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Reshady

Reshady lets light do what it does in the real world, bounce off every block, bend through glass, and pool in shimmering water, while keeping the game looking true to vanilla Minecraft.

Автор: 8xf21r37804обновлён 24 окт. 2026 г.
path-tracingsemi-realisticvanilla-like

Описание

Reshady

Note: if there's an issue with the first time loading the pack, please simply reload. Nether portal in the nether.

Path-traced lighting for Minecraft Java, made fast with built-in temporal upscaling.

Reshady brings real light transport to Minecraft. Sunlight and torchlight bounce through your builds, glass bends the world behind it, water reflects what’s actually around it, and metal blocks shine like metal. All of it runs at playable frame rates thanks to a temporal upscaler built right into the pack.

Lighting

Path-traced global illumination: light bounces off blocks and picks up their colour, so a red wall tints the room and sunlight spills down shafts and through windows.

Light cache: bounce light is stored per block and averaged over time, which gives smooth, multi-bounce interiors without the grain.

Coloured block light: every light source glows in its own colour, from warm torches and cyan soul fire to green copper and purple amethyst.

Denoiser: temporal and edge-aware filtering turns a few rays per pixel into clean, stable light.

Soft, contact-hardening shadows: sharp where objects touch, softer further away, with screen-space contact shadows for small details.

Coloured shadows: sunlight through stained glass takes on its colour. Water, glass and reflections

Realistic water: absorption and scattering coloured per biome (murky swamps, turquoise warm oceans, deep blue cold seas), with light shafts, caustics, gentle waves and a glowing Snell’s window when you look up from below.

Solid glass: glass, stained glass and ice refract like real glass blocks, with internal reflections and depth-based tint. Beacons refract their inner core. World-space reflections on water and smooth or metal surfaces. They show the actual world, not just what’s on screen, with smooth denoised results on rough surfaces.

Reflective materials without a resource pack: iron, gold, copper (through every oxidation stage), netherite, diamond, emerald, quartz, obsidian and packed or blue ice reflect with realistic roughness. Ores shine only on their metal specks, rails without their wooden ties, and lanterns only on their frames.

LabPBR support for resource packs with normal and specular maps.

Sky and atmosphere

Physical sky with a sun, moon and stars.

Volumetric clouds: blocky vanilla-style or realistic layered clouds. Volumetric fog and light shafts through trees and terrain.

Custom dimensions: a smoky blood-red Nether with biome-tinted haze, and a deep-space End with a cloud sea and lightning shafts. Performance

Built-in temporal upscaling (no extra mods needed): the world renders below your screen resolution and is rebuilt to full sharpness from several frames, like DLSS or FSR 2. On an RTX 3060, 75% looks practically identical to native at around 65 FPS. Upscaling Preset: 50% Performance, 58% Balanced, 67% Quality, 75% Ultra, 85% or Native. Shader Preset: Low, Medium, High and Ultra. Low turns off the voxel-based features for weaker GPUs.

Post processing

Bloom, auto exposure with eye adaptation, night vision (dim scenes shift blue and lose colour), AgX or ACES tonemapping, adaptive sharpening, and optional depth of field and motion blur. Everything is adjustable in the Post Processing tab.

Requirements

Minecraft Java 26.3, Fabric Iris and Sodium A modern GPU. Ultra with path tracing is aimed at RTX 3060-class cards and up; use the Low or Medium preset on older hardware.

Галерея

Последние версии

Все версии →
beta

NNTU Test 1. On by default, experimental.

1.0.1
24 окт. 2026 г.250Minecraft: 26.3iris
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Что нового
**Added and changed** - Added coloured godrays through tinted glass, with controls for shaft thickness and colour saturation. - Reworked volumetric fog with a froxel volume and tuned its contribution down: about 50% less at night and 15% less during the day. - Added block-light contribution to cloud lighting and cloud visibility to PTGI bounce lighting. - Added a full-resolution cloud layer over translucent surfaces and a full-resolution pass for cloud reflections in water. - Built and trained the first learned history-weighting network, then developed a larger second network warm-started from the first. Results were about 15-17% better quality than temporal upscaling, at about the same framerate. **EXPERIMENTAL, Expect bugs and issues!** - Added a learned-upscaling debug view and moved its controls to the Upscaling settings. - Expanded upscaler training scenes with harder detail and motion, including foliage, glass, and thin geometry. - Added special upscaler handling for flowers and other foliage, signs, fences, and iron bars. - Changed water refraction to use the existing 75%-resolution path and added special upscaling treatment for water. - Increased water-wave strength by 15% and extended reflection history for distant water. - Added underwater visibility cutoffs and depth-based fading for refractions and shadows. - Filled the reflection gap between screen-space and voxel reflections with screen-space reflections. **Bug fixes** - Moved cloud rendering to full resolution over translucent surfaces to address cloud edges and dark outlines. - Adjusted temporal handling for moving entities to reduce ghosting. - Added an early check before the costly glass search. This affects the glass search, not water refraction. - Fixed a severe frame-rate regression in learned upscaling by changing how the shader evaluates the network. - Reduced repeated screen-to-world calculations, skipped empty voxel regions more cheaply, and reduced work in the shadow geometry pass.
release

First release of Reshady.

1.0.0
18 окт. 2026 г.530Minecraft: 26.3iris
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