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Requires Iris 1.8+

Improvements

  • Light index culling has been improved further
    • Partially fixes lights disappearing behind the camera. This can't be fully avoided without sacrificing performance, due to CPU-side culling
    • Per-tile culling now uses a combination of player and view space bounding boxes for more aggressive culling, improving performance
  • The quality of clouds has been improved
  • Some calculations are now more accurate
  • Varyings are now fewer and don't get interpolated when not neccesary, improving performance slightly

Fixed Issues

  • Auto-generated normals cause compile failures on AMD drivers
    • The fix for this actually isn't tested, since I don't have an AMD GPU. Please report any issues that remain
  • Sky color sRGB -> linear color conversion is slightly off
  • Block breaking animations are invisible
    • This is the same issue causing some other things to be invisible, which will be fixed in later updates
  • Bloom & Compass fail to compile

Requires Iris 1.8+

New Features

  • Implicit normals and normal map support 🎉

    • Implicit normals currently cause compile failures on some AMD GPUs! Please enable RP Normal Maps if the shaders fail to load

    Using Meteor Screenshot with the Meteor resource pack

    Using purely auto-generated normals and smoothness Screenshot with implicit normals and smoothness

Improvements

  • Further major improvements to index-based lighting

    • Lights are now de-duplicated based on position, concurrently with shadows, volumetric light and sky rendering
    • Lighting Level Of Detail is now based on range, significantly improving performance with almost no visible effect on quality
      • Added LOD Falloff and Lava LOD Bias options
    • The light index is no longer recreated every frame
      • The rate at which this happens is now controlled by the new Index Rate option
    • Tiles/work groups now only allocate memory for part of the global index, which works well because of highly effective culling
      • The ratio between global and local index size is controlled by the new LDS Ratio option

    Screenshot of light index-based block light in the nether

  • The shader pack options screen has been completely redesigned

    Screenshot of the shader pack options screen

  • Dynamic Color Grading has been rewritten entirely

    • The implementation is now multi-threaded and uses significantly more samples to gather accurate color data from the screen
  • Implicit smoothness calculations are now relative to average surface brightness

    • This should make smoothness more consistent between materials
  • The FXAA implementation has been improved

    • Fixed blending in the wrong color space
  • More uniforms are now combined

  • Precision of color and data buffers has been increased by using better packing

Fixed Issues

  • Block light is incorrect on translucent geometry
  • Indexed light sources sometimes flicker (reported by Farmer_Markus)
  • Lava & water fog color is incorrect
  • Shadow mapping is enabled in the nether
  • Opaque hand and handheld items render at the wrong depth
  • Volumetric Light is inaccurate and causes light leaks

New Features

  • Iris 1.8+
  • Light index-based lighting now enabled by default!
    • Due to significant improvements to the structure of the shader pack as well as the lighting calculations and culling, both Colored Light and Glossy Reflections are now enabled by default
  • Implicit surface smoothness & improved specular map support
    • When specular maps are disabled, smoothness values are automatically generated based on surface luminocity. More customization of this feature will be available in the future
  • Completely custom sky rendering
    • Significantly faster than the Vanilla Minecraft sky
    • Still slightly unstable and may not look right all the time, which is part of why this release is marked as a beta
  • Hand Light option

Improvements

  • Compute-based post-processing and deferred rendering
    • This significantly improves performance in many situations due to less unneccessary processing, fast shared memory and asynchronous processing
    • Translucent terrain is still forward rendered using a technique similar to that in RenderPearl v2.1, though this is subject to change
  • Fog can now be disabled (requested by Baldous_)

Fixed Issues

  • Enchantment glint is broken in the nether (reported by Stonease)
  • Light Level Visualization is incompatible with some drivers (reported by Paragoumba)

v2.1.2

by Luracasmus on Aug 23, 2024
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Only supports Iris 1.7.x

Minor Fix

  • Applied textureMatrix in all gbuffers-style programs to improve future and mod compatibility

v2.1.1

by Luracasmus on Aug 23, 2024
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Major and Minor Bug Fixes

  • Fixed FXAA causing a compile failure on AMD drivers (found by Robyn_smh)
  • Fixed DCG Peak Sensitivity range and changed default value to 3
  • Disabled dynamic hand light when Light Level Visualization is enabled

New Features

  • Minimum Peak DCG option

Other Changes

  • Made manual color balance preserve luma
  • Disabled emissive emerald and lapis blocks by default

v2.1

by Luracasmus on Aug 17, 2024
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New Features

