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Lumenite Shaders

A high-end shader focused on great visuals, packed with features like blocklight shadows, colored block lighting, CSM shadows, realistic water physics (vertex manipulation), shader grass, snow footprints, volumetric clouds, god rays and much more.

Автор: Willek7,8 тыс.11обновлён 17 окт. 2026 г.
Фэнтезиpath-tracingpbr

Описание

Lumenite Shaders

A high-end shader focused on great visuals.

packed with features like blocklight shadows, colored block lighting, CSM shadows, realistic water physics (vertex manipulation), shader grass, snow footprints, volumetric clouds, god rays and much more. The Nether and the End each have their own look, with glowing lava, Nether haze and a custom End sky. Supports labPBR resource packs, Voxy and Distant Horizons, and LambDynamicLights. Comes with presets from Potato to Ultra, plus a full settings menu to tune the shader to your taste.

Requires Minecraft 1.21.x and Iris 1.8 or newer (made on Iris 1.10.7 and Sodium 0.8.12).

Compatibility

labPBR resource packs are fully supported, and vanilla textures get built-in materials (shiny metals, glinting ores, wet stone).

Voxy and Distant Horizons: far-away terrain is lit and fogged to match the rest of the world.

LambDynamicLights works with no setup, and held light is colored by the item.

Physics Mod: Full compatibility.

Requirements

Minecraft 1.21.x Iris 1.8 or newer (made on Iris 1.10.7 and Sodium 0.8.12) A GPU with OpenGL 3.3. The default High preset is aimed at an RTX 4070 Ti class card; use Low or barebones optimized on weaker hardware.

Install

Put Lumenite [[version]].zip in your shaderpacks folder without unzipping it. Then go to Options, Video Settings, Shader Packs and select Lumenite.

Галерея

beach with vanilla water texture option on day timebeach day timebeach sunsetriver daytime

Последние версии

Все версии →
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Lumenite Shaders 2.9.8

2.9.8
17 окт. 2026 г.3,6 тыс.Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris, optifine
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Что нового
Improved motion blur and made it really optimized. fixed bugs.
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Lumenite Shaders 2.9.7

2.9.7
17 окт. 2026 г.188Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris, optifine
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Что нового
Fixed a few water related caustics bugs.
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Lumenite Shaders 2.9.6

2.9.6
17 окт. 2026 г.32Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris, optifine
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Что нового
Quick fixes shipped in the 2.9.5 version.
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Lumenite Shaders 2.9.5

2.9.5
17 окт. 2026 г.24Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris, optifine
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Что нового
Lumenite 2.9.5 Added Night fog that settles over low ground after dusk, lit by the moon, with moonbeams through the trees City glow: towns light up their own sky and the cloud bases above them at night Fireflies on warm nights over grass, marsh and forest floor Lights get soft halos in night fog, and stars twinkle Moon halo and moon corona through thin cloud Physically based water caustics: the sunlight on the seafloor is bent by the real waves, same from above and below, and your wake bends it too Seagrass, tall seagrass and kelp sway in an underwater current HD resource pack support: sharper distant textures leaves that stay full at range relief on textures without normal maps new Resource Pack Resolution setting Gold End cloud sea, lit by the black hole and on by default from Medium up Optimizations settings page, with new Far Shadow Detail and Shadow Caster Range options Improved Distant mountains fade into the air with more depth on Distant Horizons and Voxy High cirrocumulus clouds rebuilt into realistic torn cloudlets instead of bubbles Clouds grow and shrink more slowly Underwater sun shafts now land on the bright caustic lines on the floor Where two water colours meet, they blend smoothly Rain runs lighter: rain streaks, wet reflections, puddles, raindrop rings, light shafts and rain clouds all cost less Fixed Terrain turning white inside clouds Water, glass, particles and reflections showing through clouds Particles that stopped glowing or never glowed, and falling leaves, petals and smoke that glowed when they shouldn’t The hard straight line where the cloud layer ended Cirrus strands that looked like scratched lines Terrain casting shadows on clouds (your own shadow and mobs’ still show) Distant magma blocks glowing white in the Nether Diagonal light streaks on cave water Shadow bands on snow at sunrise and sunset Voxel Reflections is now off by default in every preset
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Lumenite Shaders 2.9.4

