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All versions
1.0.3
Release
AuraLite Shaders 1.0.35 months ago 191
Compatibility
Minecraft: Java Edition
26.1.x
1.21.x
1.20.x
1.19.x
1.18.x
1.17.x
1.16.5
Platforms
Iris
OptiFine
Changes
๐ What's New in v1.0.3 โ Anti-Aliasing & PBR Performance
Version 1.0.3 adds configurable spatial anti-aliasing (FXAA / SMAA) and a PBR render distance control that skips expensive Cook-Torrance specular calculations on distant terrain.
๐ผ๏ธ Spatial Anti-Aliasing (FXAA / SMAA)
SPATIAL_AA_MODEโ new toggle in the[Post-Processing]menu with 3 modes:- Off โ no spatial AA (TAA-only or nothing).
- FXAA โ Fast Approximate AA. Sobel gradient-directed edge detection with conservative blend weights. Cheap and effective.
- SMAA โ Subpixel Morphological AA. Combines luminance Sobel gradient with depth discontinuity detection for superior edge detection on geometry where luma contrast is low. Slightly more expensive than FXAA.
- Both modes operate in linear space before tone mapping and are conservative enough to avoid washing out the image (max blend weight 0.15โ0.18, high edge thresholds).
- Freely combinable with TAA (composite1 pass) for temporal + spatial smoothing.
- Added to all 6 quality profiles: VERY_LOW=Off, LOW/MED=FXAA, HIGH/ULTRA/EXTREME=SMAA.
โก PBR Render Distance
PBR_DISTANCEโ new setting in the[Lighting Settings]menu with 4 levels:- Near (16m) โ PBR specular only on very close surfaces. Maximum GPU savings.
- Standard (48m) โ balanced distance. Default for LOW/MED profiles.
- Far (128m) โ extended range. Default for HIGH/ULTRA profiles.
- Unlimited โ no distance limit. EXTREME profile only.
- Beyond the fade range, the entire Cook-Torrance BRDF block (GGX distribution, Smith geometry, Fresnel-Schlick) is completely skipped via early-out โ no wasted ALU on sub-pixel specular.
- Fade is smooth (
smoothstepbetween start and end distance) to avoid visible pop-in.
๐ Localization
- Full English and Russian localization for both new settings (option names + value labels).
- Other language files fall back to English labels.
๐ฟ Foliage Subsurface Scattering (also finalized in v1.0.3)
FOLIAGE_SSSโ toggle in the[Foliage Settings]menu. Enables light bleeding through leaves and plants when looking toward the sun, plus a soft wrap term for the shaded side. Controlled per-profile (enabled from MED upward by default). Uses material ID tagging ingbuffers_terrainand a dedicated SSS pass incomposite.fsh.- Added to all quality profiles (VERY_LOW โ EXTREME) with the
!FOLIAGE_SSSorFOLIAGE_SSSflag. - Full English + Russian localization strings added.


