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Minecraft: Java Edition
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A mobile-friendly, atmosphere-focused shaderpack for Minecraft Java 1.20.1.
quantums shader brings cinematic light shafts, real volumetric clouds, planar reflections, lens effects and soft dynamic lighting to devices that usually can’t run shaders. It was built and tested on Forge 47.4.x with Embeddium and Oculus 1.8.0, running through MobileGlues (Zalith Launcher) on an Adreno GPU with OpenGL ES 3.2. It uses only plain GLSL 120 programs and avoids compute shaders and unsupported image formats, so it stays compatible with GL-translation layers.
Highlights Volumetric light rays The rays are world-space, not screen-space. They are raymarched through the shadow map, so shafts stay visible when you look away from the sun and don’t vanish at the screen edge. Light scattering uses a dual-lobe Henyey-Greenstein phase function with Beer-Lambert absorption, for a soft, physically-inspired look. Rays have no hard shaft edges, and a depth-aware blur removes noise without smearing them across geometry. Ray transparency is configurable from 1% to 100%, so you can go from a subtle haze to dramatic god rays. You can also adjust intensity, density, sample count, distance, rain boost and blur radius. Volumetric and blocky clouds Blocky clouds are inspired by Complementary Reimagined. They are traced on a grid, with configurable height, thickness, cell size, speed, threshold and step count. Volumetric clouds are slab-raymarched with their own coverage, density, thickness, erosion, scale, brightness, opacity, step count and view distance. A denoise pass keeps them smooth at low sample counts. You can switch cloud mode to suit your device. Sky, sun, moon and stars The pack draws its own sun, moon and stars, with adjustable sun size and shape. Sky tone is linked to cloud tone (SKY_TONE_MATCH), so the sky and clouds always share a coherent palette. You can also set hue, saturation and brightness by hand. Shadows Sun shadows are soft, with adjustable sample count and softness. Mobs and entities darken properly in shadow and at night. Dynamic light shadows Light-emitting blocks (torches, lanterns, lamps, glowstone and similar) can light and shade their surroundings in screen space, with contact shadows. An emitter search over the scene’s mip chain finds the nearest light source, and block-light darkening keeps the effect natural. The effect is fully optional. You can toggle it and tune strength, shadow amount, radius, blur, distance, lod count and steps. When it is off, its passes are skipped entirely and cost nothing. Debug views are included to help you tune it. Planar reflections Reflections use a planar-style reflection pass instead of SSR, which is more stable on mobile. Water reflects, and so do solid blocks, including grass. A minimum Fresnel keeps reflections visible from more than just a few viewing angles. Reflection strength, block reflection strength, minimum reflectivity and iteration count are all adjustable. Ambient occlusion (SSAO) A hemisphere SSAO with edge-safe normals gives contact depth without halos. It has many controls: strength, radius, samples, bias, power, maximum darkness, distance, blur radius and tint. It can skip emissive surfaces and has a debug view. Rain ripples Rain ripples on water and puddles are taken from the Eclipse shader’s ripples.glsl. The effect is biome-aware and eases in and out smoothly when rain starts and stops. Water, puddles, intensity, strength and the biome check can all be toggled or tuned. Bloom and lens dirt Bloom uses the Derivative Shaders bloom pipeline: a tiled dual-blur downsample atlas, separable Gaussian blur and a bicubic multi-tile upsample. Every light-emitting block contributes to bloom, and there are controls for strength, threshold, veiling glare, emissive bloom strength and blur quality. A procedural lens dirt effect adds smudges, oily fingerprints, scratches, dust and water droplets with bright rims and a subtle rainbow fringe. The dirt only shows where glare hits it, as on a real dirty lens. Its strength and detail level (0–2) are adjustable. Color grading
Saturation, contrast, brightness and vibrance sliders let you set the final look yourself.


