
Lumenite Shaders
A high-end shader focused on great visuals, packed with features like blocklight shadows, colored block lighting, CSM shadows, realistic water physics (vertex manipulation), shader grass, snow footprints, volumetric clouds, god rays and much more.
7.9Kdownloads
11followers
7.9Kdownloads
11followers
All versions
2.9.4
Release
Lumenite Shaders 2.9.42 weeks ago 1,148
Compatibility
Minecraft: Java Edition
26.3
26.2
26.1.x
1.21.x
1.20.x
Platforms
Iris
OptiFine
Changes
2.9.4: sun rays without the wash, steady clouds, whole feathers, real veils
- Sun Rays: the rays no longer add sun-coloured light over all open sky between the pixel and the sun, which washed out the screen when facing the sun. They now carve shadow beams where the path is blocked (lmn_rayShade) and add only a sixth of the old glow. Underwater shafts are unchanged. Shaft Glow's clear-sun baseline goes from 0.25 to 0.10. The lens flare was measured at about 1% of screen brightness, so it is not changed.
- Cloud map LOD: foot is now two map texels (0.0104), not eight (0.0406). The 128-block octave now holds to about 1350 blocks instead of fading between 300 and 800, so clouds stop growing and shrinking as you move.
- Billow/wisp LOD distances now scale with cloud resolution (2x at 100%).
- Slew limiter: the previous value is reprojected along the deck's wind, so drifting edges are no longer dragged.
- Cirrus feathers: existence and coverage are now taken at the feather's head, with a soft margin, instead of at each pixel. The early return is relaxed so feathers are not cut at the edge of a patch.
- Cumulus aerial perspective: the thin far part of a cloud now fades its opacity, so faded clouds no longer mask the sky detail behind them.
- Sky Detail veils rebuilt as combed fibrous sheets that fray into strands at their edges, replacing the Worley-torn patches.
- Changelog and lang updated. OPTIONS.md and the zip regenerated.

