A cinematic modern fantasy realism shaderpack for Minecraft Java Edition. Compatible with Iris (1.16+ recommended pipeline) and OptiFine (HD U G8 or newer). Written against the classic GLSL 120 shader dialect for maximum driver compatibility.
Minecraft, but with a high-end fantasy film treatment: soft golden-hour sunlight, dynamic shadows, volumetric fog and god rays, living water, glowing emissives and a filmic ACES grade — while keeping the blocky identity, readable nights and honest performance.
- Install Iris (recommended, via the Iris/Fabric installer) or OptiFine.
- Drop
Aetherial-Shaders-v1.0.zipinto your.minecraft/shaderpacks/folder (or copy theaetherial-shadersfolder itself — the loader accepts both). - In-game: Options → Video Settings → Shader Packs → Aetherial.
- Pick a profile in Shader Pack Settings (gear icon): Low / Medium / High / Ultra.
| Feature | Where it lives |
|---|---|
| Golden-hour sunlight & day cycle colors | lib/sky.glsl (aetherialSunColor) |
| Dynamic PCF shadows (terrain, mobs, buildings) | shadow.*, lib/shadows.glsl |
| Volumetric god rays (shadow-map march) | program/composite.fsh |
| Volumetric cloud deck, stars, sunset gradients | lib/sky.glsl, gbuffers_skybasic.fsh |
| Water waves, refraction, SSR reflections, caustics | program/gbuffers_water.*, composite1.fsh |
| Rain-wet ground & puddle reflections | program/gbuffers_terrain.fsh |
| Emissive lava / torches / redstone / soul fire | block.properties + lib/lighting.glsl |
| SSAO for corners and caves | program/composite.fsh |
| Underwater blue fog, distortion, light shafts | composite/final (isEyeInWater) |
| Nether red fog + heat haze | world-1/ overrides |
| End purple void atmosphere | world1/ overrides |
| Bloom, auto exposure, ACES tonemap, grading, lens flare, vignette | composite2/3.fsh, program/final.fsh |
| Motion blur & depth of field (Ultra) | program/final.fsh |
- Low — 1024 shadow map, fast filtering, no SSAO/god rays/volumetric clouds, sky-only water reflections. Targets mid-range PCs at high framerates.
- Medium — 2048 shadows, god rays, volumetric clouds, ray-traced water.
- High — the intended look: 3072 shadows, soft PCF, full atmosphere.
- Ultra — 4096 shadows, 32-sample volumetrics, 32-step reflections, plus cinematic depth of field and motion blur.
Every individual effect can still be toggled per-option in the menu (bloom, DoF, motion blur, reflections, clouds, fog density, grading, exposure, waving foliage, puddles, lens flare, and more).
- Too dark at night / in caves → raise Minimum Light or Night Brightness.
- Shadow acne or peter-panning → bias lives in
lib/shadows.glsl(biasand the normal-offset factor). - Fog too thick → Fog Density slider; per-dimension multipliers are in
program/composite.fsh. - Bloom taste → threshold in
composite2.fsh(smoothstep(1.6, 3.2, l)), intensity in the menu. - Water color →
waterTintinprogram/gbuffers_water.fsh. - Golden-hour intensity →
goldencolor inlib/sky.glsl.
- Root programs render the overworld;
world-1/(Nether) andworld1/(End) contain thin wrappers that re-include the shared program bodies fromprogram/with a dimension define (NETHER_DIM/END_DIM). - Buffers:
colortex0HDR scene,colortex2bloom,colortex3encoded view-normal + reflectance mask (water = 1.0, puddles ≈ 0.35). - Shadows sample
shadowtex1(opaque casters only) so light passes through water and glass, keeping underwater shafts bright.