
Shader of Stars
High-FPS Minecraft shader for iGPUs & laptops, with insane visuals that you could imagine running this fast.
Автор: Starknight_Z880обновлён 25 окт. 2026 г.
Фэнтезиpotatosemi-realistic
Описание
Shader of Stars is a lightweight, realistic shader pack built from the ground up around one rule: Visual Quality per FPS > Visual Quality > Feature Count. It delivers volumetric clouds, realistic ocean waves, celestial night skies, and atmospheric lighting at 60–110+ FPS on integrated GPUs and laptops—with zero ray tracing and zero blurry half-resolution cloud upscaling.
THIS SHADERPACK IS CURRENTLY IN EARLY DEVELOPMENT; EXPECT BUGS OR SO.
Frequently asked questions
- "When will Shader of Stars be updated for a new Minecraft version?"
- Shader packs are largely independent of Minecraft updates; as long as Iris (or OptiFine) is available for that version (
1.18–26.3+), Shader of Stars will work right out of the box.
- Shader packs are largely independent of Minecraft updates; as long as Iris (or OptiFine) is available for that version (
- "Which profile should I pick on a laptop or integrated GPU?"
- Start with
iGPU FastorBalancedat 100% render quality. Both keep crisp native pixel clarity without looking broken or blurry, and900p(1600×900) or half-Retina scaling on macOS gives the best balance of sharpness and high FPS.
- Start with
- "Can I modify, reupload, or use this shader in a modpack?"
- Shader of Stars is All Rights Reserved—edits, forks, code extraction, and third-party reuploads are not permitted without written permission from Starknight_Z. Official Modrinth modpacks may include unmodified releases directly via Modrinth's dependency system.
Features
- 100% Native-Resolution Volumetric Clouds with 3 selectable styles (
Photon Cumulus,Photon Multi-Layer Skywith altocumulus & cirrus decks, andClassic Legacybackup) - Sky-vs-Terrain Split TAA + CAS keeping moving clouds smooth while preserving sharp terrain and leaf silhouettes
- Revamped Atmosphere & Celestial Nights featuring natural glare-free daytime exposure, ozone sunsets, multi-tier twinkling stars, Milky Way dust rifts, Aurora Borealis curtains, and shooting stars
- Post-Rain Analytical Double Rainbows (
42°primary +51°secondary arc with zero GPU cost in dry weather) - Realistic Seascape Water & Underwater Optics with Stokes-Gerstner waves, connected wave-strip caustics, sun-aligned underwater god rays, shoreline foam, and a
Classic Legacywater toggle - Dynamic Rain & Storm Weather with wind-slanted rain streaks, concentric puddle/lake ripples, wet surface darkening, and storm mist
- Forest Canopy God Rays & Leak-Free Soft Shadows with concave corner/cave light-leak prevention and stained-glass colored shadows (
Balanced+) - Integrated PBR Materials & Reflections including screen-space reflections, world + handheld reflections on precious metal/gem blocks (Emerald, Diamond, Iron, Gold, Copper), and zero-FPS-cost glowing ore veins
- Custom Nether & End Dimensions featuring 3D-anchored volcanic Nether fog, swirling 3D parallax Nether portals,
Ethereal EclipseEnd sky (Vivid Nebulaoption), Hollow Sun black-hole lighting, 3D Cosmic Abyss End portals, and Astral Mirror obsidian in The End - 4 Tuned Performance Profiles (
iGPU Fast,Balanced,High,Cinema) plus an extensive Iris settings menu with Quick Feature Toggles
Performance Benchmarks
Tested in-game on Intel Iris Xe Graphics (Samsung Galaxy Book3 Pro, 1600×900 at 100% internal render resolution with Sodium + Iris):
- Overworld (
iGPU Fast/Balanced):75–90+ FPS(86 FPSbaseline;60+ FPSsustained in heavy weather/cloud scenes) - The Nether:
95–105+ FPS(98 FPSbaseline via shadowless 3D volcanic lighting) - Desktop GPUs & AMD Radeon 780M / 890M / Apple M-Series:
80–140+ FPSdepending on resolution and render distance
Compatibility
Shader loaders
- Iris (recommended)
- Best performance and mod compatibility when paired with Sodium on Fabric / NeoForge (or Embeddium + Oculus on Forge)
- Required for the full categorized Shader Pack Settings UI and Quick Feature Toggles
- OptiFine
GPU vendors
- Intel (Iris Xe, Intel Arc iGPUs & dGPUs, UHD)
- AMD (Radeon 680M / 780M / 890M, Ryzen AI iGPUs, Radeon RX)
- Nvidia (GeForce GTX / RTX)
- Apple Silicon (M1 / M2 / M3 / M4 via OpenGL 330 compatibility — enable "Reduce Resolution on macOS" in Video Settings for best Retina FPS)
Acknowledgments
- SixthSurge (Photon Shaders) — Artistic inspiration for natural gaseous cloud layering and sky aesthetics
- Andrew Schneider & Nathan Vos (Guerrilla Games — Nubis) — Volumetric Perlin-Worley cloud profiling literature
- Magnus Wrenninge ( Oz: The Great and Powerful)** — Multi-octave volumetric scattering approximation
- Sébastien Hillaire — Physically based sky and aerial perspective literature
- Jorge Jimenez (Activision / Call of Duty: Advanced Warfare) — Dual-filter bloom downsampling and Interleaved Gradient Noise (IGN)
- AMD GPUOpen (FidelityFX CAS) — Contrast Adaptive Sharpening reference math
- Krzysztof Narkowicz & Matt Taylor — ACES fitted filmic tonemapping curve
Disclosures
- AI Usage Disclosure: Developed and directed by Starknight_Z with generative AI assistance used for GLSL code implementation, optimization, validation tooling, and documentation drafting. Every visual feature, artistic direction, hardware benchmark, and performance target was human-directed and tested in-game on target integrated GPU hardware.
