AuraLite Shaders

โญ โ€” (6 endorsements) ๐Ÿ“ฅ 9,496 downloads ๐Ÿ“Œ v1.1.4 ๐Ÿ“… 5/28/2026
๐ŸŸก Updated this year

By AlexanderNyr ยท iris

โฌ‡ Download Mod Source: Modrinth โ†— ๐Ÿ“… Updated: 8/21/2026 ๐Ÿ“… Created: 5/28/2026

๐Ÿ” Analysis

  • ๐Ÿ‘ 0.1% endorsement rate
  • ๐Ÿ† #85 of 262 iris mods in this game by downloads

๐Ÿ“‹ About This Mod

# ๐ŸŒŒ AuraLite Shaders (Minecraft 1.16 โ€“ 26.2) !(https://img.shields.io/badge/Minecraft-1.16.5%20--%2026.2-blue?logo=minecraft&logoColor=white) (https://img.shields.io/badge/Loader-Iris%20%2F%20Sodium-green)](https://modrinth.com/mod/iris) (https://img.shields.io/badge/API-OpenGL%204.6%20%2F%20GLSL%20460-orange)](https://khronos.org/) (https://img.shields.io/badge/PBR-LabPBR%201.3-cyan)](https://github.com/rre36/lab-pbr) (https://img.shields.io/badge/Release-v1.1.4-purple)](https://github.com/AlexanderNyr/AuraLite-Shaders) (https://img.shields.io/badge/License-CC%20BY--NC--SA%204.0-lightgrey.svg)](https://creativecommons.org/licenses/by-nc-sa/4.0/) **AuraLite** is a modern, lightweight, and highly optimized shader pack built on top of the **OpenGL 4.6 / GLSL 460** standard. It is specifically designed and **tested for Minecraft 1.16 โ€“ 26.2 with Sodium + Iris** (and compatible with **OptiFine**, **Oculus**). AuraLite delivers a breathtaking, realistic visual experience without overcomplicating the screen with bloated post-processing effects (such as aggressive motion blur or heavy bloom). A lightweight HDR bloom (gaussian pyramid since v1.1.3, **half-resolution and skippable since v1.1.4**) softly glows emissive sources without smearing the scene. Optional FXAA/SMAA anti-aliasing, SSR, TAA, godrays, and SSAO are profile-scaled so AuraLite keeps **high FPS and smooth frametimes** on modern GPUs. > ๐Ÿงช **v1.1.4 note:** Adds tiny **physical-atmosphere LUTs** (`begin`/`begin1` โ†’ 64ร—32 `colortex5` + 32ร—16 `colortex6`), a **hard Distant Horizons seam** (the v1.1.3 screen-door dither punched white holes on DH 3.2), **DH-aware TAA** with a material reactive mask, a **Gerstner water spectrum**, **half-res schedulable bloom**, and an Iris 1.7.6 compatibility workaround (`dhShadow.enabled=false` by default). **TAA remains on by default in HIGH/ULTRA/EXTREME; camera jitter stays OFF.** See changelog below. --- > โ„น๏ธ **Historical note:** older changelog sections below are preserved as original release notes. ## ๐Ÿš€ What's New in v1.1.4 โ€” *Atmosphere LUTs, Distant Horizons Seam Fix & Half-Res Bloom* Version **1.1.4** rebuilds the experimental physical sky around shared low-frequency LUTs, replaces the hole-producing DH screen-door seam with a deterministic hand-off, and cuts post-process cost with skippable half-resolution bloom. It also finishes the TAA story for Distant Horizons (correct DH reprojection + Halton jitter on LOD geometry) and swaps glittery water fBm for a coherent Gerstner swell. ### ๐Ÿงช Shared Physical-Atmosphere LUTs (`begin` / `begin1`) * **Tiny HDR LUTs, not fullscreen buffers.** v1.1.3 deleted unused full-screen `colortex5`/`colortex6` to save VRAM. v1.1.4 brings them back as **64ร—32** solar-transmittance (`colortex5`) and **32ร—16** multi-scatter / ground-bounce (`colortex6`) tables โ€” kilobytes, not megabytes. * **`begin.fsh`** rebuilds direct solar transmittance every frame: sun elevation on X (`โˆ’0.16โ€ฆ1.0`, including civil twilight), camera altitude on Y (`0โ€“30 km`), Kastenโ€“Young airmass ร— Rayleigh + aerosol extinction, zeroed below the night hemisphere. * **`begin1.fsh`** layers bounded multi-scattering and biome-aware ground bounce on top of that transmittance. Noon is Rayleigh-blue; low sun is warm; swamp/snow/vegetation tints come from `GROUND_BOUNCE_MODE`. * **Shared by every physical-sky consumer** โ€” `gbuffers_skybasic`, terrain fog, water analytic reflection, volumetric godrays, clouds and the SSR sky fallback all sample the same LUTs instead of each running a second atmosphere march. * When **`SKY_MODE=0`** (every shipped profile) the LUT passes write constants and cost almost nothing. Enable Physical Sky manually in the Experimental tab. New Experimental โ†’ Atmosphere options (off-profile defaults stay cinematic / auto): * **`ATMOSPHERE_TURBIDITY`** โ€” *Crisp / Balanced / Hazy* aerosol load. * **`ATMOSPHERE_SCALE`** โ€” *Compact 25 m / Balanced 50 m / Cinematic 100 m* per block (how Minecraft Y maps into atmosphere kilometres). * **`GROUND_BOUNCE_MODE`** โ€” *Auto (biome-aware) / Neutral Soil / Vegetation / Snow / Desert*. * **`SKY_TEMPORAL`** โ€” rotation-only history blend for the sky (requires TAA). Physical sky uses a higher history weight than the animated gradient sky so stars/aurora do not trail. The swamp detector now also matches **`BIOME_MANGROVE_SWAMP`**. ### ๐ŸŒ Distant Horizons โ€” Hard Seam, TAA & Iris Workaround > โš ๏ธ AuraLite still does **NOT** claim full Distant Horizons compatibility. v1.1.4 is a targeted correctness pass on the v1.1.2/v1.1.3 experimental path. * **Hard deterministic hand-off at `far`.** The v1.1.3 16 m screen-door dither discarded random LOD fragments in the seam band; on DH 3.2 those holes showed sky/white whenever vanilla geometry did not fill the same pixel. DH fragments with `dist < far` are now simply discarded โ€” less cinematic, never stochastic. * **DH re

