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Trace - Radianced!

Stylized meets performance

Автор: Exers1520обновлён 19 окт. 2026 г.
atmosphereМультяшныеcolored-lighting

Описание

What is Trace: An stylized shader aiming to achieve stunning visuals while trying to stay the most performant possible and survive in the process.

Some features:

Lines: Depth based colored outlines Radiance Cascades based illumination: Realistic but performant true colored light from any light source Radiance Cascades Path Tracing: Same method around radiance cascades but a lot more accurate and a lot more heavy as well Realistic pixel-locked shadowmap: Sun light plus the rc based environment light shadowmap make for a set of real like interactive lights and shadows from any (modded too) light and shadow sources Ambient colors: per biome colored sky, water, and ambient effects Different cloud styles: Anime, Story mode, 2.5D. Different water styles: Pixel art, Anime, Realistic. Godrays: Screen based Bioluminescent water: at night, a neon cyan fog appears in water at a certain height Post processing: Bloom, Vanilla AO, SMAA. And a lot more.

So what is next? (Roadmap)

Different "style" presets Nether and End custom support RC system fixes and performance improvement Improve actual ambiance effects and add more (like moving grass, more per biome identity, better volumetric air) Specific mods support And more ideas that come up in the future

Some of these features wouldn't have been possible without the amazing effort and quality devs of other projects did, read the whole CREDITS.txt file if you are interested in all the works and how they amount to this Trace right now.

Trace also takes heavy inspiration from the stunning not publicly released yet CazToon shader!

You are allowed to include, modify or use Trace in any form and any type of project (just make sure to read the MLP 2.0 license, is very permisive even with other licenses like ARR, it adds some little clauses to make free the rc code)

Галерея

Последние версии

Все версии →
release

Trace - Radianced! 2.0.1

2.0.1
19 окт. 2026 г.48Minecraft: 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
Скачать
Что нового
2.0.1 Renamed patch to tile, should allow GLSL 4+ to compile correctly. 2.0.0 The pixel art update Styles & Profiles - Performance and Style settings are now separated. - Profiles set performance only, now Small Potato, Balanced and NASA Potato, old Trace profile became the Trace style. Bounce Light - Lightmap now draws from blocks octants, giving a much much accurate depiction of each block shape not just complete cubes. - Attempt to fix leaks and flickers specifically around non cubic blocks. - Every probe now traces the same fixed rays so nothing gets averaged over frames, Cascade Memory removed. - Probes retrace only when a block, its light or its sunlight changes in reach plus a slow refresh for time and weather, probe pass under half the old cost in still scenes. - Sunlight traced through voxels instead of the camera following shadow map. - Light direction no longer read on a cell border or inside the wall. - Torches, lanterns and campfires share one fixed warm color, soul versions a fixed blue - Held items light the area in their own color. - Glow lichen and cave vines give light, mushrooms, fungus and cocoa no longer solid cubes (this kinda buggy atm). - Quad Voxelization (new) voxelizes each face once instead of four times for a cheaper shadow pass. - Sun Bounce (new) reflects sun color into the shade. - New debug views for probes, flicker, light shadows and octants. Outline - Outline, halo and rim light now share a unified pass, which cut costs around to half a ms in testing. - No outlines on text, nametags, signs, lightning or things outside of Trace. - Outlines show underwater. - Corals count as foliage to avoid excessive lines drawn in oceans. Sky & Clouds - Cloud Style (new) with 2D, Story and Anime clouds, Story is vanilla style 2.5 times taller based on Spices Up Clouds by Tixul and not_thefirst under MIT, new Anime style made custom for Trace using pixel art cumulus and cel shading! - Clouds follow a planet curve, meeting the horizon about 2000 blocks away. - Cloud Height Spread (new) gives each anime cloud its own height to make layers look more natural. - Painted Sky (new) Beautiful set of custom pixel art for the night sky and a little nebula for the end. - Shooting Stars (new) light the sky occasionally, very small addittion. - Sun and moon bloom, the sun is now visible and not just an eye burning flare. - Edge of the render distance fades into the exact sky color of its direction. - Fog Planes removed. Weather & Air - Sandstorms (new)! in dry biomes - Blizzards (new)! in cold biomes - Desert dust now pixel art!, instead of the odd looking volumetric air now just some odd pixel art dust speckles. - Biome Specks (new) with pollen over flower fields, cherry petals, swamp fireflies at night and End specks. Water - Pixel Water (new!) probably the best new addittion to the pack, go give it a try. - Shorelines now derive from a separate Shoremap. - Entities in water get foam and a short fading wake, boats, mobs, items and players! - Trace water sliders for cells, flowing streaks and cell speed (Thanks HappyMeek for the feedback!) - Underwater haze defaults to 0.01. - Underwater Clarity (new) sets swimming visibility, shorter absorption and a thinner veil, blue tint kept. Nether & End (new) Small support for both (still no full support, future updates will try to cover these and modded dimensions) - Nether air takes each biome fog color, painted sky gradient and a really really cool heat shimmer close to lava! - Nbula above the horizon, even ambient light, violet specks. Mod Support (new) - Distant Horizons support added. - Voxy support, experimental. - Colorwheel support added. Fixes & Performance - Scene stability should improve a lot while diminishing visual artifacts related to colored light. - Bounce Light rays up to 20% faster, shadow pass writes less data. Overall this was a pretty chunky update, while many systems started with the ideology of taking advantage from screen space methods in the end a lot of the rc lightmap needed to be reworked because the "patches" for many of the artifacts introduced by a deficient mix of a global yet not world anchored lightmap system and let alone experimental ended up adding extra cost much more than simply making a unified scene regardless of screen space. Thanks everyone for the feedback provided in earlier verions!
release