- License: Copyright (c) 2026 Starknight_Z. All Rights Reserved.
Галерея
Последние версии
Все версии →release
Shader of Stars 1.4
1.425 окт. 2026 г.88Minecraft: 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, 26.2, 26.3iris, optifine
Что нового
### v1.0 — Initial Shader of Stars Release
- Established the core **Shader of Stars** high-FPS pipeline (`iGPU Fast`, `Balanced`, `High`, and `Cinema` profiles) tuned for integrated GPUs (Intel Iris Xe, Intel Arc, AMD Radeon 680M/780M/890M) and Apple Silicon at 100% native resolution without ray tracing.
- **Atmosphere & Celestial Nights:** Natural glare-free daytime exposure, Chappuis-ozone sunsets, multi-tier twinkling starfields, Milky Way dust rifts, Aurora Borealis curtains, shooting stars, and analytical post-rain primary & secondary double rainbows (`ENABLE_RAINBOWS`, zero GPU cost in dry weather).
- **Water, Rain & Lighting:** Analytical Stokes-Gerstner ocean waves (`WATER_STYLE = 0`, plus `Classic Legacy` backup), connected wave-strip caustics, sun-aligned underwater volumetric god rays, forest canopy leaf sunbeams, wind-slanted rain streaks with concentric puddle/water ripples, leak-free concave shadow biasing, zero-FPS-cost glowing ore veins, and world + handheld reflections on precious metal/gem blocks.
- **Dimensions:** Shadowless 3D-anchored volcanic Nether fog with swirling 3D parallax Nether portals; `Ethereal Eclipse` End sky (`Vivid Nebula` backup toggle) with Hollow Sun black-hole lighting, custom 3D Cosmic Abyss End portals, and Astral Mirror obsidian in The End (while keeping dark volcanic obsidian in the Overworld/Nether).
- Introduced initial curved-shell *Nubis* volumetric clouds (`CLOUD_STYLE = 0`) alongside `Classic Legacy` clouds (`CLOUD_STYLE = 1`).
### v1.1 — Coarse-to-Fine Cumulus & Intel Iris Xe Driver Compliance
- Added bidirectional coarse-to-fine clear-sky skipping (`~60%` empty-sky early exit) with spherical Worley cumulus florets and wind-compensated temporal reprojection.
- Audited and fixed all non-monotonic `smoothstep` edge orderings across clouds, stars, fog, ripples, and SSR for strict Windows Intel Iris Xe OpenGL driver compliance.
### v1.2 — SIMD-Coherent Raymarching & Native Pixel Clarity
- Reworked cloud raymarching for uniform SIMD warp execution and eliminated coarse-to-fine boundary stippling.
- Tightened sub-pixel Halton jitter (`0.58x`), `1.0σ` YCoCg TAA (`0.72` stationary blend), unified RGB CAS sharpening, clean Fresnel glass sheen, and stabilized shadow/SSAO kernels for sharper terrain and foliage on `iGPU Fast` and `Balanced`.
### v1.3 — 100% Native-Resolution Sky Architecture & VRAM Reduction
- Removed sub-resolution (`50%`/`65%`) cloud rendering, 5-tap upscaling blur, and the `colortex4` (`RGBA16F`) ping-pong buffer — saving ~`23 MB` of VRAM and evaluating clouds strictly at **100% native resolution** on visible sky pixels.
- Expanded `CLOUD_STYLE` to three selectable modes (`0`, `1`, and `2 = Classic Legacy` backup).
### v1.4 — Photon-Inspired Gaseous Volumetric Clouds & Sky-Split TAA (First Public Release)
- Replaced stylized v1.3 cumulus shapes with **100% native-resolution Photon-inspired gaseous volumetric clouds**: continuous Perlin-Worley + turbulent FBM vapor density, Beer-Lambert transmittance, Wrenninge 3-octave multi-scattering, creamy sunlit tops, neutral dove-grey/silver-taupe undersides, and distance-damped horizon perspective (`CLOUD_ALTITUDE = 220`).
- **Three Cloud Styles (`CLOUD_STYLE`):**
- `0 — Photon Cumulus` (*Default on `iGPU Fast` & `Balanced`*: `4–6` adaptive steps + 1-fetch clear-sky skip averaging `~2.55` `RGBA8` fetches/px).
- `1 — Photon Multi-Layer Sky` (*Default on `High` & `Cinema`*: `6–10` cumulus steps + `455m` dappled Altocumulus sheet + `530m` wispy Cirrus filaments).
- `2 — Classic Legacy` (*1-click backup in Quick Feature Toggles*).
- **Sky-vs-Terrain Split TAA:** Dedicated sky temporal convergence (`2.15σ`, `0.90` blend + wind-compensated cloud reprojection for `~10x` effective cloud samples) paired with `1.00σ` (`0.72` blend) terrain/leaf clamping so clouds stay silky-smooth while block edges stay crisp.
- Synchronized water surface cloud reflections with the v1.4 cloud deck and updated project licensing to **All Rights Reserved**.