# ๐ŸŒŒ AuraLite Shaders (Minecraft 1. 16 โ€“ 26. 2)

!(https://img.shields.io/badge/Minecraft-1. 16. 5%20--%2026. 2-blue?logo=minecraft&logoColor=white) [!(https://img.shields.io/badge/Loader-Iris%20%2F%20Sodium-green)](https://modrinth.com/mod/iris) [!(https://img.shields.io/badge/API-OpenGL%204. 6%20%2F%20GLSL%20460-orange)](https://khronos.org/) [!(https://img.shields.io/badge/PBR-LabPBR%201. 3-cyan)](https://github.com/rre36/lab-pbr) [!(https://img.shields.io/badge/Release-v1. 1. 4-purple)](https://github.com/AlexanderNyr/AuraLite-Shaders) [!(https://img.shields.io/badge/License-CC%20BY--NC--SA%204. 0-lightgrey.svg)](https://creativecommons.org/licenses/by-nc-sa/4. 0/)

AuraLite is a modern, lightweight, and highly optimized shader pack built on top of the OpenGL 4. 6 / GLSL 460 standard. It is specifically designed and tested for Minecraft 1. 16 โ€“ 26. 2 with Sodium + Iris (and compatible with OptiFine, Oculus).

AuraLite delivers a breathtaking, realistic visual experience without overcomplicating the screen with bloated post-processing effects (such as aggressive motion blur or heavy bloom). A lightweight HDR bloom (gaussian pyramid since v1. 1. 3, half-resolution and skippable since v1. 1. 4) softly glows emissive sources without smearing the scene. Optional FXAA/SMAA anti-aliasing, SSR, TAA, godrays, and SSAO are profile-scaled so AuraLite keeps high FPS and smooth frametimes on modern GPUs.

> ๐Ÿงช v1. 1. 4 note: Adds tiny physical-atmosphere LUTs (`begin`/`begin1` โ†’ 64ร—32 `colortex5` + 32ร—16 `colortex6`), a hard Distant Horizons seam (the v1. 1. 3 screen-door dither punched white holes on DH 3. 2), DH-aware TAA with a material reactive mask, a Gerstner water spectrum, half-res schedulable bloom, and an Iris 1. 7. 6 compatibility workaround (`dhShadow.enabled=false` by default). TAA remains on by default in HIGH/ULTRA/EXTREME; camera jitter stays OFF. See changelog below.

> โ„น๏ธ Historical note: older changelog sections below are preserved as original release notes.

