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Ressourcen / Shader / yDream

yDream

A cinematic and highly customizable visual experience for Minecraft. Explore new skies, dynamic lighting, volumetric clouds and planetary atmospheres without…

ShaderKostenlos1.20 – 26.x
von neekometria · übernommen von Modrinth
Herunterladen ›

Opens Modrinth · 317 downloads there

yDream – Screenshot 1

Was er macht

A cinematic and highly customizable visual experience for Minecraft. Explore new skies, dynamic lighting, volumetric clouds and planetary atmospheres without…

yDream (Shaderpack) stammt von neekometria. Unterstützt wird Minecraft 1.20 – 26.x. Auf Modrinth gibt es 317 Downloads. Das letzte Update erschien am 08.11.2026.

Unterstützte Versionen

26.x1.211.20

Versionsverlauf

yDream hat seit 30.10.2026 11 Versionen auf Modrinth veröffentlicht. 11 davon erschienen im letzten Jahr. Die neueste ist 0.5.0, erschienen am 08.11.2026. Sie ist für Minecraft 1.21.4 – 1.21.11 gemacht. Sie läuft auf Iris und Optifine. Der Download ist 955 KB groß.

VersionVeröffentlichtMinecraftTyp
0.5.008.11.20261.21.4 – 1.21.11Alpha
0.4.706.11.20261.21.4 – 1.21.11Alpha
0.4.606.11.20261.21.4 – 1.21.11Alpha
0.4.505.11.20261.21.4 – 1.21.11Alpha
0.4.404.11.20261.21, 1.21.1Alpha

Neueste Version auf GitHub

yDream ist Open Source. Die neueste Version auf GitHub ist yDream v0.5.0, veröffentlicht am 08.11.2026.

yDream v0.5.0

Initial automated release

No previous v0.5.x release was found.

Recent commits

  • readme update (d88dfa1)
  • feat(clouds): added clouds randomization (a323bde)
  • feat(reflex): SSR rework and bugfixes (ec458d4)
  • hotfix: removed duplicated cameraPostion variable (ce1f618)
  • feat(DH): working shadowmap with LOD terrain (05bd16e)
  • feat(DH): working shadowmap with vanilla terrain (ae52c9a)
  • fix(dh): removed buffer bugs (2d60c9b)
  • feat(raymarch): fixed raymarch (42c05c0)
  • feat(workflow): changes workflow (f033e49)
  • feat(water): fixed underwater and more clouds fixes (e4e34e2)
  • feat(clouds): fixed problems related to horizon (8191947)
  • feat(clouds): revamp cloud system (022067e)
  • feat(interface): updated and added entries to all languages (5507726)
  • feat-demo(atmosphere): right effects and colors after clouds (92c81f4)
  • feat-demo(atmosphere): after raining clouds clear sky (80d9067)

View commit

Build information

Davor: yDream v0.4.7 (06.11.2026), yDream v0.4.6 (06.11.2026).

Beschreibung des Autors auf Modrinth

yDream Shaders

Ad Astra Per Aspera.

A cinematic, highly customizable visual experience for Minecraft.

Explore new skies, dynamic lighting, volumetric clouds and planetary atmospheres —
without needing a high-end GPU.

[

](modrinth.com/mod/epic-fight)
[

](modrinth.com/mod/distanthorizons)
[

](voxy-mod.com/)

[

](modrinth.com/mod/create-northstar)
[

](modrinth.com/mod/create-cosmonatics)
[

](modrinth.com/mod/ad-astra)
[

](modrinth.com/mod/create-aeronautics)

[

](modrinth.com/mod/ecliptic-seasons)
[

](modrinth.com/mod/serene-seasons)

Overview

yDream Shaders is a cinematic, highly customizable Minecraft shader pack built for Iris 1.8.1+ and OptiFine. It is tested on Minecraft 1.21.1 with NeoForge and is designed with Create Aeronautics in mind.

Built upon the fast rendering core of MakeUp UltraFast, yDream extends it with custom visual systems and atmospheric features. It also builds on Gleam Shaders, with credits to its original creator.


Requirements

Component · Version
Minecraft · 1.21.1
Loader (tested) · NeoForge
Shader loader · Iris 1.8.1+ or OptiFine
GPU (reference) · GTX 750 Ti

All screenshots were captured on a GTX 750 Ti.

