EmberVoid redefines Minecraft's lighting by driving a striking visual wedge between day and night.
Designed to deliver a warm, sun-drenched summer ambiance rather than the typical soft spring aesthetic, EmberVoid combines high-contrast visuals with unique effects like dynamic heat haze, volumetric skies, and vivid atmospheric phenomena.
Built from the ground up for modern hardware, it packs advanced graphical features into an exceptionally high-performance package—with dedicated optimizations for Intel Arc graphics cards.
Key Features:
- Distinct Day & Night Contrast: Sunny, warm daytime atmospheres transitioning into deep, moody nights with high-contrast ambient lighting.
- Volumetric Dynamic Sky: Ray-marched volumetric clouds with Worley erosion, multiple scattering, adaptive step counts, dynamic sunset ember sparks, and realistic light lookup tables.
- Advanced Water Rendering: Screen-space reflections (SSR), caustics, depth-based shore foam with surf surges, dynamic wind/gust movement, and underwater godrays.
- Lighting & Atmospheric Depth: SSAO, aerial perspective, static distant shadows beyond standard render distance, terrain godrays, and colored Aurora Borealis that dynamically illuminates cloud layers.
- Unique Visual Effects: Integrated heat haze distortion, smooth foliage/grass shadows, and dynamic horizon coloration.
- Extreme Customization: Over 150 configurable menu options with full bilingual support (English & German).

Hardware & Compatibility
- EmberVoid is engineered for extreme efficiency, targeting high frame rates even at steep render distances.
- Primary Platform: Designed exclusively for Iris Shader Loader. (OptiFine is currently unsupported).
- Intel Arc Optimized: Specifically tuned for Intel Xe-HPG architectures (handling register pressure and math pipeline optimization). Smooth performance tested up to 32 chunks (140–210 FPS on Intel Arc B580).
- Supported Dimensions: Overworld, Nether(WIP), and The End(WIP).
NVIDIA & AMD: Fully functional across all modern GPUs, though primary hardware tuning focuses on Intel Arc.
All Versions
+ Add Version### Clouds
> - Fixed the hard line just below eye level.
> - Clouds no longer burn out to white (higher-precision color buffers).
> - No more black patches inside clouds, and no more direction-dependent graying.
> - Removed the flickering dark waves while moving (temporal accumulation).
> - Removed grain and motion smearing.
> - New: temporary 2D cirrus clouds so the sky isn't empty.
> - Removed: the three old cirrus types and the haze layer. They will be rebuilt in 0.6.0.
### Reflections
> - Glossy blocks now reflect their surroundings, not just the sky. "Full" is the new default.
> - Fixed:
> - flickering on side faces
> - hard-edged circles
> - gaps where block sides are hidden
> - flicker from water and waving grass
> - white haze in caves
> - Metals (gold, iron, copper) reflect in their own color instead of pale and bluish.
> - Amethyst is glossy in all forms: block, budding amethyst, clusters and buds.
> - Puddles: cloud reflections stay fixed in the world, and plants no longer reflect.
### World & lighting
> - Lava and fire are no longer white.
> - Water is now covered by distance fog.
> - New slider for where the render-distance fog starts. It is slightly closer by default.
> - Shadows: a new smooth filter is the default, and the old filters are still selectable.
### Menu
> - Sky and cloud settings are organized into subfolders.
- Foam(Experimental) // now depends on the current and waves.
- Cloud Shadows // More subtile and improved softness.
- World; Moon // Improved the appearece of the Moon with Moon-phases; halo and Kraters, fully 3D, no Glowing Disc anymore.
- Caves // Cavelighting finaly added.
Vanilla Sun & Moon turned off by default as well as Foam(Experimental)
Settings are more organized now!
### Bugfixes:
- Cloud Shadows // No more jagged or blocky cloud shadows starting at 1,400 blocks.
- Clouds // Clouds are now keeping their shape as they should; no more “hurricanes” or long, angular clouds.
