Zarya
Zarya is a fork of minecraft-miniature-shader by Mateus A. Kreuch, with a large visual extension layer added by Throw New Error.
What's new in Zarya
- Realistic water — custom wave geometry, refraction, reflections, underwater fog
- Volumetric lighting — god rays with weather and rain interaction
- Atmospheric fog — height fog, Mie-style scattering, Nether fog, weather blending
- Procedural clouds — three-layer cloud model (low / mid / upper), cloud shadows
- Temporal anti-aliasing (TAA) — Catmull-Rom history sampler, YCoCg color clipping
- FXAA + sharpen — fast edge AA with configurable sharpness recovery
- SSAO — screen-space ambient occlusion
- Procedural normals — generated from albedo at runtime, no resource pack needed
- IPBR — specular, emission and normals driven by image analysis
- Procedural stars — twinkle, color temperature, density control
- Waving foliage — leaves and tall plants with snow / rain amplitude modulation
- Distant Horizons/Voxy support — LOD seam dithering, shadow pass, lod water
Compatibility
- Iris 1.7+
- OptiFine (limited — DH and some Iris-only uniforms will not work)
- Minecraft 1.21++
License
The base shader (minecraft-miniature-shader) is MIT licensed.
See LICENSE for the full text — Copyright (c) 2022 Mateus A. Kreuch.
All new code added by the Zarya fork is All Rights Reserved.
See TNE_LICENSE.md for the Zarya fork terms.
Third-party code embedded in Zarya is listed in THIRD_PARTY_NOTICES.md.
Credits
| Mateus A. Kreuch | Original minecraft-miniature-shader (MIT) |
| Throw New Error | Zarya fork — All Rights Reserved |
| David Hoskins | Hash without Sine (MIT) — fog dithering, star field |
| Simon Rodriguez / NVIDIA | FXAA 3.11 compact (MIT + BSD-3-Clause) |
All Versions
+ Add Version- Ink Rain (雨 / 雪)
- Glyph opacity, size, spacing, rain speed, snow speed
### Clouds and fog
- Half-resolution clouds
- Temporal accumulation
- Layer speed from cycle length
- Ground haze fade by distance
### Lighting
- Sun ray march cutoff
- Sun and moon crossfade at sunset
- Opaque blockers for colored glass shadows
- Nether and End block light
### Glass
- Clear-glass rim; stained-glass rim behind Opaque glass frame
- Antialiased rim
- SSR and clouds through colored glass
### LoD
- DH water reflections and fog
- Voxy and DH ice
- LoD contact shadows
- DH shadows in the Nether and the End
### LPV
- Modded lights from Euphoria Patches lists
- Mix by the brightest voxel
- Brightness and saturation
- LPV on the High profile
### Events and materials
- Color Splash
- 3D cracks
- Procedural comets in the Overworld
- Fix Water & Reflections
- Cirrus parameter for Low / Mid / High layers (from cumulus to wisps)
- Coverage = 0 disables the layer
- Per-layer noise offset and updated defaults
Glass & Lighting
- Opaque glass frame option — a frame like vanilla glass, while the pane remains a colored filter
- Colored shadows from glass (COLORED_SHADOWS)
- LoD fog now correctly passes through glass
- Fixes for AO, shadows, and translucent/LoD rendering
LoD / Voxy / Distant Horizons
- Voxy support — LoD terrain and water with shared lighting, fog, and SSR
- Fewer seams at vanilla <-> Voxy / DH boundaries (water and terrain)
LPV / Mods
- Copper lamp fixes
- fix LPV flicker from bad temporal smooth
### Light Voxelization (LPV)
- Colored block light from torches, glowstone, lava, and other emitters
- Fully replaces vanilla block lighting inside the voxel volume
- Separate volume width (XZ) and height (Y), with brightness, falloff, daylight leak, and saturation controls
- Stained glass tints light as it passes through
### Flower Festival
- Flowers glow with the color of their petals
- Glow fades with distance from the player (brightness / fade start / fade end)
- With LPV enabled, flowers also light the ground around them in their own color