2.9.4
14 окт. 2026 г.1,1 тыс.Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris, optifine
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Что нового
2.9.4: sun rays without the wash, steady clouds, whole feathers, real veils - Sun Rays: the rays no longer add sun-coloured light over all open sky between the pixel and the sun, which washed out the screen when facing the sun. They now carve shadow beams where the path is blocked (lmn_rayShade) and add only a sixth of the old glow. Underwater shafts are unchanged. Shaft Glow's clear-sun baseline goes from 0.25 to 0.10. The lens flare was measured at about 1% of screen brightness, so it is not changed. - Cloud map LOD: foot is now two map texels (0.0104), not eight (0.0406). The 128-block octave now holds to about 1350 blocks instead of fading between 300 and 800, so clouds stop growing and shrinking as you move. - Billow/wisp LOD distances now scale with cloud resolution (2x at 100%). - Slew limiter: the previous value is reprojected along the deck's wind, so drifting edges are no longer dragged. - Cirrus feathers: existence and coverage are now taken at the feather's head, with a soft margin, instead of at each pixel. The early return is relaxed so feathers are not cut at the edge of a patch. - Cumulus aerial perspective: the thin far part of a cloud now fades its opacity, so faded clouds no longer mask the sky detail behind them. - Sky Detail veils rebuilt as combed fibrous sheets that fray into strands at their edges, replacing the Worley-torn patches. - Changelog and lang updated. OPTIONS.md and the zip regenerated.
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Lumenite Shaders 2.9.3

2.9.3
14 окт. 2026 г.128Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris, optifine
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Что нового
A new sun and moon: the “Shader Sun and Moon” setting, now on by default. The sun has sunspots and turns red and flattens as it sets; the moon is a map of the real near side, with phases and earthshine. There are new Sun Size and Moon Size settings. Bloom, rebuilt: the glow no longer races around when you move. Fixes: Turning toward the sun in caves no longer brightens the screen. Clouds look right through gaps in leaves. Vines, cave vines and weeping vines sway with the leaves. Clouds no longer cut sun rays off completely. Two small effects in the End now work: armour gem glints and roughness on distant water. Defaults and settings: Cloud Resolution now offers 25% to 100%. “Clouds Break the Rays” is on in every preset except Potato. Performance: bloom costs about the same as before, and the download is about 0.5 MB bigger for the moon map.
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Lumenite Shaders 2.9.2

2.9.2
14 окт. 2026 г.118Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris, optifine
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Lumenite Shaders 2.9.1

