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Rift - superfast

Rift - superfast

by Gleeshk • Downloads: 0 • Followers: 0
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Rift shaders - super fast!

Rift shaders is ultra lightweight shaderpack for potato PCs, runs on entry-level cards completely fine. If you have MX350 (laptop entry-level), you should be able to run "potato" preset at 30-40fps

Rift adds lightweight effects such as custom water and lighting, godrays, Nether and End effects, etc.

Day and night are obviously reworked:

Day with Rift Night with Rift

Nether is also reworked:

Nether with Rift

And lastly, the end:

The End with Rift

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.x
Iris
1d ago 1
1.20.x
Iris
1d ago 1
1.21.x
Iris
1d ago 1
1.20.x
Iris
1d ago 1
# This is the first major Rift update!
### Rift for 1.21.1-1.21.8
  • Regional river, jungle, swamp, and ocean water with smooth biome transitions.
  • Full tempest lighting: advancing storm clouds, stronger weather fog, wet
terrain, rain-rippled water, overcast grading, and lightning flashes.
  • Shadow-map volumetric godrays on High (8K) and Ultra (16K).
  • Enhanced Minecraft water reflections at High/Ultra Water Quality.
  • Colored held-item lighting from Low through Ultra.
  • Opaque lava surfaces and dense in-lava visibility absorption.
  • Rebuilt underwater scattering, caustics, motes, and sunlight curtains.
  • Stabilized High/Ultra water reflections with water self-hit rejection,
refined ray intersections, depth-continuity checks, and softened sampling.
  • Reworked obsidian into a restrained dark clear coat and removed the duplicate
reflection pass that made portal frames appear bright purple.
# This is the first major Rift update!
### Rift for 1.20.1-1.20.6
  • Regional river, jungle, swamp, and ocean water with smooth biome transitions.
  • Full tempest lighting: advancing storm clouds, stronger weather fog, wet
terrain, rain-rippled water, overcast grading, and lightning flashes.
  • Shadow-map volumetric godrays on High (8K) and Ultra (16K).
  • Enhanced Minecraft water reflections at High/Ultra Water Quality.
  • Colored held-item lighting from Low through Ultra.
  • Opaque lava surfaces and dense in-lava visibility absorption.
  • Rebuilt underwater scattering, caustics, motes, and sunlight curtains.
  • Stabilized High/Ultra water reflections with water self-hit rejection,
refined ray intersections, depth-continuity checks, and softened sampling.
  • Reworked obsidian into a restrained dark clear coat and removed the duplicate
reflection pass that made portal frames appear bright purple.
# Hello, Rift!
The first version (but now ported on 1.21.1-1.21.8). Check out description for info.
# Hello, Rift!
This is the first version. Please check out description for info.
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