- SSR // No more SSR on players. (Also this fixed Nametag issues)
- SSR // Flickering on the Water sides fixed.
Shiped out the wrong 0.5.0-beta .zip with the wrong directory-structure!
This update took the longest so far, but it also brings the most changes! It’s not just moving toward realism anymore, but also more toward fantasy!
### --- Mainly: Sky ---
- _Ember sparks at sunset and dynamic horizon color!_
- _Volumetric ray marching instead of 2D coverage, adaptive step count_
- _Multiple scattering, Worley erosion, domain warp, three types of cirrus clouds_
- _Night clouds with moonlight, temporal accumulation_
- _Haze between main clouds and cirrus clouds, carried by the wind._
Real lookup tables for the clouds! They look completely new now!
### --- Light & Shadow ---
- _SSAO, aerial perspective_
- _Static distant shadows beyond the shadow map_
- _Godrays through gaps in the clouds and terrain_
- _Aurora borealis shining in color onto the clouds!_
- _Grass shadows without blocky steps_
- _SSR, caustics, underwater godrays, ice with Fresnel effects_
- _Shore foam with surf surges and undertow, based on actual water depth instead of a ray of sight_
- _Wind field + gusts to counter grid-like repetitions_
### --- Miscellaneous, New ---
- _LICENSE.txt (ARR with permissions), CREDITS revised_
- _Menu with 158 options, bilingual, 866 entries per language (AI TRANSLATION!)_
### - Compatibility -
- _Tested:_**
- GPU:** _Intel Arc B580_
- Drivers:** _Mesa (Linux) and Intel (Windows 11 now works!)_
- Dimensions:** _Overworld; Nether; End_
- Render distance:** _32 chunks_
- Frame rate:** _140–210 FPS_
_**Untested – Expect issues**_
- NVIDIA and AMD.** _The optimizations are aimed at Xe-HPG
but haven't been tested._
- OptiFine.** _Designed only for Iris.
This Version is an early test Version for the more tested Beta Version. There can/will be many Bugs.
## New Features:
- SSR Reflections // Completely rebuilt; now uses direct screen space coordinates instead of fixed world meters.
- Aurora borealis // The Northern Lights were added to the night sky.
- Cirrus-Clouds // Cirrus-Clouds were added to the sky.
- Dynamic Lighting // Light source now emmit light in your Hand.
- Options and Development // Some options for performance, look and Debug were addet to the shaderpack settings.
## Bug Fixes:
- SSR Sky Fallback // When the camera was pointed upward past -90 degrees, a light blue layer would appear over the water. Fixed.
- Coustics warping // Coustic warping and shifting was fixed if player moved verticaly to the water.
Grass // No more flickering and wind-movements as the whole plant.
Oversaturation // Saturation and brightness of the shader got decreased.
_Imporved Godrays_ // Godrays stand out stronger than bevor and can be seen now when not facing towards the Sun
_Water depth_ // Water appears a bit deeper now and is slightly more Transparent
_Water Effects_ // Marien-Snow, Chromatic-Abboration and Total-Reflektions were added.
### _**Shadows:**_
_Clipping and sharp edges_ // Now fixed for plants. Shadows look smoother now on the Surface Plains
### _Performance:_
_Raymarching and Cloud-Buffer Resulution_ // Decresed because it was to high and to mutch wich is causing massiv Performance consumption.
### _Fixes:_
_Plant ripping_ // Most plants dont rip apart now whilest moving in the wind.
_Shadow Reflections_ // Shadows arent reflecting the Renderdistance Fog anymore from some angles.
- _**Complete water overhaul with god rays, Coustiucs, and more!**_
- _Cloud overhaul // No gray edges around clouds and whiter clouds._
- Night sky // Many fine, small stars in the sky instead of a few large ones
Alpha Skybox Update // The transition between the ShaderSky and the standard sky has been smoothed out and will be fully merged in the future
Reduced Contrast at Noon // The contrast is lower