  • Dynamic Color Grading:
    • Uses data from multiple frames to automatically adjust exposure, color balance and black point before/during tone mapping
    • Replaces Automatic Exposure
  • Held dynamic light sources
  • PBR Neutral and SBDT tonemap operator support
  • Specular Map support (a bit more properly this time!)
  • Small utility features (can be found in Misc):

Experimental

  • Colored Block Light:
    • Colored light with glossy BRDF-based reflections, with brightness based on Vanilla lighting
    • Uses both SSBOs and Custom Images
    • Varies significantly in performance and quality
  • SMAA - Enhanced Subpixel Morphological Antialiasing:
    • An alternative to the existing FXAA that preserves more sharpness and clarity
    • Currently experimental in RenderPearl due to some issues with it's implementation

Improvements

  • Switched from Phong to BRDF lighting
  • Improved shadow quality and performance using a fast gaussian blur approximation:
    • Can be toggled for solid and translucent shadows, or disabled to use the Linear and Off (Nearest) blur options
  • Improved the skylight color calculation
  • Used faster texture sampling functions where possible
  • Switched to RCA Sharpening
  • Made moon phase affect moonlight color
  • Lava is now recognized as a fluid and has waves!
  • Switched to a more accurate sRGB <-> Linear conversion
  • Renamed Translucent Shadows to Subsurface Scattering, and improved its quality and performance:
    • There is now another list in block.properties containing blocks affected by SSS (which can only be of cutout type)

Removed Features

  • Variable Penumbra Shadows (because it didn't work with the new shadow blur)
  • Reinhard-Jodie Tonemap Curve option
  • Emissive Flowers and Fungi options (as they were incompatible with the new SSS)
  • Cloud lighting calculation (which didn't even work)

Other Changes

  • Reverted default profile back to High
  • Lowered default Volumetric Light amount
  • Enabled RCA Sharpening by default
  • Disabled shadow interval snapping

Fixed Issues

  • Dropped items render incorrectly
  • Enchantment glint animation is frozen (reported by drakray)
  • Entities are treated as water in the shadow pass
  • The BLOCK_EMISSION_ATTRIBUTE Iris feature is used but not marked as required
  • Some post-processing effects run in the wrong order

v2.0

by Luracasmus on Apr 26, 2024
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Improvements

  • Significantly improved Shadows and Volumetric Light
    • Volumetric Light is now enabled by default and has three new customization options: VL Base, Sun and Sky
    • Lighting now uses shadow samplers, allowing for smoother shadows and light rays
    • Modified Light Color
    • Shadows & Colored Shadows are now always enabled
    • Shadow Distance Culling is now 3D, improving performance
    • Added Shadow Fade option (Misc)
    • Waves now cast shadows
  • Rewrote most of gbuffers, removing unnecessary calculations and alpha tests, allowing the use the GLSL Early Fragment Test instead of a custom depth test, simplifying the code, fixing shadow rendering while moving the camera and possibly improving performance
  • Improved Clouds
  • Made more blocks and items emissive and added a range of brightness (1-15) for emissive blocks
  • Modified FXAA (no longer based on BSL)
  • Optimized FXAA and Sharpening

New Features

  • Added Phong lighting with Specular Reflectivity & Shininess options
  • Replaced Sun Brightness with Sun & Sky Bloom options
  • Added Color Format, Skip Clear and Immutable Constants optimization/misc options

Fixed issues

  • Hand lighting direction is incorrect
  • Block Entity rendering in The End doesn't work
  • Shadows don't render on Entities

v1.10

by Luracasmus on Jan 19, 2024
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  • Improved Cloud rendering using Cylindrical Fog
  • Fixed Volumetric Light in The End
  • Improved Shadow Bias
  • Attempted to fix Sun/Moon transparency issues

v1.9

by Luracasmus on Dec 22, 2023
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  • Improved and added more Tonemap Operators
    • Changed default: Reinhard-Jodie -> Uchimura
    • Expect colors and brightness to be significantly different (you can undo this by switching back to the old default)
  • Added Waves on water
    • Height and Speed is customizable
  • Added Bloom (disabled by default)
    • Strength and Radius is customizable
  • Moved Color options to a separate menu and added Saturation slider
  • Improved Sky, especially at night
  • Added Shadows in The End
  • Fixed Nether lighting

