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Ressources / Shaders / yDream

yDream

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

ShadersGratuit1.20 – 26.x
par neekometria · repris depuis Modrinth
Télécharger ›

Téléchargement direct depuis Modrinth · 317 téléchargements

yDream, capture 1

Ce qu'il fait

yDream (pack de shaders) est une création de neekometria. A cinematic and highly customizable visual experience for Minecraft. Explore new skies, dynamic lighting, volumetric clouds and planetary atmospheres without…

Versions prises en charge : Minecraft 1.20 – 26.x. On compte 317 téléchargements sur Modrinth. La dernière mise à jour date du 08/11/2026.

Versions prises en charge

26.x1.211.20

Historique des versions

yDream a publié 11 versions sur Modrinth depuis le 30/10/2026. 11 sont sorties au cours de l'année passée. La plus récente est 0.5.0, sortie le 08/11/2026. Elle est faite pour Minecraft 1.21.4 – 1.21.11. Elle fonctionne sur Iris et Optifine. Le téléchargement fait 955 KB.

VersionPubliéMinecraftType
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

Dernière version sur GitHub

yDream est open source. Sa dernière version sur GitHub est yDream v0.5.0, publiée le 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

Avant : yDream v0.4.7 (06/11/2026), yDream v0.4.6 (06/11/2026).

Description de l'auteur sur 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!

Écrite par neekometria. À lire avec les images sur Modrinth.

Comment installer yDream

  1. Installe Iris (avec Sodium) ou OptiFine pour ta version de Minecraft : les shaders ont besoin de l'un des deux.

  2. Télécharge le fichier .zip depuis Modrinth. Ne le décompresse pas.

  3. Dans Minecraft, ouvre Options, puis Paramètres vidéo, puis Shaders, et clique sur Ouvrir le dossier des shaders.

  4. Dépose le fichier .zip dans ce dossier, choisis yDream dans la liste et clique sur Terminé.

  5. Les shaders sollicitent beaucoup la carte graphique. Si le jeu ralentit, choisis un profil plus bas dans leurs réglages.

Compatibilité

Versions de Minecraft
26.x, 1.21, 1.20
Édition
Java
Nécessite
Rien d'autre
Licence
GPL
Prix
Gratuit
Suivi
Mis à jour activement (10/11/2026)

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Questions

Est-ce que yDream fonctionne sur Minecraft 26.x ?

Oui. yDream prend en charge Minecraft 26.x. Toutes les versions prises en charge : 26.x, 1.21, 1.20.

Est-ce que yDream est gratuit ?

Oui. yDream se télécharge gratuitement sur Modrinth.

yDream est-il encore mis à jour ?

Oui. La dernière mise à jour date des dernières 24 heures.

Quelles sont les meilleures alternatives à yDream ?

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