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Mist

RTX-Like lighting with volumetric water and clouds.

Автор: xsoras8,8 тыс.3обновлён 12 сент. 2026 г.
colored-lightingpbrРеалистичные

Описание

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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.

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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.

v1


✨ 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.

Галерея

Последние версии

Все версии →
release

Mist 1.1

1.1
12 сент. 2026 г.3,9 тыс.Minecraft: 1.17, 1.17.1, 21w37a, 21w38a, 21w39a, 21w40a, 21w41a, 21w42a, 21w43a, 21w44a, 1.18-pre1, 1.18-pre2, 1.18-pre3, 1.18-pre4, 1.18-pre5, 1.18-pre6, 1.18-pre7, 1.18-pre8, 1.18-rc1, 1.18-rc2, 1.18-rc3, 1.18-rc4, 1.18, 1.18.1-pre1, 1.18.1-rc1, 1.18.1-rc2, 1.18.1-rc3, 1.18.1, 22w03a, 22w05a, 22w06a, 22w07a, 1.18.2-pre1, 1.18.2-pre2, 1.18.2-pre3, 1.18.2-rc1, 1.18.2, 22w11a, 22w12a, 22w13a, 22w13oneblockatatime, 22w14a, 22w15a, 22w16a, 22w16b, 22w17a, 22w18a, 22w19a, 1.19-pre1, 1.19-pre2, 1.19-pre3, 1.19-pre4, 1.19-pre5, 1.19-rc1, 1.19-rc2, 1.19, 22w24a, 1.19.1-pre1, 1.19.1-rc1, 1.19.1-pre2, 1.19.1-pre3, 1.19.1-pre4, 1.19.1-pre5, 1.19.1-pre6, 1.19.1-rc2, 1.19.1-rc3, 1.19.1, 1.19.2-rc1, 1.19.2-rc2, 1.19.2, 22w42a, 22w43a, 22w44a, 22w45a, 22w46a, 1.19.3-pre1, 1.19.3-pre2, 1.19.3-pre3, 1.19.3-rc1, 1.19.3-rc2, 1.19.3-rc3, 1.19.3, 23w03a, 23w04a, 23w05a, 23w06a, 23w07a, 1.19.4-pre1, 1.19.4-pre2, 1.19.4-pre3, 1.19.4-pre4, 1.19.4-rc1, 1.19.4-rc2, 1.19.4-rc3, 1.19.4, 23w12a, 23w13a, 23w13a_or_b, 23w14a, 23w16a, 23w17a, 23w18a, 1.20-pre1, 1.20-pre2, 1.20-pre3, 1.20-pre4, 1.20-pre5, 1.20-pre6, 1.20-pre7, 1.20-rc1, 1.20, 1.20.1-rc1, 1.20.1, 23w31a, 23w32a, 23w33a, 23w35a, 1.20.2-pre1, 1.20.2-pre2, 1.20.2-pre3, 1.20.2-pre4, 1.20.2-rc1, 1.20.2-rc2, 1.20.2, 23w40a, 23w41a, 23w42a, 23w43a, 23w43b, 23w44a, 23w45a, 23w46a, 1.20.3-pre1, 1.20.3-pre2, 1.20.3-pre3, 1.20.3-pre4, 1.20.3-rc1, 1.20.3, 1.20.4-rc1, 1.20.4, 23w51a, 23w51b, 24w03a, 24w03b, 24w04a, 24w05a, 24w05b, 24w06a, 24w07a, 24w09a, 24w10a, 24w11a, 24w12a, 24w13a, 24w14potato, 24w14a, 1.20.5-pre1, 1.20.5-pre2, 1.20.5-pre3, 1.20.5-pre4, 1.20.5-rc1, 1.20.5-rc2, 1.20.5-rc3, 1.20.5, 1.20.6-rc1, 1.20.6, 24w18a, 24w19a, 24w19b, 24w20a, 24w21a, 24w21b, 1.21-pre1, 1.21-pre2, 1.21-pre3, 1.21-pre4, 1.21-rc1, 1.21, 1.21.1-rc1, 1.21.1, 24w33a, 24w34a, 24w35a, 24w36a, 24w37a, 24w38a, 24w39a, 24w40a, 1.21.2-pre1, 1.21.2-pre2, 1.21.2-pre3, 1.21.2-pre4, 1.21.2-pre5, 1.21.2-rc1, 1.21.2-rc2, 1.21.2, 1.21.3, 24w44a, 24w45a, 24w46a, 1.21.4-pre1, 1.21.4-pre2, 1.21.4-pre3, 1.21.4-rc1, 1.21.4-rc2, 1.21.4-rc3, 1.21.4, 25w02a, 25w03a, 25w04a, 25w05a, 25w06a, 25w07a, 25w08a, 25w09a, 25w09b, 25w10a, 1.21.5-pre1, 1.21.5-pre2, 1.21.5-pre3, 1.21.5-rc1, 1.21.5-rc2, 1.21.5, 25w14craftmine, 25w15a, 25w16a, 25w17a, 25w18a, 25w19a, 25w20a, 25w21a, 1.21.6-pre1, 1.21.6-pre2, 1.21.6-pre3, 1.21.6-pre4, 1.21.6-rc1, 1.21.6, 1.21.7-rc1, 1.21.7-rc2, 1.21.7, 1.21.8-rc1, 