v1.8

by Luracasmus on Oct 20, 2023
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  • Simplified Variable Penumbra Shadows, improving overall shaderpack performance by about 15%
  • Changed order of Post Processing effects, removed a built-in color filter and enabled Automatic Exposure by default
  • Improved Fog calculation
  • Added Volumetric Light (disabled by default)
  • Disabled Translucent Shadows by default
  • Recalibrated Shadow Bias and fixed close up shadow artifacts
  • Made more blocks emissive
  • Sun is now hidden when it's raining
  • Removed Emissive Map support
    • Changed default Emissive Color value: 15 -> 13
    • Changed Emissive Color value range: 10-30 -> 10-20
  • Changed default Sunlight Strength value: 40 -> 30
  • Improved some option descriptions

v1.7

by Luracasmus on Jul 5, 2023
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  • Major changes to how Shadows and Fog work
    • Switched from deferred to forward rendering
    • Shadows now apply to transparent surfaces (even multiple layers!)
    • Improved Colored Shadows
    • Removed Shadow Blur Quality option
    • Lowered default Shadow Distance to 10 chunks
  • Added Vignette & Underwater Overlay support
  • Improved how Emissive Blocks & Items work internally
    • Added a lot of new emissive blocks
    • Also added Emissive Flowers and Emissive Fungi options
  • Added Translucent Shadows option
    • Allows sunlight to slightly shine through thin surfaces like banners and leaves
  • Significantly improved lighting in The Nether and The End
  • Increased Lava Fog
  • Removed Exposure option as it was causing issues with colors.
    • Colors should now be significantly more vibrant and Vanilla-like
  • Added Water Transparency option
  • Changed Sun Brightness range from 1-10 to 1-5 with smaller increments
  • Fixed bugs:
    • Flickering when sunlight is parallel to a surface
    • Transparent hand
    • BurgessHDR Tonemap Operator causing error
    • Sharpening option causing error

v1.6

by Luracasmus on Jun 9, 2023
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  • Made Skulk Catalyst emissive
  • Slightly optimized Tone mapping and Fog
  • Renamed Realistic Sun Path to Sun Path Rotation and made it a slider
  • Added option value suffixes (requires Iris 1.6.4+)
  • Improved option descriptions
  • Enabled Underwater Overlay

v1.5

by Luracasmus on May 4, 2023
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  • Improved shadows behind water and transparent blocks
  • Fixed Water Fog
  • Improved GUI Text/Language
  • Removed Vertex Fog as it was incompatible with the latest Iris
  • All Shadow-related code is now disabled in the nether and end for improved performance

v1.4

by Luracasmus on Apr 23, 2023
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  • Merged Shadow Focus Distance into the Shadow Distance option
  • Improved Shadow Blur and Colors
  • Improved Fog
    • Better color depending on time of day
    • Terrain outside Fog now becomes transparent

v1.3

by Luracasmus on Apr 22, 2023
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  • Fixed dark Fog at night
  • Made Shadow Distance an option in the shader pack rather than using the Iris option
    • This allows the shader pack to know the current Shadow Distance and skip checking for shadows outside, improving performance
    • It also allows Shadow Distance to be controlled by the current Profile
  • Updated GUI
    • Adds a little symbol to show approximate performance impact of each option
      • Red - High
      • Gold - Medium
      • Yellow - Low
      • Aqua - None

v1.2.1

by Luracasmus on Apr 20, 2023
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  • Fixed Composite Scale
  • Optimized Automatic Exposure

v1.2

by Luracasmus on Apr 16, 2023
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  • Fixed Shadows on Water
  • Changed how sunlight colors work
  • Lowered default Water Fog
  • Fixed Automatic Exposure
  • Updated fully to GLSL 4.60
  • Improved performance when both Shadows and Fog are enabled
  • Improved Clouds Fog and Color

v1.1

by Luracasmus on Apr 11, 2023
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  • Improved Fog and Clouds
  • Added more settings for Shadows (you can now toggle different types of Shadows or even disable them entirely for a massive performance increase)
  • Improved Sun and Ambient Light Colors (they now change depending the on time of day)
  • Made Water more transparent

Almost the entire pack has been changed in this update, and some of the most important changes include:

  • Updated to support and make use of...
  • Significantly improved performance
  • Removed support for OptiFine
  • Simplified and improved Colored Shadows to no longer depend on block.properties
  • Removed Bloom because it made the pack to a lot more complex and didn't look very good
  • Updated GUI
  • Removed "POM" because it didn't work properly
  • Removed Color Precision and Noise Texture Resolution settings as they weren't useful
  • Reduced file size and count
  • Improved Emissive Items
  • Lots of bug fixes

External resources


Project members

Luracasmus

Owner


Technical information

License
MIT
Project ID