AuraLite
AuraLite is a modern, lightweight, and highly optimized shader pack built on top of the OpenGL 4.6 / GLSL 460 standard. It is specifically designed and exclusively tested for Minecraft 1.20.1 with Sodium + Iris (and compatible with OptiFine 1.20.1).
AuraLite delivers a breathtaking, realistic visual experience without overcomplicating the screen with bloated post-processing effects (such as aggressive motion blur, heavy bloom, or screen-space reflections), ensuring maximum FPS and smooth frametimes on modern GPUs.
What's New in v0.2.2
Version 0.2.2 is a major lighting overhaul. The composite pass grew to ~922 lines of GLSL while keeping the same lightweight philosophy and FPS targets.
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New
[Sun & Moon]configuration screen — 4-step independent Sun & Moon intensity sliders (Dim → Blazing / Pitch Night → Full Night), Sun Color Temperature based on the scientific Tanner Helland blackbody curve, Moon Color Temperature (Icy Blue / Silver 4100K / Warm Cream), Sun Halo (Mie scatter) glow on terrain, and an Enhanced Sunrise/Sunset Glow back-scatter pass. -
Rotated Poisson Disk Soft Shadows — replaces the old fixed 3×3 PCF kernel. Three quality steps (Sharp / Soft / Ultra Soft) on shadow maps up to 4096×4096.
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Shadow Distance Control — cap dynamic shadow rendering at 60m / 80m / 120m / 160m for performance or quality tuning.
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Shadow Tint — Neutral Gray / Cool Blue (physically realistic) / Warm — daytime shadows under an open sky.
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Ambient Lift — Dark / Standard / Lifted — controls how dark shadowed areas appear at night and in caves.
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Light Wrap (Terminator Softness) — Realistic Lambert / Soft / Stylized — softens the boundary between lit and shadowed faces.
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All v0.2.0 content features (auroras, Milky Way, procedural stars, post-rain rainbow, POM, cozy lights, wet reflections, ground mist, cosmic Nether portal, ice glitch fix) remain fully present and are now intelligently distributed across the LOW / MED / HIGH / ULTRA quality profiles.
Features
Volumetric Clouds
AuraLite features a fully physical, flyable 3D cloud system driven by 10-step Raymarching in world coordinates:
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True 3D Space: Clouds float at a physical height (Y-level 160m to 240m). You can fly up, enter a dense, foggy overcast, and rise above the clouds to see an endless rolling sea of fluffy cumulus clouds.
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Beer's Law Self-Shadowing: Realistic light absorption makes cloud bottoms dense and dark while cloud tops glow with brilliant white/gold illumination.
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Mie Scattering: Looking towards the sun produces a glowing golden halo around the cloud edges.
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Overcast Storms: When raining (
/weather rain), the fluffy cumulus clouds automatically expand, darken, and merge into an ominous, heavy Nimbostratus/Cumulonimbus storm deck. Shaders also distinguish full thunderstorms via thethunderStrengthuniform, intensifying cloud darkness and wave chop accordingly.
Living Night Sky
The night sky is no longer just a static starfield — it's a fully procedural cosmos:
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Aurora Borealis: Realistic, flowing northern lights that ripple across the upper sky. Modes: Disabled / Only in Cold Biomes / Always Enabled, with independent speed and brightness controls.
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Milky Way Nebula: A subtle diagonal brownish galactic band glows softly above the horizon, with adjustable brightness.
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Procedural Stars: Independent brightness and density sliders let you choose between a few crisp pinpricks or a brilliantly dense Hubble-style sky. Stars sparkle and twinkle in real time.
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Persistent Rainbow: After rain stops, a soft rainbow arcs across the sky and gently fades out as the
wetnessuniform decays. Brightness and saturation are configurable.
Kelvin Sunlight and Skies
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Tanner Helland Blackbody Sun (v0.2.2): Sunlight color temperature is dynamically calculated in real time using a physically-correct blackbody Kelvin curve, with three selectable presets (Cool / Realistic / Warm Golden). Produces photorealistic sunrise/sunset colors (~1800K–2200K), warm golden hours (~2800K), and clean crisp white noon light (~5700K–5800K).
