Description
🌆 URBANOS SHADERS — 1.8 [FIXED]
An atmospheric shaderpack focused on nostalgia, urban environments, dynamic lighting, weather and the feeling of being somewhere — not simply looking at Minecraft.
💻 SYSTEM REQUIREMENTS
🟢 Minimum — Performance Preset
GPU: GTX 950 / GTX 960 2GB, RX 460 or similar
VRAM: 2 GB
CPU: Older Intel Core i3/i5 or Ryzen 3 equivalent
RAM: 8 GB
Target: 1080p, Low/Performance preset
The URBANOS can run on older hardware with reduced settings. Some advanced effects may need to be disabled or heavily reduced.
Development reference: URBANOS has been tested during development on a GeForce 940MX 2GB, including lightweight configurations.
🔵 Recommended — Medium / High
GPU: GTX 1660 / 1660 Super, RX 580 / RX 5500 XT or similar
VRAM: 6–8 GB
CPU: Ryzen 5 3600 / Core i5 equivalent
RAM: 16 GB
Target: 1080p, Medium–High presets
Recommended for enjoying:
- Dynamic clouds
- Reflections
- Weather effects
- Atmospheric effects
- Shadows
- Water effects
- Post-processing
🟣 High-End — Ultra
GPU: RTX 3060 / RX 6700 XT or better
VRAM: 8 GB+ recommended
CPU: Modern 6-core CPU or better
RAM: 16–32 GB
Target: 1080p–1440p, High/Ultra presets
Designed for the heavier combinations of:
- Volumetric clouds
- Heavy raymarching
- SSR
- Temporal effects
- Advanced atmospheric effects
- Full post-processing
Performance will vary depending on resolution, render distance, Minecraft version, world complexity, mods and selected preset. These specifications are development targets, not guaranteed FPS figures.
🌆 WHAT IS URBANOS?
URBANOS is a Minecraft shaderpack focused on atmosphere, nostalgia, urban environments and dynamic lighting.
It was never designed simply to be:
“the most realistic shader possible.”
Instead, URBANOS is about making Minecraft feel different depending on where you are, what time it is and what the weather is doing.
A rainy city at night.
A sunset between skyscrapers.
A quiet road during Blue Hour.
Clouds reflecting across a lake.
Vegetation glowing from backlight.
The first stars appearing after sunset.
Windows lighting up as the world gets darker.
The goal is atmosphere.
☀️ DYNAMIC HOURS
URBANOS features a dynamic day/night atmosphere with multiple distinct lighting states:
- Dawn
- Golden Hour
- Hyper Golden Hour
- Sunset
- Purple Hour
- Blue Hour
- Night
- Noche Maravilla
The next stage of the Hours system will expand this into a more complete twilight cycle:
- Civil Twilight
- Nautical Twilight
- Astronomical Twilight
These aren't intended to be isolated presets.
The long-term goal is Atmospheric Shapeshifting — allowing every Hours state to gradually transform into the next.
Instead of:
SUNSET → NIGHT
the atmosphere can evolve through:
SUNSET → PURPLE → BLUE → CIVIL → NAUTICAL → ASTRONOMICAL → NIGHT
with continuous changes to the sky, lighting, clouds, atmosphere, vegetation, water, shadows and stars.
☁️ DYNAMIC VOLUMETRIC CLOUDS
URBANOS features dynamic volumetric clouds with:
- Volumetric depth
- Dynamic lighting
- Cloud shadows
- Density variation
- Atmospheric integration
- Godray interaction
- Water reflections
- Dynamic time-of-day response
- The ability to move through the clouds
The system is configurable, allowing heavier effects to be reduced for better performance.
🌧️ ADVANCED WEATHER
Weather in URBANOS isn't just a visual overlay.
The shader includes systems for:
- Rain
- Dynamic droplets
- Rain physics
- Wetness
- Puddles
- Thunder effects
- Storm lighting
- Wet surface response
- Atmospheric rain effects
The goal is to make weather feel like an actual change in the environment.
💧 WATER
The water system includes:
- SSR
- Fresnel
- Procedural waves
- Surface deformation
- Sky reflections
- Cloud reflections
- Sun sparkles / scintillation
- Depth-based response
- Atmospheric integration
🔮 Future: PHOTON WATER
One of the planned future developments is Photon Water.
The idea is to move beyond water behaving like animated texture noise and instead create a more coherent procedural surface where:
- Wave structure
- Surface orientation
- Reflections
- Fresnel
- Lighting
- Depth
- Atmospheric color
work together to create the perception of a physical water surface.
🪟 GLASS & REFLECTIONS
Reflections are one of the major visual focuses of URBANOS.
Glass surfaces can reflect:
- Sky
- Clouds
- Environment
- Buildings
- Lighting
- Surrounding geometry
The goal is strong environmental reflection without making every glass surface look like a perfect mirror.
🌫️ ATMOSPHERIC PERSPECTIVE
Distance is treated as part of the atmosphere.
URBANOS includes:
- Aerial perspective
- Depth fog
- Atmospheric scattering
- Distance-based contrast reduction
- Distance-based saturation changes
- Integration with lighting and weather
This becomes especially noticeable in large cities, mountains and massive structures.
☀️ GODRAYS & CREPUSCULAR LIGHTING
Godrays are integrated with the atmospheric systems and volumetric clouds.