ROADMAP

Planned

  • v0.4 — Clouds Overhaul & Distant Horizons Compatibility
  • v0.5 — Screen Space Reflections (SSR) Overhaul
  • v0.6 — Water & Sky Overhaul
  • v0.7 — End & Nether Overhaul
  • v0.8 — Fog Overhaul

Ongoing Improvements

  • Fix persistent Distant Horizons LOD plane artifacts.
  • Fix EpicFight Model

Cinematic Experience

yDream has one cohesive style — but it's extremely customizable.

Ten color schemes shift the entire palette (sky, light, sunsets, night, aurora):

  • Golden Hour
  • Arctic
  • Neon Dusk
  • Crimson Ember
  • Pastel Dream
  • Tropical Lagoon
  • Violet Twilight
  • Misty Forest
  • Desert Gold
  • Midnight Blue

Choose Style default to keep the shader's original palette.


Real Star Catalog

Instead of procedurally generated stars, yDream can render the actual night sky using the HYG astronomical catalog and the IAU constellation lines. Orion, the Big Dipper, Cassiopeia, the Southern Cross and 16 other famous constellations are drawn from real celestial coordinates, so they look the way they do from Earth.

The catalog covers the 500 brightest stars (down to magnitude ~4) with accurate positions and apparent brightness.


Compatibility

Nerdy stuff ahead.

Distant Horizons

Distant Horizons is fully integrated across shadows, fog and temporal effects.

  • Shadow map for LOD terrain. Distant LOD chunks receive real shadows from nearby terrain, with per-face normals and the same cloud-shadow mask as real chunks.
  • Sun occlusion. A screen-space raymarch lets distant terrain cast shadows on near terrain, and near terrain cast shadows on distant terrain. Each direction can be toggled separately in the Sun Occlusion menu, with adjustable reach, softness and fade distances.
  • Smooth hand-off. The transition between shadow-mapped chunks and screen-space LOD shadows is faded so no seam is visible.
  • Fog and clouds. LOD depth occludes volumetric clouds, and DH water is correctly hidden under the cloud deck.
  • Temporal stability. TAA and motion blur account for LOD depth, so distant terrain stays stable during movement.
  • Color match. An optional desaturation and dim brings the flat LOD palette closer to textured terrain.

Northstar planets (requires the Northstar mod)

Each of Mercury, Venus, Mars, the Moon and the orbital dimensions has its own atmosphere preset, sky colors, haze and sun size.

  • Moon — sky colors, haze, neutral sunlight and a small shadow floor.
  • Mars — tawny dust-haze sky with a blue aureole around the sun; adjustable dust optical depth and daylight strength; stars low on the horizon are dimmed by dust.
  • Venus — dense, amber, cloud-filtered sky with a diffuse solar glow; adjustable cloud opacity and warm ground light.
  • Mercury — very large apparent sun, with its own sky colors and haze.
  • Orbit — planets and the sun drawn with their correct brightness from the NASA solar flux values; sun size scales with orbital distance; planet brightness and maximum brightness adjustable.
Each planet can show or hide Northstar suns and clouds independently, and planet atmosphere presets can be turned off entirely.

Performance

Performance mode trades a little detail for frame rate:

Mode · Description
Quality · Full ray steps
Balanced · Moderate ray steps
Fast (default) · Reduced ray steps for clouds, reflections, godrays and AO
Max FPS · Maximum reduction for high refresh-rate play

Fine-tuning sliders control cloud, godray, reflection and ambient occlusion detail, along with shadow quality and distance. Heavy experimental features (sun bounce light, global illumination) live under Experimental and cost extra frame rate.

Anti-aliasing options: temporal TAA/ATAA and SMAA 1x / T2x. SMAA uses standard lookup textures and fullscreen passes.

The Real Star Catalog can cause significant performance degradation

Be careful, though, because as time goes on and this shader is updated, performance may start to decline.

Dimensions

Overworld

Everything described above.

The Nether - Need full rework

  • Ember-filled atmosphere with adjustable fog distance.
  • Drifting embers with amount and color modes: fire orange, soul blue, crimson, warped teal or golden.
  • Glowing haze and adjustable star brightness.
  • Nether clouds follow the same volumetric cloud settings as the overworld.
  • Uses the overworld star layer.

The End - Need full rework

A self-contained End atmosphere with:

  • Three sky palettes: Molten Dusk, Violet Abyss, Ash and Ember.
  • Sky depth, horizon glow, vertical heat.
  • A planetary core you can toggle on/off:
  • Three palettes: Molten Orange, Bright Magma, Deep Mantle.
  • Adjustable size and intensity.
  • Optional purple corruption lines (with count and palette).
  • Warm scene light.

