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Mist

RTX-Like lighting with volumetric water and clouds.

ShaderlarÜcretsiz1.17 – 26.x
geliştiren: xsoras · Modrinth üzerinden listelendi
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Opens Modrinth · 8,623 downloads there

Mist ekran görüntüsü 1Mist ekran görüntüsü 2Mist ekran görüntüsü 3

Ne yapar

RTX-Like lighting with volumetric water and clouds.

Mist, xsoras tarafından yapılmış bir shader paketi. Desteklediği sürümler: Minecraft 1.17 – 26.x. Modrinth üzerinde 8,623 kez indirildi. Son güncelleme 12.09.2026 tarihinde çıktı.

Desteklenen sürümler

26.x1.211.201.191.181.17

Sürüm geçmişi

Mist, 01.07.2026 tarihinden beri Modrinth üzerinde 2 sürüm yayınladı. Bunların 2 tanesi son bir yılda çıktı. En yenisi 12.09.2026 tarihinde çıkan 1.1. Minecraft 1.17 – 1.19.1 için yapıldı. Iris ve Optifine üzerinde çalışır. İndirme boyutu 81 KB.

SürümYayın tarihiMinecraftTür
1.112.09.20261.17 – 1.19.1Kararlı
0.801.07.20261.17 – 26.2Kararlı
Yazarın Modrinth açıklaması
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.

Yazan: xsoras. Resimli halini Modrinth sayfasında oku.

Mist nasıl kurulur

  1. Minecraft sürümün için Iris (Sodium ile) ya da OptiFine kur: shaderlar bunlardan birine ihtiyaç duyar.

  2. .zip dosyasını Modrinth üzerinden indir. Zipten çıkarma.

  3. Minecraft'ta Seçenekler, Görüntü Ayarları, Shader Paketleri'ni aç ve Shader Paketi Klasörünü Aç'a tıkla.

  4. .zip dosyasını o klasöre bırak, listeden Mist seç ve Bitti'ye tıkla.

  5. Shaderlar ekran kartını zorlar. Oyun yavaşlarsa shader ayarlarından daha düşük bir profil seç.

Uyumluluk

Minecraft sürümleri
26.x, 1.21, 1.20, 1.19, 1.18, 1.17
Sürüm türü
Java
Gerekenler
Başka bir şey gerekmez
Lisans
Kullanımı ücretsiz
Fiyat
Ücretsiz
Bakım
Aktif olarak güncelleniyor (10.11.2026)

Mist ve benzerleri karşılaştırması Tüm alternatifleri karşılaştır

KaynakİndirmelerSürümlerSon güncellemeFiyat
Mistbaktığın8,6231.17 – 26.x12 Eyl 2026Ücretsiz
Lumina ShaderBenjiaa196K1.8 – 26.x20 Eyl 2026Ücretsiz
Medieval Realism Shadersdaviteleste62926.x12 gün önceÜcretsiz
Fluxurekillameep40226.x5 gün önceÜcretsiz

Sorular

Mist, Minecraft 26.x ile çalışır mı?

Evet. Mist, Minecraft 26.x sürümünü destekliyor. Desteklenen tüm sürümler: 26.x, 1.21, 1.20, 1.19, 1.18, 1.17.

Mist ücretsiz mi?

Evet. Mist, Modrinth üzerinden ücretsiz indirilebilir.

Mist hâlâ güncelleniyor mu?

Evet. Son güncelleme son 24 saat içinde çıktı.

Mist için en iyi alternatifler neler?

En yakın olanlar Lumina Shader, Medieval Realism Shaders ve Fluxure. Tüm alternatifleri karşılaştır

Mist alternatifleri

Lumina ShaderShaderlar · 1.8 – 26.x

Cinematic shaders for Minecraft Java featuring a black hole and white hole in the End, atmospheric lighting, volumetric clouds, water reflections and…

Ücretsiz196,127 indirme
Medieval Realism ShadersShaderlar · 26.x

Grounded, period-film lighting for Minecraft 26.3: physically based sky, soft shadows, flickering firelight, morning mist, fluffy volumetric clouds, wet stone…

Ücretsiz629 indirme
FluxureShaderlar · 26.x

A physically based shader pack. Volumetric clouds, reflective water, colored voxel lighting with soft shadows, and much more!

Ücretsiz402 indirme
PrincipalShaderlar · 1.16 – 26.x

Dynamic atmospheric Minecraft shader with cinematic skies, volumetric clouds, immersive lighting, and reactive weather.

Ücretsiz7,971 indirme
Lumenite ShadersShaderlar · 1.20 – 26.x

A high-end shader focused on great visuals, packed with features like blocklight shadows, colored block lighting, CSM shadows, realistic water physics (vertex…

Ücretsiz7,644 indirme
Visual ShadersShaderlar · 1.21

Cinematic lighting shader with stunning sunsets, volumetric fog, realistic water, and atmospheric effects for beautiful Minecraft visuals.

Ücretsiz7,560 indirme
Tüm alternatifleri karşılaştır ›

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