HyperShader v1.3 — The Living Light Update 🔥✨🌌
Light stops being a number and starts being alive. Torches breathe, ores whisper from the dark, and the northern sky finally puts on a show.
🔥 LIVING WARM LIGHT — NEW
Torches, lanterns, campfires, glowstone, shroomlight, froglights, copper bulbs, lit furnaces and candles now emit their OWN colour — the flame glows, the stick and the iron don't.
Fire flickers with two overlapping rhythms so it never loops visibly, and the whole room breathes with it.
Soul torches, soul lanterns, sea lanterns, end rods and crying obsidian burn with their cold blue-violet light instead of a generic orange.
Works in the Nether too — glowstone and shroomlight finally look like the light sources they are. 🌋
💎 GLOWING ORES — NEW
Diamond, emerald, lapis, redstone, gold and copper shimmer in the dark.
Only the mineral glows: the stone and deepslate around it stay pitch black.
No more walking past a diamond vein because it blended into the wall.
🌌 AURORA BOREALIS — NEW
Green and violet curtains ripple across the night sky, with vertical rays that rise and fall.
Pick snowy biomes only (default) or every night if you want it everywhere.
Fades out while it's raining, like the real thing.
⭐ ROUND STARS — FIXED
Stars were drawn as little white squares: the old code lit up a whole grid cell.
Every star is now a round point with its own size and brightness. The sky finally looks like a sky. 🌠
👁️ EYE ADAPTATION — NEW
Walk into a cave and your eyes slowly adjust to the dark; step back out and the daylight dazzles you for a moment before settling.
It follows the light actually reaching you, and it leaves open nights alone.
🌅 SUNSETS 2.0
A low sun now sets the clouds on fire: molten gold facing the sun, deep mauve behind it, and a burning rim where the light punches through the thin edges.
The light path on water: at sunrise, sunset and moonrise the reflection stops being a dot and stretches across the water in a shimmering road all the way to the shore. 🌊
🐷 BLACK ENTITIES — FIXED
Chests, signs, beds, banners, shulker boxes, bells and lecterns rendered BLACK. They were falling back to the terrain program, which needs a tangent attribute they don't carry — the result was a broken normal and a black block. They have their own program now.
Mobs, players, dropped items and your own hand get the same lighting as the world around them: sky ambient, warm block light, sunset-tinted sun.
Particles (campfire smoke, splashes, crit sparks) share the world's lighting instead of looking pasted on.
The lava / powder snow / fire screen overlay is guaranteed to draw.
Block-breaking cracks, the beacon beam (real HDR light now) and glowing mob eyes got their own programs too.
🎛️ NEW CONTROLS
Glow strength, flickering flames, ore glow, aurora mode and strength, eye adaptation, sunlit clouds and the water light path — all in the in-game menu, in English and Spanish.
The dark has never looked this good. Update now! 🔥
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }