gets a neon kick and the lit side leans to a warm key light. Needs Bounce Light.
- Stained Glass Shadows: sunlight through stained glass, ice, honey or slime takes their color.
- Biome Shade Tint: the shade takes a soft hue of the biome instead of plain gray (only works at below a slight surface level in almost surface caves and also at night). Needs Bounce Light.


Outline

- Rim Light (new): a pale band of light along the inside of every silhouette, found the same way as the outline.
- The outline pass is faster: flat surfaces and foliage bail out early.


Sky & Air

- Volumetric Air (new): replaces the old Air Haze, fog in cold biomes, desert dust, mist in rivers, low fog in swamps, humid haze in jungles, dusty air in caves glowing around torches and lava (keep in mind most of these only look "subtle").
- Froxel Air (new, on by default): lights the air once per frame in a 160 x 90 x 64 grid instead of marching every pixel. Way faster.
- Distance Fog rewritten for a better look
- Fog Planes (new): lays da fog in soft terraces.
- New dynamic clouds!: Clouds now come in 2.5D instead of just 2D, they change form very slowly in both x and y axis.


Water

- Anime voronoi water is back!: cel shaded Voronoi cells on still water and line along every shore. Adapted from stylized-components by Christian Ortiz (MIT).
- The old procedural surface is now called Realistic. Vanilla is still there.
- Biome Water Color! (new): green in swamps, turquoise in warm oceans, violet in frozen ones.
- Underwater Haze now defaults to 0.10.
- (fixed) Inside lava the view now correctly fades into the lava glow about a block away like vanilla.


Post Processing

- Entity Bloom (new and off by default): mobs, players, items and lightning no longer look like a failing nuclear reactor in sunlight.
- Snow never blooms now (too late for my eyes tho, that bloomy snow took a victim), and glow lichen finally does.


Profiles

- Small Potato is now properly the fastest one: no antialiasing and no volumetric air either.
- Balanced stays balanced.
- Big Potato became NASA Potato: path traced light, 128 blocks of range, a 2048 shadow map reaching 48 blocks and pretty much everything else on.
- Trace: the chef's recommendation with bounce Light, colored light, painted Light (and every light!), bloom, SMAA and a 1024 shadow map reaching 32 blocks.


Also

- Trace is now under MPL 2.0 (it was MIT). Anyone can use Trace's code, even in closed or ARR packs but changes to Trace's own files have to stay open and credited. Copies of 1.0.0 stay MIT.

HOTFIX

Just forgor to enable some default profile options, also changed dust storms cooldown, they are more frequent now.

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