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Recursos / Shaders / Mist

Mist

RTX-Like lighting with volumetric water and clouds.

ShadersGratis1.17 – 26.x
por xsoras · listado desde Modrinth
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Opens Modrinth · 8,623 downloads there

Mist, captura 1Mist, captura 2Mist, captura 3

Qué hace

RTX-Like lighting with volumetric water and clouds.

Mist (pack de shaders) es obra de xsoras. Es compatible con Minecraft 1.17 – 26.x. Se ha descargado 8,623 veces en Modrinth. La última actualización salió el 12/09/2026.

Versiones compatibles

26.x1.211.201.191.181.17

Historial de versiones

Mist ha publicado 2 versiones en Modrinth desde el 01/07/2026. 2 salieron en el último año. La más reciente es 1.1, publicada el 12/09/2026. Está hecha para Minecraft 1.17 – 1.19.1. Funciona en Iris y Optifine. La descarga ocupa 81 KB.

VersiónPublicadoMinecraftTipo
1.112/09/20261.17 – 1.19.1Estable
0.801/07/20261.17 – 26.2Estable
Descripción del autor en Modrinth
Where the light finds water.

Mist is a path-inspired shaderpack built around a full deferred HDR pipeline. It started as a "Photon-style" rework and grew into its own thing: physically-motivated water, raymarched volumetric clouds, screen-space global illumination, and a genuinely cinematic underwater world. The goal throughout was restraint — every effect is grounded in how light actually behaves, tuned so the scene reads as lit rather than filtered. Nothing here is a post-processing gimmick painted over vanilla; the lighting is rebuilt from the gbuffer up.

Everything runs through an RGBA16F HDR scene buffer, gets metered by an eye-adaptation pass, and lands on an AgX filmic tonemap before display. Materials are real PBR — metallic and smoothness are read from resource-pack specular maps and normals are octahedral-encoded into the gbuffer, so reflections and roughness respond per-block instead of globally.


✨ Highlights

Screen-space global illumination.
Instead of a flat ambient term, Mist gathers nearby lit and emissive surfaces and bleeds their color onto neighbours as one-bounce indirect light. A red-wool wall tints the floor beside it; lava and ore glow spill onto surrounding stone. It's a hemispheric sample kernel oriented to each pixel's normal, weighted by receiver/emitter facing and inverse-square falloff — the practical stand-in for colored bounce lighting.

Soft, distance-aware shadows.
Shadows use PCSS-style penumbras with Poisson PCF filtering over a distorted shadow map, so contact edges stay crisp while shadows soften realistically the further they fall from their caster. Colored shadows are supported for stained glass and translucents.

Physically-based water.
The water surface is driven by a procedural height-field — several incommensurate wave octaves, domain-warped and differentiated into a live normal map, so it never shows repeating diagonal streaks and catches light as moving ripple detail. On top of that sit Fresnel-weighted reflections that mirror the actual analytic sky (a pink dusk reflects pink, not a fixed ocean blue), screen-space reflections for on-screen geometry, wave-bent refraction, and Snell's-law apparent depth so a shallow pool bottom sits believably close to the surface instead of reading as a flat lid.

Cinematic underwater.
Submerging switches the whole scene into a dedicated underwater model: per-channel Beer–Lambert absorption (red dies within a few blocks, blue-green lingers), a scattering haze that thickens with distance, and a perceptual depth-compression remap that makes the submerged world feel pulled-in and enclosed. Caustics are a genuine animated network — a Voronoi F2−F1 edge web, domain-warped into flowing filaments with bright focal cores where light converges, projected only onto up-facing seabed. Rounded out with drifting marine snow, edge chromatic aberration, screen wobble, a blue-green grade and a soft Snell-window glow overhead.

Volumetric god rays.
Sunlight is raymarched through the shadow map to produce true light shafts, with a forward-scatter phase that concentrates them toward the sun. Above water they read as atmospheric shafts; underwater they get their own water-tinted, stronger-scattering treatment. God rays are damped over solid geometry so they never wash mobs or terrain into looking transparent.

Raymarched volumetric clouds.
The cloud deck is a real volumetric layer, not a texture. A large-scale weather map clumps coverage across the sky; each sample does a toward-sun shadow march for self-shadowing, a multiple-scattering approximation so dense cores glow softly instead of going black, a two-lobe Henyey–Greenstein phase for the silver-lining edge, and powder-sugar darkening at the rims. Sunlit tops stay bright and white while shaded undersides fall to a neutral grey, giving clouds real three-dimensional volume. Empty-space skipping keeps the march cheap on clear-sky pixels.