## ๐Ÿš€ What's New in v1. 1. 4 โ€” Atmosphere LUTs, Distant Horizons Seam Fix & Half-Res Bloom

Version 1. 1. 4 rebuilds the experimental physical sky around shared low-frequency LUTs, replaces the hole-producing DH screen-door seam with a deterministic hand-off, and cuts post-process cost with skippable half-resolution bloom. It also finishes the TAA story for Distant Horizons (correct DH reprojection + Halton jitter on LOD geometry) and swaps glittery water fBm for a coherent Gerstner swell.

### ๐Ÿงช Shared Physical-Atmosphere LUTs (`begin` / `begin1`)

Tiny HDR LUTs, not fullscreen buffers. v1. 1. 3 deleted unused full-screen `colortex5`/`colortex6` to save VRAM. v1. 1. 4 brings them back as 64ร—32 solar-transmittance (`colortex5`) and 32ร—16 multi-scatter / ground-bounce (`colortex6`) tables โ€” kilobytes, not megabytes. `begin.fsh` rebuilds direct solar transmittance every frame: sun elevation on X (`โˆ’0. 16โ€ฆ1. 0`, including civil twilight), camera altitude on Y (`0โ€“30 km`), Kastenโ€“Young airmass ร— Rayleigh + aerosol extinction, zeroed below the night hemisphere. `begin1.fsh` layers bounded multi-scattering and biome-aware ground bounce on top of that transmittance. Noon is Rayleigh-blue; low sun is warm; swamp/snow/vegetation tints come from `GROUND_BOUNCE_MODE`. Shared by every physical-sky consumer โ€” `gbuffers_skybasic`, terrain fog, water analytic reflection, volumetric godrays, clouds and the SSR sky fallback all sample the same LUTs instead of each running a second atmosphere march. When `SKY_MODE=0` (every shipped profile) the LUT passes write constants and cost almost nothing. Enable Physical Sky manually in the Experimental tab.

New Experimental โ†’ Atmosphere options (off-profile defaults stay cinematic / auto):

`ATMOSPHERE_TURBIDITY` โ€” Crisp / Balanced / Hazy aerosol load. `ATMOSPHERE_SCALE` โ€” Compact 25 m / Balanced 50 m / Cinematic 100 m per block (how Minecraft Y maps into atmosphere kilometres). `GROUND_BOUNCE_MODE` โ€” Auto (biome-aware) / Neutral Soil / Vegetation / Snow / Desert. `SKY_TEMPORAL` โ€” rotation-only history blend for the sky (requires TAA). Physical sky uses a higher history weight than the animated gradient sky so stars/aurora do not trail.

The swamp detector now also matches `BIOME_MANGROVE_SWAMP`.

### ๐ŸŒ Distant Horizons โ€” Hard Seam, TAA & Iris Workaround

> โš ๏ธ AuraLite still does NOT claim full Distant Horizons compatibility. v1. 1. 4 is a targeted correctness pass on the v1. 1. 2/v1. 1. 3 experimental path.

Hard deterministic hand-off at `far`. The v1. 1. 3 16 m screen-door dither discarded random LOD fragments in the seam band; on DH 3. 2 those holes showed sky/white whenever vanilla geometry did not fill the same pixel. DH fragments with `dist < far` are now simply discarded โ€” less cinematic, never stochastic. *DH re

๐Ÿค– AI-enhanced โ€” based on mod data

๐Ÿ“Š Mod Details

Game
Minecraft Shaders
Author
AlexanderNyr
Version
1.1.4
Downloads
9,496
Endorsements
6
Category
iris
Created
5/28/2026
Updated
8/21/2026
Game Versions
1.16, 1.16.1, 1.16.2, 1.16.3, 1.16.4
Tags
low, pbr, realistic

๐Ÿ”ง How to Install Minecraft Shaders Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

๐Ÿ“– Full step-by-step install guide for Minecraft Shaders โ†’

Visit the official mod page for specific installation instructions for this mod.

๐ŸŽฎ Need cheat codes or console commands? Check ur gaming wiki for Minecraft Shaders commands, item IDs, and more.

โ“ Frequently Asked Questions

Which Minecraft Shaders versions does AuraLite Shaders support?

The author lists 1.16, 1.16.1, 1.16.2, 1.16.3, 1.16.4, 1.16.5. Other versions may work but are untested by the author.

What is the latest version of AuraLite Shaders?

Version 1.1.4, published 2026-08-21 with 9,496 downloads recorded at the source.

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