## v1.5
### Materials alpha
* Added a shared lightweight material library with LabPBR 1.3 normal, AO, perceptual
smoothness, F0/metal, and emissive decoding; absent maps retain a neutral matte fallback
* Added Natural and Pronounced built-in material styles; the stronger choice only changes
generated vanilla metal/polished smoothness and never alters LabPBR resource-pack data
* Terrain, entities, and the hand/held-item pass now use tangent-space normals and an
inexpensive GGX/Smith/Schlick direct response without replacing the existing lighting model
* Extended the material path to translucent water and glass: genuine resource-pack normal
detail can perturb procedural water without flattening absent-map waves, while glass reads
LabPBR normal, AO, F0, smoothness, and emission channels
* Added conservative built-in metal and polished-mineral classes for vanilla textures;
ordinary stone, wood, soil, and foliage deliberately remain matte
* Reused `colortex3` for opaque material normals/reflection strength, with separate class
ranges for opaque materials, portals, puddles, and water
* Added Off / Sky Only / SSR material reflection tiers and profile defaults: Low compiles
materials out, Medium uses sky reflections, and High/Ultra permit material SSR
* Added a dedicated Materials options page with Built-in / LabPBR Resource Pack source and
specular-strength controls
### Distant Horizons
* Added dedicated compatibility-profile `dh_terrain`, `dh_water`, and future-ready
`dh_shadow` programs for the Overworld, Nether, and End
* DH terrain reuses Solstice's sky light, block light, weather color, cloud shadows,
foliage response, emissive classification, and dimension lighting
* Added distance-filtered world-space material detail for grass/leaves, stone, deepslate,
wood, dirt, sand, snow, terracotta, Nether stone, metal, and lava; this restores surface
breakup where Iris cannot expose block-atlas UVs to the DH shader path
* Corrected DH grass blocks being treated as translucent foliage and metal being treated as
emissive; metal now receives a restrained broad highlight instead
* DH water uses biome color, Solstice's user water tint, distance-stable waves, physical
Fresnel, sky reflections, light glints, and transparent blending
* Native and DH depth now share one scene-classification/reconstruction helper
* Atmospheric fog preserves the native look near the player, thins beyond the native
horizon for readable vistas, and dissolves only at the outer DH render edge
* Clear-weather DH atmosphere was opened further so distant landforms retain colour and
contrast; rain, thunder, dawn mist, and dimension atmosphere remain denser
* Added a defensive Overworld cave-face rejection for fully enclosed DH geometry below
sea level, preventing stale cave LODs from leaking through the native/DH handoff
* Very distant DH color now receives restrained aerial chroma/contrast compression,
reducing fluorescent repeated color across large LOD triangles
* Clouds and half-resolution reconstruction no longer mistake LOD silhouettes for sky
* Light-shaft occlusion, underwater absorption, and native-water SSR now see DH geometry
* Sun glare now uses a soft 16-point visibility probe plus angular broad/core response,
so terrain occlusion and crossing the player's FOV edge fade continuously instead of
switching the effect off
* SSAO, puddle metadata, and material-style surface effects remain native-only, avoiding
wasted work and false seams on low-detail LOD meshes
* DH shadows are deliberately disabled until their all-LOD pass meets the performance
budget; the depth-only program is present for future profiling
* Base rendering remains guarded by Iris's `DISTANT_HORIZONS` feature macro, preserving the
existing non-DH path
### Weather and color
* Volumetric cloud bodies now combine vertically decorrelated erosion fields with flatter
bases, taller coverage-driven tops, and billowed internal density instead of extruding one
2D weather shape through the entire layer
* Reduced first-hit cloud extinction so the march reveals multiple illuminated density
layers; High and Ultra add a second long-range sunlight probe, while clear-sky bounce and
an inexpensive multiple-scattering floor keep shadowed daytime lobes blue-white rather
than charcoal without brightening storm clouds
* Underwater sky rays now use solid depth behind the water surface to generate and merge
the same cloud layer seen above water; water extinction and the Snell window attenuate that
layer afterwards, so submerged views can no longer reveal a cloud-covered moon
* The shared sun/moon visibility probe now multiplies terrain visibility by resolved cloud
transmittance, keeping celestial discs, halos, glare, and light shafts consistent
* Rebuilt shooting stars as sub-second meteors with a compact warm head, narrow tapered
blue-white plasma trail, breakup flicker, and one shared life envelope; the old multi-second
moving glow segment and lingering-looking smear are gone
* Stars, meteors, moonlight, and the lunar halo now use the smoothed weather state, preventing
celestial clarity from snapping ahead of cloud recovery after rain
* Rain atmosphere now uses an Iris-smoothed weather state: storms close visibility quickly,
