Lumina ShaderShaders · 1.8 – 26.xCinematic shaders for Minecraft Java featuring a black hole and white hole in the End, atmospheric lighting, volumetric clouds, water reflections and…

RTX-Like lighting with volumetric water and clouds.
Opens Modrinth · 8,623 downloads there
RTX-Like lighting with volumetric water and clouds.
Mist (pack de shaders) est une création de xsoras. Versions prises en charge : Minecraft 1.17 – 26.x. On compte 8,623 téléchargements sur Modrinth. La dernière mise à jour date du 12/09/2026.
Mist a publié 2 versions sur Modrinth depuis le 01/07/2026. 2 sont sorties au cours de l'année passée. La plus récente est 1.1, sortie le 12/09/2026. Elle est faite pour Minecraft 1.17 – 1.19.1. Elle fonctionne sur Iris et Optifine. Le téléchargement fait 81 KB.
| Version | Publié | Minecraft | Type |
|---|---|---|---|
1.1 | 12/09/2026 | 1.17 – 1.19.1 | Stable |
0.8 | 01/07/2026 | 1.17 – 26.2 | Stable |
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.
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.
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.
Settings are grouped into dedicated option screens:
Écrite par xsoras. À lire avec les images sur Modrinth.
Installe Iris (avec Sodium) ou OptiFine pour ta version de Minecraft : les shaders ont besoin de l'un des deux.
Télécharge le fichier .zip depuis Modrinth. Ne le décompresse pas.
Dans Minecraft, ouvre Options, puis Paramètres vidéo, puis Shaders, et clique sur Ouvrir le dossier des shaders.
Dépose le fichier .zip dans ce dossier, choisis Mist dans la liste et clique sur Terminé.
Les shaders sollicitent beaucoup la carte graphique. Si le jeu ralentit, choisis un profil plus bas dans leurs réglages.
| Ressource | Téléchargements | Versions | Mise à jour | Prix |
|---|---|---|---|---|
| 8,623 | 1.17 – 26.x | 12 sept. 2026 | Gratuit | |
| 196K | 1.8 – 26.x | 20 sept. 2026 | Gratuit | |
| 629 | 26.x | il y a 13 jours | Gratuit | |
| 402 | 26.x | il y a 5 jours | Gratuit |
Oui. Mist prend en charge Minecraft 26.x. Toutes les versions prises en charge : 26.x, 1.21, 1.20, 1.19, 1.18, 1.17.
Oui. Mist se télécharge gratuitement sur Modrinth.
Oui. La dernière mise à jour date des dernières 24 heures.
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