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Beer-Lambert Atmospheric Extinction: Sunlight intensity dynamically drops as the sun approaches the horizon due to scattering in thick atmospheric masses:
$airMass = \frac{1}{\sin(\alpha) + 0.15 \cdot (\alpha_{deg} + 3.885)^{-1.253}}$
This yields incredibly soft, rich, and breathtaking sunset and sunrise golden hour transitions.
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Independent Sun & Moon Intensity (v0.2.2): 4-step master sliders let you push the day brighter (Blazing) or sink nights into total darkness (Pitch Night).
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Moon Color Temperature (v0.2.2): choose between Icy Blue (cold), Silver (physically accurate 4100K), or Warm Cream (harvest-moon).
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Sun Halo (Mie forward-scatter) & Enhanced Sunrise/Sunset Glow (v0.2.2): warm scattering effects on terrain when looking near the low sun.
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Crispy Circular Sun & Moon Disks: Custom procedural, perfectly round, anti-aliased sun and moon disks are drawn onto the sky dome with glowing coronas and soft halo scattering.
Lighting and Shadows
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Rotated Poisson Disk Soft Shadows (v0.2.2): Three quality steps (Sharp / Soft / Ultra Soft) deliver natural-looking penumbra on shadow maps up to 4096×4096. Replaces the older fixed 3×3 PCF kernel.
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Shadow Distance Control (v0.2.2): 60m / 80m / 120m / 160m caps for tuning performance or quality.
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Shadow Tint (v0.2.2): Neutral Gray / Cool Blue (realistic) / Warm — physically-accurate cool tint under an open daytime sky.
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Ambient Lift (v0.2.2): Dark / Standard / Lifted — controls how dark shadowed areas appear at night and in caves.
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Light Wrap / Terminator Softness (v0.2.2): Realistic Lambert / Soft / Stylized — smooths the boundary between lit and shadowed faces.
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Deep Dark Nights: Night ambient light, moonlight intensity, and fog are reduced by 2× by default to create an incredibly atmospheric, immersive, and dark night. Caves and forests are pitch dark, requiring torches for exploration.
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Warm Block Lights: Torches, lanterns, and lava emit a cozy golden-amber glow with physically accurate quadratic falloff.
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Cozy Torch Flickering: Real-time flickering animations for torches, campfires, and lanterns add a living, warm atmosphere to your shelters. Held-item light contribution (
heldBlockLightValue) is also accounted for.
Fresnel Water and Moon Reflections
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Fresnel Effect: Water reflectivity is mathematically calculated based on your viewing angle. Looking straight down provides crystal transparency, while looking towards the horizon transitions water into a highly reflective, glossy sheet reflecting the sky dome.
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Silver Moonlight Path: Moonlight specular reflection on water ripples has been increased by 4.5×. At midnight, a brilliant silver lunar reflection path shimmers across the waving ocean.
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3D Geometric Waves: Vertex shader waves physically displace the water mesh in real-time, and react to
rainStrength/thunderStrengthfor choppier seas during storms. -
Independent Ripple & Specular Controls:
WATER_RIFFLES(Calm / Standard / Choppy) andWATER_SPECULAR_STRENGTH(Soft / Standard / Glinting) can be tuned separately for the perfect water mood. -
Zero Feedback Glitches: Designed to be extremely stable, utilizing no feedback-loop depth buffer reads to guarantee bug-free solid rendering on all GPUs.
Dynamic Weather Surfaces
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Wet Reflections: During rain, solid blocks like grass, dirt, and stone darken and become glossy, picking up sky reflections under open weather. Disables itself automatically under roofs.
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Low Ground Mist (Y = 62–66): Soft, golden-white fog sheets drift across water and ice surfaces at dawn and dusk — perfect for cinematic sunrise screenshots.
Foliage Animations
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Waving animations for oak/spruce/birch leaves, tall grass, flowers, vines, lily pads, and crops.
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Gently animated using hardware-optimized sine waves and time constants.
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Ice Fix: ice / packed ice / blue ice / frosted ice are tagged with a dedicated block ID (
10005) to disable waving and refraction, eliminating long-standing visual glitches.
LabPBR Support and POM
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3D Normal Maps: Real-time TBN (Tangent-Binormal-Normal) matrices generate true three-dimensional depth on blocks (stone crevices, brick joints) reacting dynamically to light angles.