2.9.1
13 окт. 2026 г.201Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris, optifine
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Что нового
Lumenite 2.9.1 Everything new since 2.8.4. Clouds, rebuilt New cloud style: Volumetric (realistic). It is the new default and is used in every preset. The previous realistic clouds are still there, unchanged, as Volumetric (classic). Clouds that look like clouds. The new style is built from scratch. The rows of same-size puffy balls with fluffy loose ends are gone. Now: Clouds come in every size, from big towers to small scraps. They crowd together in places and leave wide stretches of open sky in others, and sometimes line up in rows along the wind. Each one has a flat grey base and a crisp, sunlit cauliflower top built of lobes on lobes, leaning downwind. Edges only fray into torn wisps where a cloud is dying, and along the base when it rains. Sunlight, done properly. Sunlit faces are bright and shaded sides are grey, with real contrast between them. The skylight on the clouds used to be as bright as the sky itself, which washed out every shadow. Clouds in front of the sun stand dark, with brilliant silver rims, instead of glowing white all over. With the sun behind you, sunlit faces are at their brightest. At golden hour, sunlit faces turn warm cream and gold over mauve shadows. At sunset, the tops burn gold and rose over bases already in shadow. Higher clouds catch the light longest, so the altocumulus glow pink after the cumulus below have dimmed. When the sun is low, clouds cast shadows on each other. Clouds at different heights and sizes. Cloud bases are no longer one flat plane across the sky. Bases are lower where the air is moister and higher on older, dying and spreading clouds, and they differ a little from cloud to cloud. From a hilltop you can see clouds at several levels at once. Bases climb through the day as the ground heats up, and sink again at night. Sizes vary: small, close-packed clouds in the morning, bigger and further apart by the afternoon, and some areas build big cloud masses while others stay a scatter of small ones. Most clouds stay shallow and a few tower far above the rest. The mid-level clouds sit at a different height every day, and rise and dip across the sky. Clouds can now grow taller: the cloud layer reaches higher than before. Clouds live and die. They form, grow and fade away while you watch, and a dying cloud frays apart. The second cloud deck is now the mid-level sky. It used to be the same clouds again, higher up. Now it is altocumulus, rows of small rounded cloudlets, or a smooth grey altostratus veil the sun shows through as a pale disc. It drifts faster than the clouds below, and in a different direction. Cirrus no longer draws thin bright arcs and rings across the sky. Its strands run along the wind. Cirrocumulus is a soft rippled sheet instead of a field of hard white dots. No more bright column in the clouds opposite a low sun. Clouds no longer jump once an hour, when the game's timer wraps around. Dynamic weather The sky follows the day. Mornings start clear, or under a grey layer that breaks up by noon. Small flat cumulus appear mid-morning and grow through the afternoon. On unstable days they tower. In the evening they flatten, spread out and fade, and they are gone by night. Every day is different. Dry, clear days; days of fair-weather cumulus; grey mornings; days when altocumulus and cirrus stream over. The weather drifts gradually over a day or two, and everyone on a server gets the same weather. The climate matters. Deserts get a few small, high, ragged clouds. Jungles and swamps are humid, with low bases and big afternoon towers. Cold biomes lean to flat grey layers. Rain rolls in. When it starts to rain, the rain clouds sweep across the sky from upwind, with ragged scud racing underneath. When it stops, the sky clears from the same side and leaves crisp clouds behind, often lined up in rows. Thunderstorms build towering storm clouds that spread into anvils at the top. New Dynamic Weather setting, on by default. Off keeps one fair-weather sky, always. It works with the Volumetric (realistic) clouds. Fixes The pack loads again. It failed to load with "failed to resolve #include directive" (since 2.8.3). Defaults and presets Torch Flicker is on by default and in every preset. It was off by default, and off in Potato, Barebones Optimized, Signature and Signature Barebones. Performance The new clouds cost about the same as the old ones. The weather map behind them is a little cheaper to build, and the mid-level deck is thinner, so it takes fewer steps. The download is 2 MB bigger, for the new cloud shape texture.
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Lumenite Shaders 2.8.4

2.8.4
10 окт. 2026 г.988Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris, optifine
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Что нового
Lumenite 2.8.4 Fixes No more sudden lighting switch at dusk. Just before night, the shadows and lighting used to jump to the other side of the sky in one frame. For a while after that, the moon lit the world in sunset red. Now sunlight fades out as the sun sets and moonlight fades in as the moon rises, so the moment the shadows swap from the sun to the moon is invisible. Lightning rods and chains: no more dark, flickering block of shadow on the wall behind lightning rods and the new iron and copper chains. The coloured light treated them as solid cubes; they are thin strands now. Light haze no longer flickers, looks layered or smears when you move. It’s now worked out at half resolution with twice the samples and smoothed, instead of being re-randomised every frame. It’s also a bit cheaper than before. Visual improvements Moonlight shafts are a cold moonlit blue instead of grey. Moonlight on the ground stays neutral. Defaults and presets Light Haze in Caves defaults to 0.2 (was 0.5): a small, soft glow around each light underground. The slider also has new 0.1, 0.2 and 0.35 steps. Signature Barebones is updated to the author’s own setup: Now on: realistic water, damp stone, beacon beams, Deep Dark fog, sculk pulse, leaf rustle, lens droplets and water LOD. Light Haze is 0.5 and bloom 0.5. Shadow samples are 12. 3D items are off.
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Lumenite Shaders 2.8.3