Pixel Art Update

2.0.0
18 окт. 2026 г.4Minecraft: 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
Скачать
Что нового
Trace 2.0.0 The pixel art update Styles & Profiles - Performance and Style settings are now separated. - Profiles set performance only, now Small Potato, Balanced and NASA Potato, old Trace profile became the Trace style. Bounce Light - Lightmap now draws from blocks octants, giving a much much accurate depiction of each block shape not just complete cubes. - Attempt to fix leaks and flickers specifically around non cubic blocks. - Every probe now traces the same fixed rays so nothing gets averaged over frames, Cascade Memory removed. - Probes retrace only when a block, its light or its sunlight changes in reach plus a slow refresh for time and weather, probe pass under half the old cost in still scenes. - Sunlight traced through voxels instead of the camera following shadow map. - Light direction no longer read on a cell border or inside the wall. - Torches, lanterns and campfires share one fixed warm color, soul versions a fixed blue - Held items light the area in their own color. - Glow lichen and cave vines give light, mushrooms, fungus and cocoa no longer solid cubes (this kinda buggy atm). - Quad Voxelization (new) voxelizes each face once instead of four times for a cheaper shadow pass. - Sun Bounce (new) reflects sun color into the shade. - New debug views for probes, flicker, light shadows and octants. Outline - Outline, halo and rim light now share a unified pass, which cut costs around to half a ms in testing. - No outlines on text, nametags, signs, lightning or things outside of Trace. - Outlines show underwater. - Corals count as foliage to avoid excessive lines drawn in oceans. Sky & Clouds - Cloud Style (new) with 2D, Story and Anime clouds, Story is vanilla style 2.5 times taller based on Spices Up Clouds by Tixul and not_thefirst under MIT, new Anime style made custom for Trace using pixel art cumulus and cel shading! - Clouds follow a planet curve, meeting the horizon about 2000 blocks away. - Cloud Height Spread (new) gives each anime cloud its own height to make layers look more natural. - Painted Sky (new) Beautiful set of custom pixel art for the night sky and a little nebula for the end. - Shooting Stars (new) light the sky occasionally, very small addittion. - Sun and moon bloom, the sun is now visible and not just an eye burning flare. - Edge of the render distance fades into the exact sky color of its direction. - Fog Planes removed. Weather & Air - Sandstorms (new)! in dry biomes - Blizzards (new)! in cold biomes - Desert dust now pixel art!, instead of the odd looking volumetric air now just some odd pixel art dust speckles. - Biome Specks (new) with pollen over flower fields, cherry petals, swamp fireflies at night and End specks. Water - Pixel Water (new!) probably the best new addittion to the pack, go give it a try. - Shorelines now derive from a separate Shoremap. - Entities in water get foam and a short fading wake, boats, mobs, items and players! - Trace water sliders for cells, flowing streaks and cell speed (Thanks HappyMeek for the feedback!) - Underwater haze defaults to 0.01. - Underwater Clarity (new) sets swimming visibility, shorter absorption and a thinner veil, blue tint kept. Nether & End (new) Small support for both (still no full support, future updates will try to cover these and modded dimensions) - Nether air takes each biome fog color, painted sky gradient and a really really cool heat shimmer close to lava! - Nbula above the horizon, even ambient light, violet specks. Mod Support (new) - Distant Horizons support added. - Voxy support, experimental. - Colorwheel support added. Fixes & Performance - Scene stability should improve a lot while diminishing visual artifacts related to colored light. - Bounce Light rays up to 20% faster, shadow pass writes less data. Overall this was a pretty chunky update, while many systems started with the ideology of taking advantage from screen space methods in the end a lot of the rc lightmap needed to be reworked because the "patches" for many of the artifacts introduced by a deficient mix of a global yet not world anchored lightmap system and let alone experimental ended up adding extra cost much more than simply making a unified scene regardless of screen space. Thanks everyone for the feedback provided in earlier verions!