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Specular Reflection (GGX Microfacet): Polished surfaces give sharp glossy glints, while metallic surfaces (gold, copper, iron) tint the specular reflection with the block's native albedo.
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Parallax Occlusion Mapping (POM): True per-pixel block relief that pops out of the surface. Configurable
POM_DEPTH(1–3) andPOM_STEPS(1–4). Disabled by default in LOW/MED/HIGH profiles; enabled in ULTRA. Recommended to keep off on incompatible resource packs. -
Seamless Fallback: Falls back automatically to gorgeous flat vanilla textures if no PBR resource pack is active.
Cosmic Nether Portal
The vanilla Nether portal texture is procedurally transformed into a swirling 3D plasma vortex — animated purple/magenta cosmic energy that pulses with hypnotic depth. Mapped via dedicated block ID 10006 in block.properties.
Post-Processing
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Multiple Tone Mapping Curves: Pick from Soft, Filmic (ACES), or Intense (High Contrast) to match your preferred mood. Industry-standard color grading prevents overexposure on bright blocks (sand, snow) while retaining rich shadow details.
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Color Vibrancy: 4-step non-linear saturation control (Muted / Balanced / Colorful / Vivid) that makes foliage glow emerald and skies look lush, without crushing skin tones.
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Exposure Brightness: Muted / Balanced / Vibrant — global brightness lift.
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Subtle Vignette: Gentle lens-darkening at screen edges for improved depth and immersion.
Cloud Altitudes
AuraLite's sky is meteorologically modeled after the international cloud classification system:
Altitude (m)
16 000 ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ↑ Cumulonimbus (Cb)
12 000 ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─│
10 000 Ci ─ Cirrus │ Vertical
8 000 Cc ─ Cirrocumulus │ Development
6 000 ─ ─ Cs ─ Cirrostratus ─ ─ ─ ─│─ High Clouds
5 000 Ac ─ Altocumulus │
4 000 As ─ Altostratus │
2 000 ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─│─ Mid Clouds
1 500 Sc ─ Stratocumulus │
1 000 St ─ Stratus │
500 Ns ─ Nimbostratus │─ Low Clouds
0 ─ ─ Cu ─ Cumulus ─ ─ ─ ─ ─ ─ ─│
AuraLite smoothly transitions these layers based on in-game weather conditions (clearing, rain, or storms).
Optimizations
AuraLite is built from the ground up for maximum FPS using OpenGL 4.6 native hardware operations:
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Hardware FMA: All wave and waving foliage math is compiled into native single-cycle hardware operations (
fma), reducing GPU execution cycles. -
Bitwise Noise: Replacing slow transcendental float functions (
fract(sin(dot(...)))) with ultra-fast Integer Bitwise PCG-style hashes utilizingfloatBitsToUintanduintBitsToFloat. -
Early-Ray Termination: Volumetric raymarching terminates instantly once cloud transmittance falls below 2%, saving rendering power.
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No Hand Glitches: Handheld items, particles, and mobs are rendered in a separate stable path without tangent matrix overhead, eliminating "translucent hand" bugs.
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Profile-Based Scaling: Every feature (POM, Auroras, Cozy Lights, Wet Reflections, Ground Mist, Shadow Distance, Sun Halo, etc.) is intelligently distributed across the LOW / MED / HIGH / ULTRA profiles so low-end systems don't pay for effects they can't afford.
Installation
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Download
AuraLite_ShaderPack.zipfrom the Versions section on Modrinth or from the Releases section on GitHub. -
Open your Minecraft directory (e.g.
%appdata%/.minecrafton Windows). -
Place the downloaded
.zipfile inside theshaderpacksfolder (Do not unzip it!). -
Launch Minecraft 1.20.1 using a profile with Sodium + Iris or OptiFine installed.
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In-game, go to Options -> Video Settings -> Shader Packs, select AuraLite, and click Apply.
Configurations
AuraLite includes a fully translated Russian & English in-game configuration menu:
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[Lighting Settings]-
Dynamic Shadows: Toggle sun/moon shadows.
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Shadow Resolution: [1024 / 2048 / 4096]
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Shadow Softness (v0.2.2): [Sharp / Soft / Ultra Soft] — rotated Poisson disk filtering.
