Compatibility
Minecraft: Java Edition
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Details
Reshady
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Path-traced lighting for Minecraft Java, made fast with built-in temporal upscaling.
Reshady brings real light transport to Minecraft. Sunlight and torchlight bounce through your builds, glass bends the world behind it, water reflects what’s actually around it, and metal blocks shine like metal. All of it runs at playable frame rates thanks to a temporal upscaler built right into the pack.
Lighting
Path-traced global illumination: light bounces off blocks and picks up their colour, so a red wall tints the room and sunlight spills down shafts and through windows.
Light cache: bounce light is stored per block and averaged over time, which gives smooth, multi-bounce interiors without the grain.
Coloured block light: every light source glows in its own colour, from warm torches and cyan soul fire to green copper and purple amethyst.
Denoiser: temporal and edge-aware filtering turns a few rays per pixel into clean, stable light.
Soft, contact-hardening shadows: sharp where objects touch, softer further away, with screen-space contact shadows for small details.
Coloured shadows: sunlight through stained glass takes on its colour. Water, glass and reflections
Realistic water: absorption and scattering coloured per biome (murky swamps, turquoise warm oceans, deep blue cold seas), with light shafts, caustics, gentle waves and a glowing Snell’s window when you look up from below.
Solid glass: glass, stained glass and ice refract like real glass blocks, with internal reflections and depth-based tint. Beacons refract their inner core. World-space reflections on water and smooth or metal surfaces. They show the actual world, not just what’s on screen, with smooth denoised results on rough surfaces.
Reflective materials without a resource pack: iron, gold, copper (through every oxidation stage), netherite, diamond, emerald, quartz, obsidian and packed or blue ice reflect with realistic roughness. Ores shine only on their metal specks, rails without their wooden ties, and lanterns only on their frames.
LabPBR support for resource packs with normal and specular maps.
Sky and atmosphere
Physical sky with a sun, moon and stars.
Volumetric clouds: blocky vanilla-style or realistic layered clouds. Volumetric fog and light shafts through trees and terrain.
Custom dimensions: a smoky blood-red Nether with biome-tinted haze, and a deep-space End with a cloud sea and lightning shafts. Performance
Built-in temporal upscaling (no extra mods needed): the world renders below your screen resolution and is rebuilt to full sharpness from several frames, like DLSS or FSR 2. On an RTX 3060, 75% looks practically identical to native at around 65 FPS. Upscaling Preset: 50% Performance, 58% Balanced, 67% Quality, 75% Ultra, 85% or Native. Shader Preset: Low, Medium, High and Ultra. Low turns off the voxel-based features for weaker GPUs.
Post processing
Bloom, auto exposure with eye adaptation, night vision (dim scenes shift blue and lose colour), AgX or ACES tonemapping, adaptive sharpening, and optional depth of field and motion blur. Everything is adjustable in the Post Processing tab.
Requirements
Minecraft Java 26.3, Fabric Iris and Sodium A modern GPU. Ultra with path tracing is aimed at RTX 3060-class cards and up; use the Low or Medium preset on older hardware.


