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Trace - Radianced!

Stylized meets performance
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Trace-2.0.1.zip

File nameTrace-2.0.1.zip
Uploader
ExersExers
Uploaded
Oct 19, 2026
Downloads
910
Size
471.6 KB
File ID
9251320
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

2.0.1

Renamed patch to tile, should allow GLSL 4+ to compile correctly.

2.0.0

The pixel art update


Styles & Profiles

- Performance and Style settings are now separated.
- Profiles set performance only, now Small Potato, Balanced and NASA Potato, old Trace profile became the Trace style.

 

Bounce Light

- Lightmap now draws from blocks octants, giving a much much accurate depiction of each block shape not just complete cubes.

- Attempt to fix leaks and flickers specifically around non cubic blocks.

- Every probe now traces the same fixed rays so nothing gets averaged over frames, Cascade Memory removed.

- Probes retrace only when a block, its light or its sunlight changes in reach plus a slow refresh for time and weather, probe pass under half the old cost in still scenes.

- Sunlight traced through voxels instead of the camera following shadow map.

- Light direction no longer read on a cell border or inside the wall.

- Torches, lanterns and campfires share one fixed warm color, soul versions a fixed blue

- Held items light the area in their own color.

- Glow lichen and cave vines give light, mushrooms, fungus and cocoa no longer solid cubes (this kinda buggy atm).

- Quad Voxelization (new) voxelizes each face once instead of four times for a cheaper shadow pass.

- Sun Bounce (new) reflects sun color into the shade.

- New debug views for probes, flicker, light shadows and octants.

 

Outline

- Outline, halo and rim light now share a unified pass, which cut costs around to half a ms in testing.

- No outlines on text, nametags, signs, lightning or things outside of Trace.

- Outlines show underwater.

- Corals count as foliage to avoid excessive lines drawn in oceans.

 


Sky & Clouds

- Cloud Style (new) with 2D, Story and Anime clouds, Story is vanilla style 2.5 times taller based on Spices Up Clouds by Tixul and not_thefirst under MIT, new Anime style made custom for Trace using pixel art cumulus and cel shading!

- Clouds follow a planet curve, meeting the horizon about 2000 blocks away.

- Cloud Height Spread (new) gives each anime cloud its own height to make layers look more natural.

- Painted Sky (new) Beautiful set of custom pixel art for the night sky and a little nebula for the end.

- Shooting Stars (new) light the sky occasionally, very small addittion.

- Sun and moon bloom, the sun is now visible and not just an eye burning flare.

- Edge of the render distance fades into the exact sky color of its direction.

- Fog Planes removed.

 

Weather & Air

- Sandstorms (new)! in dry biomes

- Blizzards (new)! in cold biomes

- Desert dust now pixel art!, instead of the odd looking volumetric air now just some odd pixel art dust speckles.

- Biome Specks (new) with pollen over flower fields, cherry petals, swamp fireflies at night and End specks.

 

Water

- Pixel Water (new!) probably the best new addittion to the pack, go give it a try.

- Shorelines now derive from a separate Shoremap.

- Entities in water get foam and a short fading wake, boats, mobs, items and players!

- Trace water sliders for cells, flowing streaks and cell speed (Thanks HappyMeek for the feedback!)

- Underwater haze defaults to 0.01.

- Underwater Clarity (new) sets swimming visibility, shorter absorption and a thinner veil, blue tint kept.

 


Nether & End (new)

Small support for both (still no full support, future updates will try to cover these and modded dimensions)

- Nether air takes each biome fog color, painted sky gradient and a really really cool heat shimmer close to lava!

- Nbula above the horizon, even ambient light, violet specks.

 

Mod Support (new)

- Distant Horizons support added.

- Voxy support, experimental.

- Colorwheel support added.


Fixes & Performance

- Scene stability should improve a lot while diminishing visual artifacts related to colored light.

- Bounce Light rays up to 20% faster, shadow pass writes less data.

 

Overall this was a pretty chunky update, while many systems started with the ideology of taking advantage from screen space methods in the end a lot of the rc lightmap needed to be reworked because the "patches" for many of the artifacts introduced by a deficient mix of a global yet not world anchored lightmap system and let alone experimental ended up adding extra cost much more than simply making a unified scene regardless of screen space. Thanks everyone for the feedback provided in earlier verions!

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