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Shadow Distance (v0.2.2): [Near 60m / Standard 80m / Far 120m / Ultra 160m]
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Shadow Tint (v0.2.2): [Neutral Gray / Cool Blue / Warm]
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Shadow Lift / Ambient (v0.2.2): [Dark / Standard / Lifted]
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Light Wrap (v0.2.2): [Realistic Lambert / Soft / Stylized]
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Torch Warmth: [Cozy / Warm / Intense] — Customize block light warmth.
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Torch Flickering: Toggle real-time torch / campfire / lantern flicker.
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PBR Lighting: Toggle PBR specular reflections and normal mapping.
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3D Block Relief (POM): Enable Parallax Occlusion Mapping (LabPBR resource pack required).
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PBR Intensity: [Subtle / Standard / Mirror]
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[Sun & Moon](new screen in v0.2.2)-
Sun Intensity: [Dim / Standard / Bright / Blazing]
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Sun Color Temperature: [Cool / Realistic (Tanner Helland) / Warm Golden]
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Sun Halo (Mie Scatter): Toggle warm forward-scatter halo on terrain.
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Enhanced Sunrise/Sunset Glow: Toggle stronger warm back-scatter at low sun angles.
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Moon Intensity: [Pitch Night / Standard / Bright Moon / Full Night]
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Moon Color Temperature: [Icy Blue / Silver 4100K / Warm Cream]
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[Foliage Settings]-
Waving Leaves: Toggle leaves animation.
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Waving Foliage: Toggle grass, flowers, and crops animation.
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Wind Speed: [Gentle / Breeze / Gale]
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[Water Settings]-
Water Waves: Toggle 3D vertex water waves.
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Water Density: [Clear / Balanced / Deep] — Adjust water transparency.
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Water Ripple Strength: [Calm / Standard / Choppy]
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Water Specular Glow: [Soft / Standard / Glinting]
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[Sky & Clouds]-
Volumetric 3D Clouds: Toggle raymarched clouds.
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Cloud Altitude: [Low (~110m) / Standard (~160m) / High (~240m)]
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Cloud Thickness: [Thin (Cirrus) / Standard (Cumulus) / Dense (Stormy)]
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Aurora Borealis: [Disabled / Only in Cold Biomes / Always Enabled]
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Aurora Speed: [Slow / Standard / Fast]
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Aurora Brightness: [Soft / Standard / Glowing]
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Milky Way Brightness: [Dim / Standard / Bright]
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Stars Brightness: [Faint / Standard / Brilliant]
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Stars Density: [Few / Standard / Dense]
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Rainbow Intensity: [Subtle / Balanced / Vivid]
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[Post-Processing & Fog]-
Fog Density: [Low / Medium / High] — Adjust horizon mist.
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Low Ground Mist: Toggle golden-white fog sheets at Y = 62–66 during dawn/dusk.
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Exposure Brightness: [Muted / Balanced / Vibrant]
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Color Vibrancy: [Muted / Balanced / Colorful / Vivid]
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Image Contrast: [Soft / Filmic ACES / Intense] — Tone mapping curve.
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Vignette: Toggle cinematic corner darkening.
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Rain Wetness Reflections (hidden): Wet glossy ground during rain (on by default in MED+).
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Quality Profiles
| Profile | Shadows | Shadow Dist. | Softness | Clouds | PBR | POM | Cozy / Wet / Mist | Sun Halo / Sunrise | Aurora | Tone Map |
|---|---|---|---|---|---|---|---|---|---|---|
| LOW | Off | — | Sharp | Off | Off | Off | Off / Off / Off | Off / Off | Off | Soft |
| MED | 2048 | 80m | Soft | On | On | Off | On / On / On | On / On | Cold biomes | ACES |
| HIGH | 4096 | 120m | Soft | On | On | Off | On / On / On | On / On | Cold biomes | ACES |
| ULTRA | 4096 | 160m | Ultra Soft | On | On | On | On / On / On | On / On | Always | Intense |
License
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AuraLite is open-source and licensed under the MIT License.
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Officially Supported Platform: Minecraft 1.20.1 with Sodium + Iris or OptiFine loader.
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Note: Other Minecraft versions are not officially tested at this stage.


