Lumina ShaderШейдеры · 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.
Mist — шейдерпак от xsoras. Поддерживаемые версии: Minecraft 1.17 – 26.x. Скачиваний на Modrinth: 8,623. Последнее обновление: 12.09.2026.
С 01.07.2026 у Mist вышло 2 версий на Modrinth. 2 из них вышли за последний год. Новейшая — 1.1, вышла 12.09.2026. Она сделана для Minecraft 1.17 – 1.19.1. Работает на Iris и Optifine. Размер файла — 81 KB.
| Версия | Выпущен | Minecraft | Тип |
|---|---|---|---|
1.1 | 12.09.2026 | 1.17 – 1.19.1 | Релиз |
0.8 | 01.07.2026 | 1.17 – 26.2 | Релиз |
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:
Автор: xsoras. С картинками — на Modrinth.
Установите Iris (с Sodium) или OptiFine для своей версии Minecraft: шейдерам нужен один из них.
Скачай .zip-файл с Modrinth. Не распаковывай его.
В Minecraft откройте Настройки, затем Настройки графики, затем Шейдеры и нажмите Открыть папку шейдеров.
Перетащите .zip в эту папку, выберите Mist в списке и нажмите Готово.
Шейдеры сильно нагружают видеокарту. Если игра тормозит, выберите профиль пониже в настройках шейдера.
| Ресурс | Загрузки | Версии | Обновление | Цена |
|---|---|---|---|---|
| 8,623 | 1.17 – 26.x | 12 сент. 2026 | Бесплатно | |
| 196K | 1.8 – 26.x | 20 сент. 2026 | Бесплатно | |
| 629 | 26.x | 13 дн. назад | Бесплатно | |
| 402 | 26.x | 5 дн. назад | Бесплатно |
Да. Mist поддерживает Minecraft 26.x. Все поддерживаемые версии: 26.x, 1.21, 1.20, 1.19, 1.18, 1.17.
Да. Mist можно бесплатно скачать на Modrinth.
Да. Последнее обновление вышло за последние сутки.
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