Credits & Licenses

yDream Shaders is built on the MakeUp UltraFast codebase by Javier Garduño (github.com/javiergcim/MakeUpUltraFast), distributed under the GNU Lesser General Public License v3.0. The base architecture and several lower-level techniques come from that project.

Some of the code is inspired by work from:

Astronomy data

  • HYG Database v4.1 — David Nash (AstroNexus). CC BY-SA 4.0.

Source: github.com/astronexus/HYG-Database
Modified: filtered to 500 brightest stars; RA/Dec converted to 3D vectors.

  • d3-celestial constellation lines — Olaf Frohn. BSD-3-Clause.

Source: github.com/ofrohn/d3-celestial

  • IAU constellation stick figures — Alan MacRobert et al. CC BY 4.0.

Source: iau.org/public/themes/constellations/

Algorithms & code

  • Dave Hoskins — “Hash without Sine” — MIT License.

Source: shadertoy.com/view/4djSRW

  • SMAA — Jorge Jimenez, Jose I. Echevarria, Belen Masia,

Fernando Navarro, Diego Gutierrez. MIT License.
Source: github.com/iryoku/smaa

Academic references (conceptual)

  • Brian Karis, “High Quality Temporal Supersampling”, SIGGRAPH 2014.
  • Lasse Jon Fuglsang Pedersen, “Temporal Reprojection Anti-Aliasing in INSIDE”, GDC 2016.
The temporal anti-aliasing resolve is conceptually based on Brian Karis’ “High Quality Temporal Supersampling” (SIGGRAPH 2014) and Lasse Jon Fuglsang Pedersen’s “Temporal Reprojection Anti-Aliasing in INSIDE” (GDC 2016). Implementation, reprojection, AABB clipping and age handling were written for yDream.

  • Andrew Schneider & Nathan Vos, “The Real-Time Volumetric Cloudscapes of Horizon: Zero Dawn”, SIGGRAPH 2015.
  • Sébastien Hillaire, “Physically Based Sky, Atmosphere & Cloud Rendering in Frostbite”, SIGGRAPH 2016.
The volumetric cloud raymarch, erosion and multi-scatter lighting are inspired by Schneider & Vos (Horizon: Zero Dawn, SIGGRAPH 2015) and Sébastien Hillaire (Frostbite, SIGGRAPH 2016). The cloud-shadow projection and LOD occlusion were implemented specifically for yDream.

Base codebase

  • MakeUp UltraFast (see original project license).
  • Gleam

License & Usage

You can use, modify and share yDream under the GNU Lesser General Public License v3.0 (see [LICENSE](LICENSE)), the same license MakeUp UltraFast uses.

If you redistribute it, please keep the credit to MakeUp UltraFast and Javier Garduño. You don't need to ask first — though I'd love to hear about it!

どんなマイクでも構いません!

Geschrieben von neekometria. Mit Bildern auf Modrinth lesen.

So installierst du yDream

  1. Installiere Iris (mit Sodium) oder OptiFine für deine Minecraft-Version: Shader brauchen eins davon.

  2. Lade die .zip-Datei von Modrinth herunter. Entpacke sie nicht.

  3. Öffne in Minecraft Optionen, dann Grafikeinstellungen, dann Shaderpacks und klicke auf Shaderpack-Ordner öffnen.

  4. Lege die .zip-Datei in diesen Ordner, wähle yDream in der Liste und klicke auf Fertig.

  5. Shader belasten die Grafikkarte. Wird das Spiel langsam, wähle in den Shader-Einstellungen ein niedrigeres Profil.

Kompatibilität

Minecraft-Versionen
26.x, 1.21, 1.20
Edition
Java
Benötigt
Nichts weiter
Lizenz
GPL
Preis
Kostenlos
Pflege
Wird aktiv aktualisiert (10.11.2026)

yDream im Vergleich mit ähnlichen Alle Alternativen vergleichen

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Fragen

Funktioniert yDream mit Minecraft 26.x?

Ja. yDream unterstützt Minecraft 26.x. Alle unterstützten Versionen: 26.x, 1.21, 1.20.

Ist yDream kostenlos?

Ja. yDream kannst du kostenlos bei Modrinth herunterladen.

Wird yDream noch aktualisiert?

Ja. Das letzte Update kam innerhalb des letzten Tages.

Was sind die besten Alternativen zu yDream?

Am ähnlichsten sind Principal, Knight Shaders und Lumina Shader. Alle Alternativen vergleichen

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