Their appearance responds to:
- Sun position
- Cloud density
- Time of day
- Atmospheric density
- Weather
Future Hours updates will make these effects evolve more naturally throughout the complete twilight cycle.
🌳 VEGETATION
URBANOS includes dedicated vegetation lighting with:
- Translucency
- Backlighting
- Subsurface-like scattering
- Rim lighting
- Dynamic sunlight response
- Time-of-day response
🔮 Future: PROCEDURAL VEGETATION
One of the planned directions is a Geometry Shader-based vegetation system focused particularly on leaves.
Possible future features include:
- Procedural leaf generation
- Procedural leaf distribution
- Individual tree variation
- Wind response
- Rain response
- Backlighting
- Procedural LOD
- Different geometry depending on viewing distance
The objective is to increase vegetation detail without blindly generating enormous amounts of geometry.
🌙 NIGHT
Night has its own atmosphere rather than simply being a darker version of daytime.
It includes:
- Moon
- Moonlight
- Stars
- Cool ambient lighting
- Artificial lighting
- Reflections
- Atmospheric night color
- Warm artificial lights against cool surroundings
🌧️ WETNESS SYSTEM
Rain can affect surfaces through:
- Wetness
- Puddles
- Reflections
- Roughness changes
- Lighting response
Wet surfaces are integrated into the rest of the lighting system rather than being treated as an isolated effect.
🌈 POST-PROCESSING
URBANOS includes a configurable post-processing pipeline featuring:
- FXAA
- TAA Lite
- Depth of Field
- Exposure
- Tonemapping
- Anamorphic lens
- Lens flare
- Chromatic lens ghosts
- Temporal stability
- Additional optical effects
The intensity of these effects can be adjusted depending on the selected preset.
🌅 NOCHE MARAVILLA
Noche Maravilla is one of URBANOS' signature atmospheric styles.
It focuses on a warm, dreamy tropical sunset atmosphere featuring:
- Creamy warm horizon light
- Blue-gray upper sky
- Lavender and purple clouds
- Subtle pink tones
- Tropical vegetation silhouettes
- Strong backlighting
- Diffuse atmospheric lighting
- Warm/cool contrast
The intention isn't to apply a purple/orange filter.
It is meant to feel like a specific moment in the world.
🗿 LARGE-SCALE ENVIRONMENTS
URBANOS is designed to work particularly well with large environments and massive structures.
Large cities, monuments, statues, forests and bodies of water provide ideal conditions for showcasing:
- Atmospheric perspective
- Shadows
- Clouds
- Godrays
- Reflections
- Lighting
- Depth
- Environmental scale
🗺️ ROADMAP
✅ URBANOS 1.0 — RELEASED
The most organized, complete and release-ready version of URBANOS so far.
Version 1.0 brings together the core systems developed throughout the project:
- Dynamic lighting
- Hours system
- Volumetric clouds
- Water
- Reflections
- Weather
- Wetness
- Shadows
- Atmosphere
- Vegetation lighting
- Moon and night atmosphere
- Godrays
- Post-processing
- Noche Maravilla
- Temporal systems
This is the first version where URBANOS feels like a complete shaderpack rather than a collection of experiments.
🔜 1.X — ATMOSPHERIC EVOLUTION
🌅 Complete Twilight Cycle
Adding:
Civil Twilight
Nautical Twilight
Astronomical Twilight
to the existing Hours system.
🧬 Atmospheric Shapeshifting
All Hours states will gradually influence one another:
Dawn → Golden Hour → Hyper Golden Hour → Sunset → Purple Hour → Blue Hour → Civil → Nautical → Astronomical → Night
The goal is continuous atmospheric transformation rather than hard preset changes.
🌳 Procedural Leaf System
Experimenting with Geometry Shader-based leaves featuring:
- Procedural distribution
- Wind
- Backlighting
- Individual variation
- LOD
- Distance-based geometry reduction
💧 Photon Water
A deeper procedural water system focused on coherent waves, reflections, lighting and surface behavior.
🔮 LONG-TERM FUTURE
URBANOS may eventually explore:
- Advanced procedural vegetation
- Procedural leaf LOD
- More sophisticated wind interaction
- Rain interaction with vegetation
- Advanced water interaction
- Further volumetric cloud improvements
- More atmospheric scattering
- Expanded night sky
- More advanced artificial lighting
- Larger-scale atmospheric effects
- More optimization for lower-end hardware
- Additional unique atmospheric presets
These are future goals, not promises that every feature will appear in a specific version.
❤️ WHY URBANOS EXISTS
URBANOS started as an attempt to make Minecraft look better.
But over time, the project became about something else.
Atmosphere.
The feeling of seeing a familiar world at a completely different time.
A city during rain.
A road during Blue Hour.
The first light of dawn.
A sunset between buildings.
Clouds reflected in water.
Trees glowing against the sun.
A quiet night with warm windows across the city.
URBANOS isn't trying to make Minecraft look like another game.
It's trying to make Minecraft feel like a place.
🌆 URBANOS 1.0
More organized.
More stable.
More complete.
More atmospheric.
More URBANOS.
After countless experiments, revisions and systems, 1.0 marks the point where the shader is finally ready to be released as a complete experience.
And this is only the beginning.




