Developed for iris, tested in minecraft 1.20.1 (and 1.21.4) If you get bugs in other mc versions let me know!
Version Numbers:
version numbers are the date I made them, the newest is usually the best. (It's Year-month-day format)
for example 'Icarus v 2025 -3-29' is the version of the shader I uploaded on March 29th 2025
Extra Attachments:
Inside of the shader.zip file is a folder called 'Extras' which has Extra stuff in it that you can use for extra features, including config files and resource packs.
they are:
'Icarus feature fixes v2' is a resource pack that fixes the color of the '3D grass shader', it might need to be loaded on top. Don't use it if not using the 3D Grass shader or grass dirt will look green.
Icarus feature fixes v2 is replaced by separate resource packs in newer versions, named as what they are for
'icarus mob atlas' you can use this resource pack to override what mobs look like in reflections, make your own!
'icarus LUT-nuetral' you can edit this to make your own color grading. the supported format is 'hald 4096x4096', which substance designer also uses. (this video shows how to make your own LUT resource pack (use the timestamps). You can also find the LUT.png files or convert formats for free online)
Modpack / Test Environment:
this is my main test environment: https://modrinth.com/modpack/timetravelbeards-1.20.1-modpack
I also test newer mc versions in the 'Fabulously Optimized' modpack
Versions Changelog:
2025-6-27:
A lot of progress on redoing the Volumetrics (sky, fog and water) but nothing really finished about it, so the last version might actually look better, idk. changes should mostly only be noticeable on the preset: 'smoke physics test' and when using 'immersive' volumetrics in cloud settings
testing: smoke & fog physics in a limited range with other cloud styles that are better fps
new ways of storing and combining data to blend fog into the scene better & denoise it better
testing: smoke from explosions
known problems:
immersive volumetrics might be off until i finish reworking it
banding in fog, especially over water
noise / ghosting / denoising
'Extras'
seperate resource packs now for 3d grass, and smoke physics
'smoke physics resource pack' hides non-physics smoke & is a test for detecting explosion particles
2025-6-14:
Fixed Presets
'Render' presets should no longer have any 'Vanilla+' lighting, just traced
Cave Caustics
added another variant
Menus
added a few missing tooltips / options
2025-6-13:
Cave Caustics
all light sources make light bounce off of water now, not just the Sun, basically free, defaulted On on all non-'classic' presets
menu for it added in 'Nature & Atmosphere/Water/Caustics/Water Glints/Cave Caustics'
more patterns coming soon, i'm not the biggest fan of the current look
Immersive Fog
'Smoke/Mist Physics Test' preset updated to use high detail mist
work on redoing all the way that renders, so 'Immersive' volumetrics may be a bit buggy until i finish working on it, but they are only used fot this preset & maybe the 'Icarus' preset
Temporal Accumulation
seperated for clouds / fog vs lighting, etc
rebalanced defaults
still need to finish combining all the old stuff like lightning handling into the new stuff
Far lights
Screen space colored lights now work for things out of voxel range at an adjustable, brighter brightness (but I need to tune how it decides what color to use it's a bit buggy)
Fog blur
Is disabled for now and being added to DOF logic
2025-6-7:
Underwater:
Now you can see clouds looking up from underwater on all presets
Improved refraction handling
Slightly improved take on vanilla water-fog colors by adding water's color absorption to it
Unloaded chunks should no longer show up as holes through water-fog when underwater
Removed artifacts on water surface when looking out
Denoising:
Improved
Defaulted On on all presets
Selective Denoising defaulted On on all presets: this makes water reflections crispier and more responsive, but when running the Lighting at lower resolution it can be a little noisey or ghosty until I finish the other method for water
TA re-balanced with Total Scene TA
Added Upsampling routines
Fixed night time problem that also showed in other situations as pixelated clumps, color banding, and permanent TA
Reduced warbling effect the denoising causes, still working on eliminating it perfectly
Mobs / Plants / Entities:
Defaulted Denoising On so they won't look noisy anymore
Defaulted Full Lighting On, instead of a lesser quality trace and depending heavily on floodfill
Removed light boost on mobs since they have that full lighting now
Hand held items default to not try to reproject, I'll add motion vectors later
Screen Space Double-Check for ray tracing:
Improved, and torches no longer reflect as full blocks when it's on
Defaulted On
Presets:
All presets reworked to include Denoising (it can still be turned off)
New presets: ‘Dynamic’. To test the denoising -with dynamic raytracing quality & upscaling, -and not remove the other main ones yet in case these suck
Dynamic (Low): basically render low with dynamic ray trace scaling & upscaling.
Dynamic (Medium): basically the default hybrid medium with dynamic ray trace scaling & upscaling
Dynamic (Very High): something akin to Ultra but with dynamic ray trace scaling & upscaling. I am getting 75fps with this, and these settings would be lucky to hit 20fps wiithout the DRS (Dynamic Raytrace Scaling). This includes water caustic reflections up off of water and metals
high render presets should run better, I removed the ridiculously high ray tracing since the denoising rounds them out.
Ultra should run better, it is only doing like double the raytracing now instead of like 4x or more, since the denoising can carry more weight.
Dynamic ultra is ultra with dynamic ray trace scaling. I can probably make it 2x faster and look the same
General:
Menu work
Parser work
Water surface should no longer disappear with immersive volumetrics
Algae & silt defaulted on for immersive volumetrics
Still working on:
Better handling of water and mirrors when lighting quality is set to low res
Better TA systems integration for better denoising with all that on
Removing the last bit of warbling the DRS introduces, especially at lower lighting resolution
Hoping to do soon:
Redo the high detail fog physics and fog rendering so I can default all that fancy stuff on
Restore physics effects for sand and snow
timetravelbeard
2025-06-14 05:32:24 +0000 UTCdamian chigne
2025-06-14 03:46:19 +0000 UTC