while fog, cloud cover, lighting, reflections, and sun glare recover gradually for twelve
seconds after rain instead of revealing the full DH landscape at once
* Rain/DH fog is substantially denser at long range, matching the short visibility expected
from humid heavy weather while preserving nearby silhouettes
* Added Natural and Vivid color grades alongside the legacy Classic response; Natural is the
new default and tone-maps luminance rather than RGB channels independently, preserving hue
through highlights
* Natural grading applies restrained highlight/shadow chroma compression, gamut compression,
and weather-aware white balance; default saturation is now neutral rather than boosted
* Cloud macro shaping no longer suppresses an enormous low-frequency region around the
camera column, removing the persistent clear crater seen when looking straight upward
* DH water now rejects pixels covered by native opaque depth and fades in across the native
water range, preventing ocean bands from drawing across portals, terrain, and builds
* Top-down DH water now matches native water's 2% normal-incidence Fresnel, body tint, and
transparency instead of becoming a bright, highly reflective sheet
* Underwater extinction now follows the Water Murkiness setting for native and DH geometry;
suspended-particle haze closes long-distance visibility, and the water surface softly limits
the above-water scene to a physical Snell window instead of exposing the entire world
* The defensive DH cave filter now rejects fully enclosed zero-skylight Overworld LOD faces
at any elevation, covering modded caves and incomplete world-generation columns
* Sunrise atmospheric color is now confined around the sun instead of reflecting as a
straight neon horizon band; twilight cloud bodies stay neutral while their lit edges warm
### Capture-driven performance
* Used an AMD RenderDoc counter capture to identify the full-resolution effect merge,
volumetric clouds, final output, atmosphere/water, and AO mask as the meaningful Solstice
post costs; the already inexpensive bloom and portal-blur passes were left unchanged
* Reworked cloud reconstruction to use its existing alpha coverage instead of rereading
native and DH depth for every neighbouring half-resolution texel
* The final effect merge now builds half-resolution coordinates once and shares native
depth samples between surface effects and light shafts, while underwater shafts continue
using the solid depth hierarchy
* The merge reads the existing 1×1 celestial visibility result and skips all shaft-buffer
reconstruction when the light source is off-screen, fully occluded, or otherwise inactive
* FXAA reuses the final pass's existing centre colour instead of sampling it twice at full
resolution
* Volumetric cloud rays now hoist weather and lighting constants out of the density loop;
primary density remains evaluated at every step while the smoother solar-occlusion probe
is reused for one adjacent occupied step through the existing temporal reconstruction
* The terrain path now reuses its vertex distance and per-fragment direct-light colour,
removing repeated length, celestial normalization, and weather-light calculations from
the indexed chunk draws highlighted by the capture
### Gameplay polish
* Added Survival, Balanced, and Builder lighting styles as a visual preference independent
of Low/Medium/High/Ultra; the modes adjust night illumination, sky-light response, block
light falloff, held light, and interior indirect floors without changing daytime exposure
* Renamed Night Darkness to Night Brightness so the slider direction is unambiguous
* Added optional low-strength contrast-adaptive sharpening after FXAA, with neighborhood
clamping and flat-region rejection to restore texture clarity without strong sky noise or
edge halos; underwater sharpening is skipped
### Render paths and Minecraft 26.2
* Added explicit lightweight programs for damaged blocks, block entities,
translucent block entities, beacons, items, particles, translucent particles, translucent
entities, lightning/dragon beams, armor glint, emissive eyes, and translucent held objects
in the Overworld, Nether, and End; lines deliberately use Iris's documented
`gbuffers_line` to `gbuffers_basic` fallback
* Translucent entity and block-entity passes retain forward lighting but no longer write
opaque material/SSR records into `colortex3`
* Added `item.properties` and separate main/off-hand light evaluation, allowing warm,
soul-blue, redstone-red, amethyst/end-purple, and plant-orange held-light colors
* Replaced hardcoded cutout thresholds with Iris's `alphaTestRef` in terrain, entity, hand,
generic textured, lit textured, shadow, and special overlay paths
* Enabled Iris's separated translucent entity/block-entity draws and mixed particle
ordering; beacon beams remain non-depth-writing so they cannot carve holes through fog
* Expanded current content metadata for Spring to Life foliage, golden dandelions,
pale-garden plants and lights, trial spawners/vaults, copper bulbs, current emissive mobs,
and the Minecraft 26.2 sulfur/cinnabar building families
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" }