2.8.3
9 окт. 2026 г.267Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris, optifine
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Что нового
Lumenite 2.8.3 New features Snow that settles. When it snows, block tops, leaves and exposed edges slowly turn white. The drifts are soft and natural, not pixel patterns. Deep snow slumps over block edges and droops down the sides in rounded lobes. When the snow stops it melts back over a few minutes and leaves the ground damp. It follows vanilla’s snow rules (biome temperature, height, open sky), so it stays off lake beds and out from under roofs and trees. It builds up gradually: about half covered two minutes into a storm, nearly all after six. Beacon beams. Real round columns of light with a white-hot core, tinted by the beacon’s glass. They light the air and the blocks around them. The Deep Dark. A cold, blue-black fog pools on the floor and drifts in banks. Sculk slowly breathes with a pulse of light that moves across it. The Warden’s Darkness effect now closes in: everything goes black past about 15 blocks, and the edges of your view close in with every throb. Glass that bends light. Stained and tinted glass, ice, slime and honey blocks refract the world behind them, with faint colour fringes. The tint deepens when you look at them at an angle. (Off by default, on in Ultra.) Shadows on water. A shadow over water now falls twice: faint and transparent on the surface, and refracted onto the floor underneath. It blurs with depth, and the caustics follow it. Enchanted items glow. Enchanted armour, tools and held or dropped items glow in the dark and bloom. The glint drifts between violet, magenta and blue, with small stars twinkling along the streaks. Smart shadow culling. The shadow pass no longer draws the entire loaded world every frame. Coloured light is unchanged. This is a big performance win with high render distances. Visual improvements Netherite is now a dark metal alloy that reflects in its own purple-brown, instead of a washed-out grey lacquer. Snow, ice, rain and gem sparkles are now soft round points instead of square pixels that popped on and off. They stay sharp at a distance, form a glitter path toward the sun on snow, and stay attached to armour as it moves. Damp stone has been rebuilt. Stone next to water soaks up from the waterline in ragged tongues, gets darker, and holds a soft reflection. Light haze Halos around lights are round and smooth instead of blocky. Underground it’s toned down to a soft glow around each light instead of an orange fog, and you can tune it. Distant torches no longer leave crawling blotches. Pixelated shadows (Shadow Filter: Pixelated) now snap to the block-texture pixel grid. They’re crisp, block-aligned and stable, with a proper Minecraft look. Sun reflections on water are brighter. Particles Effect particles glow brighter by default. Falling leaves no longer glow. Explosions and mace hits no longer turn into a blinding ball of bloom. The lens flare no longer flickers when the sun shines through leaves. Performance The glowing light shafts are about 4x cheaper. Screen-space sun rays are about 4x cheaper again, and skip entirely when no sky is visible. Light haze does a third of the work it used to. With Shader Grass off, terrain and shadows skip the grass-only processing stages. Blocklight shadows skip empty air and lights that are out of reach. The lens flare does 24 fewer reads per pixel. Coloured shadows skip work where nothing see-through is in front. The Physics Mod ocean is cheaper per pixel, with distant waves simplified. Fixes Spawners: the red squares around spawners are gone. Smoke is no longer treated as a light source. Clouds and light haze over water: water no longer shows through clouds or light haze in front of it. Feather cirrus clouds no longer get cut off along straight lines. Rain beads no longer crawl over mobs. Sparkles far from spawn no longer turn into stripes. Loading errors: fixed three cases where the pack failed to load (a settings combination and two shader errors). Snow footprints and damp shorelines now darken the ground correctly. Mod support Physics Mod: native support for Ocean Physics V3 (Physics Mod v188+), plus the older ocean on the 1.21.11 Pro build (v183). The mod’s waves, normals and foam are drawn with Lumenite’s full water shading. The mod’s foam becomes Lumenite’s lacy, lit whitecaps. Physics Mod snow uses the snow material. Dense smoke and rain plumes no longer glow at night. New settings Snow That Settles: on by default and in Signature, High and Ultra. Beacon Beams, Beacon Glow Deep Dark Fog, Sculk Pulse, Darkness Effect Glass Refraction Water Shadows: on in every preset except Potato. Shadow Culling: Smart (default) or Everything (the old behaviour). Enchant Glow: 0 gives the plain vanilla glint. Light Haze in Caves: how much light haze is left underground. The default is 0.5. A new New & Experimental page on the main settings screen. Glass Refraction and Snow That Settles are also on Quick Settings.