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Aetherial Shaders

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.

Installing

  1. Install Iris (recommended, via the Iris/Fabric installer) or OptiFine.
  2. Drop Aetherial-Shaders-v1.0.zip into your .minecraft/shaderpacks/ folder (or copy the aetherial-shaders folder itself — the loader accepts both).
  3. In-game: Options → Video Settings → Shader Packs → Aetherial.
  4. Pick a profile in Shader Pack Settings (gear icon): Low / Medium / High / Ultra.

Feature map

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

Profiles

  • 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).

Tuning cheat-sheet

  • Too dark at night / in caves → raise Minimum Light or Night Brightness.
  • Shadow acne or peter-panning → bias lives in lib/shadows.glsl (bias and 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 → waterTint in program/gbuffers_water.fsh.
  • Golden-hour intensity → golden color in lib/sky.glsl.

Structure notes

  • Root programs render the overworld; world-1/ (Nether) and world1/ (End) contain thin wrappers that re-include the shared program bodies from program/ with a dimension define (NETHER_DIM / END_DIM).
  • Buffers: colortex0 HDR scene, colortex2 bloom, colortex3 encoded 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.

About

Built for Iris and OptiFine using the classic GLSL 120 shader dialect, which is the most widely compatible across both loaders and older GPUs.

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