Atmosphere and aerial perspective.
The sky combines an analytic tint with a Rayleigh+Mie scattering model, and distant geometry fades toward the true sky color in its own view direction with distance desaturation — proper aerial perspective rather than a single flat fog tint. Day/night tints (ambient, god rays, underwater, caustics) glide smoothly across dawn and dusk windows instead of snapping.

Metallic & glossy reflections.
Smooth and metallic opaque surfaces get their own screen-space reflection pass, tinted by the block's own hue for metals (gold reads golden, diamond cyan) and falling back to the analytic sky where rays leave the screen.

Auto exposure + AgX grade.
A metering pass computes the scene's geometric-mean log luminance over a grid and adapts toward it over time, so moving from a dark cave into daylight eases rather than blinds. The final image is graded and mapped through AgX (with a Reinhard fallback), plus threshold bloom on HDR highlights and a sky-gated night dim so dusk genuinely darkens without killing torch-lit interiors.


⚙️ Compatibility

Mist targets both Iris and OptiFine, with the core programs written against #version 120 for broad driver support. On Iris the pack requests SSBO and compute-shader support at load, so a compute-capable Iris build is expected. PBR response (metallic/smoothness) depends on resource packs that ship specular and normal maps; without them, materials fall back to sensible dielectric defaults. The first-person hand is rendered to its own isolated buffer so no bloom, GI or volumetric effect bleeds onto or through it.


🎛️ Configurable in-menu

Settings are grouped into dedicated option screens:

  • Lighting — sun/moon illuminance, block-light strength, sky ambient strength, emission strength.
  • Global Illumination — SSGI toggle with strength, radius and sample count; SSAO toggle with strength, radius and samples.
  • Atmosphere — sky brightness, Mie strength, night brightness, stars, aerial-perspective strength, fog density, and a full cloud block (coverage, density, brightness, wind speed, altitude, thickness, raymarch steps) plus volumetric light strength and samples.
  • Post FX — AgX tonemap toggle, manual exposure, auto-exposure with speed/target/min/max, night-dim amount, color grade (contrast, saturation, vibrance), bloom intensity/threshold/radius.
  • Water — screen-space reflections, sun/moon specular, refraction strength, wave normal strength, and separate metallic-SSR control.
  • Underwater — fog density, perceptual depth compression, tint, vignette, caustics strength/scale/speed, underwater god-ray strength, marine snow, screen wobble, chromatic aberration, Snell window.
  • Shadows — PCF sample count, shadow-map distortion, PCSS toggle and sun angular size.

Escrita por xsoras. Léela con imágenes en Modrinth.

Cómo instalar Mist

  1. Instala Iris (con Sodium) u OptiFine para tu versión de Minecraft: los shaders necesitan uno de ellos.

  2. Descarga el archivo .zip desde Modrinth. No lo descomprimas.

  3. En Minecraft, abre Opciones, luego Gráficos, luego Shader Packs y pulsa Abrir carpeta de shaders.

  4. Suelta el archivo .zip en esa carpeta, elige Mist en la lista y pulsa Listo.

  5. Los shaders exigen mucho a la tarjeta gráfica. Si el juego va lento, elige un perfil más bajo en sus ajustes.

Compatibilidad

Versiones de Minecraft
26.x, 1.21, 1.20, 1.19, 1.18, 1.17
Edición
Java
Necesita
Nada más
Licencia
De uso gratuito
Precio
Gratis
Mantenimiento
Se actualiza activamente (10/11/2026)

Mist comparado con otros similares Comparar todas las alternativas

RecursoDescargasVersionesÚltima actualizaciónPrecio
Mistel que estabas viendo8,6231.17 – 26.x12 sept 2026Gratis
Lumina ShaderBenjiaa196K1.8 – 26.x20 sept 2026Gratis
Medieval Realism Shadersdaviteleste62926.xhace 13 díasGratis
Fluxurekillameep40226.xhace 5 díasGratis

Preguntas

¿Mist funciona en Minecraft 26.x?

Sí. Mist es compatible con Minecraft 26.x. Todas las versiones compatibles: 26.x, 1.21, 1.20, 1.19, 1.18, 1.17.

¿Mist es gratis?

Sí. Mist se puede descargar gratis desde Modrinth.

¿Mist sigue recibiendo actualizaciones?

Sí. La última actualización salió en el último día.

¿Cuáles son las mejores alternativas a Mist?

Los más parecidos son Lumina Shader, Medieval Realism Shaders y Fluxure. Comparar todas las alternativas

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