1.21.8, 25w31a, 25w32a, 25w33a, 25w34a, 25w34b, 25w35a, 25w36a, 25w36b, 25w37a, 1.21.9-pre1, 1.21.9-pre2, 1.21.9-pre3, 1.21.9-pre4, 1.21.9-rc1, 1.21.9, 1.21.10-rc1, 1.21.10, 25w41a, 25w42a, 25w43a, 25w44a, 25w45a, 25w46a, 1.21.11-pre1, 1.21.11-pre2, 1.21.11-pre3, 1.21.11-pre4, 1.21.11-pre5, 1.21.11-rc1, 1.21.11-rc2, 1.21.11-rc3, 1.21.11, 26.1-snapshot-1, 26.1-snapshot-2, 26.1-snapshot-3, 26.1-snapshot-4, 26.1-snapshot-5, 26.1-snapshot-6, 26.1-snapshot-7, 26.1-snapshot-8, 26.1-snapshot-9, 26.1-snapshot-10, 26.1-snapshot-11, 26.1-pre-1, 26.1-pre-2, 26.1-pre-3, 26.1-rc-1, 26.1-rc-2, 26.1-rc-3, 26.1, 26.1.1-rc-1, 26.1.1, 26w14a, 26.2-snapshot-1, 26.1.2-rc-1, 26.1.2, 26.2-snapshot-2, 26.2-snapshot-3, 26.2-snapshot-4, 26.2-snapshot-5, 26.2-snapshot-6, 26.2-snapshot-7, 26.2-snapshot-8, 26.2-pre-1, 26.2-pre-2, 26.2-pre-3, 26.2-pre-4, 26.2-pre-5, 26.2-pre-6, 26.2-rc-1, 26.2-rc-2, 26.2, 26.3-snapshot-1, 26.3-snapshot-2, 26.3-snapshot-3, 26.3-snapshot-4, 26.3-snapshot-5, 26.3-snapshot-6, 26.3-snapshot-7, 26.3-snapshot-8, 26.3-snapshot-9, 26.3-snapshot-10, 26.3-pre-1, 26.3-pre-2, 26.3-pre-3, 26.3-rc-1, 26.3-rc-2, 26.3-rc-3, 26.3iris, optifine
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Что нового
Mist 1.1 Added Minecraft Java Edition 26.2 compatibility maintenance. Added gbuffers_textured_lit fallback coverage. Fixed legacy ftransform usage, including GLSL 430 compatibility passes. Fixed a pair of reversed smoothstep calculations used by underwater/atmospheric effects. Removed accidental local developer metadata from the release package. Minor shader cleanup and stability improvements.
release

Mist 0.8

0.8
1 июл. 2026 г.5 тыс.Minecraft: 1.17, 1.17.1, 1.18, 1.18.1, 1.18.2, 1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 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, 26.2iris, optifine
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Что нового
### Mist — v0.8 **Initial Release** - Added deferred HDR rendering pipeline with PBR materials (spec-map metallic/smoothness, octahedral normals) - Added screen-space global illumination and screen-space ambient occlusion - Added PCSS soft shadows with distortion and colored translucents - Added physically-based water: wave-derived normal map, Fresnel sky reflections, SSR, refraction and Snell apparent depth - Added metallic and glossy screen-space reflections - Added shadow-map raymarched volumetric god rays - Added raymarched volumetric clouds with self-shadowing, multiple scattering, HG phase and grey-shaded volume - Added Rayleigh/Mie atmosphere with true aerial perspective and smooth day/night transitions - Added cinematic underwater: Beer–Lambert absorption, scattering haze, depth compression, animated Voronoi caustics, marine snow, chromatic aberration and Snell-window glow - Added auto-exposure metering with AgX filmic tonemap, color grade and HDR bloom - Added in-menu configuration across Lighting, GI, Atmosphere, Post FX, Water, Underwater and Shadow screens