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Actmos

Actmos

by Wanders_Test3 • Downloads: 0 • Followers: 0
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Name Game version Platforms Published Downloads Actions
26.3 26.2 26.1.x +4
Iris OF OptiFine
23h ago 1
26.1.x 1.21.x 1.20.x +14
Iris OF OptiFine
23h ago 1
[V1.0] Actmos by Wanders_Test3 on Oct 16, 2026
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### Start

Actmos V1.0 Beta

Lighting:
  • Added fog.
  • Light rays now treat the Actmos title plane as an occlusion element.
  • Reduced default light ray length (from 1.00 to 0.75).
  • Increased default light ray intensity (from 0.15 to 0.20) and expanded the slider range for finer adjustments.

Post-processing:
  • Reworked Motion Blur to calculate velocity based on full world-space position reconstruction (previous/current camera matrices) instead of using a simplified screen-space vector; added a maximum distortion limit.
  • Motion Blur dithering now rotates every frame (based on the frame counter) instead of using a static per-pixel offset.
  • Background Blur, Motion Blur, and Chromatic Aberration are now disabled by default
  • Increased default Motion Blur intensity (from 2.00 to 2.25) and default vignette strength (from 0.20 to 0.25).
  • Removed the independent step/sample sliders for Background Blur and Motion Blur. Both are now driven by the new Detail Quality setting

Color Correction:
  • Increased global default values for Saturation (from 1.00 to 1.10), Vibrance (from 0.00 to 0.24), and Contrast (from 1.00 to 1.10)
  • Reset color correction presets for Morning/Afternoon, Day, and Night to neutral default values (Gamma/Gain/Contrast/Saturation/Vibrance)
  • Adjusted tint defaults for the Nether and the End (Gamma, Temperature, Contrast, Saturation)
  • Removed independent control for Overworld tint; time- and weather-dependent color tints are now controlled directly by period-specific options
  • Fixed an issue where sky/void pixels were completely ignored by color grading; color grading is now consistent with the rest of the scene

Optimization:
  • Replaced the per-profile effect settings with a single Detail Quality setting (Potato to Ultra)
  • Unified Nether and End rendering in main programs (composite/final) using Iris/OptiFine dimension definitions, eliminating separate world1/world-1 override folders
  • Updated several shaders (composite1, composite7, final) from GLSL 120 to 130 to support Multiple Render Targets (MRT)
  • Standardized slider increment values across all settings to ensure consistent formatting

Other:
  • Added an Actmos title splash screen that fades in when loading a world or changing dimensions, physically occluded by terrain and godrays
  • Added an optional animated GIF pet overlay, with controls for position, scale, opacity, frame delay, and horizontal flipping

### End

[V1.0] Actmos by Wanders_Test3 on Oct 16, 2026
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### Start

Actmos V1.0

Lighting:
  • Added AO (Ambient Occlusion) with emissive surface protection (glowstone, lava, etc. are not darkened)
  • Added Godrays (sun/moon light shafts) with fade near the horizon and sun disc glow

Post-Processing:
  • Added Depth of Field (DOF) with Auto and Manual focus modes, golden-angle spiral bokeh sampling
  • Added Motion Blur based on per-pixel screen-space velocity
  • Added Chromatic Aberration (CA), strongest at screen edges
  • Added Vignette with adjustable radius and softness

Color Grading:
  • Added global grading (gamma, gain, temperature, contrast, saturation, vibrance)
  • Added Ambient Tone: separate grading presets for Morning/Afternoon, Day, and Night, smoothly blended based on world time
  • Added Rain/Thunder grading tint that overrides time-of-day grading based on weather strength
  • Added Nether-specific grading tint
  • Added End-specific grading tint

Optimization:
  • Added quality profiles: Potato, Very Low, Low, Medium, High, Ultra (adjusting DOF steps, motion blur samples, AO samples, and toggling AO/Godrays/CA/Motion Blur/DOF per profile)
  • AO and Motion Blur skip the held item (hand) and sky pixels
  • Motion Blur and DOF skip sky pixels
  • Color grading skips sky/void pixels
  • AO sampling radius scales with FOV to keep occlusion consistent across FOV settings

### End
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