26.3
Compatibility
Changes
Overworld Sky tinted according to time of day, darkened and desaturated during rain Stars at night, with twinkle Soft light halo when looking toward the sun (option, on by default) Directional block lighting: follows the sun by day, the moon by night, with a smooth transition at dusk/dawn Directional lighting fades out where there's no skylight (caves, indoors): no cast shadows, only a per-block attenuation Reflections on polished, smooth, metallic and certain glossy blocks (glass, amethyst, redstone, sulfur, cinnabar…) — full list in block.properties Sun/moon reflection on reflective surfaces Horizontal surfaces get a slight sheen during rain Water is more transparent, darker and desaturated at night, reflects the sky Underwater fog darkened at night Chunk-border fog blended into the real sky color Bloom (glow) around emissive blocks (torches, lanterns, glowstone…), active only at night (option, with strength and radius settings) Lava rendered 100% vanilla Nether Animated heat haze, a uniform veil that intensifies with distance (option) Thick vanilla fog replaced by a simple chunk-border fade Bloom always active on emissive blocks Lava rendered 100% vanilla End — normal mode Fully recomputed sky: a two-layer nebula drifting in opposite directions, dark dust, glowing wisps Green and purple aurora curtains near the horizon Four layers of colored stars, denser along a Milky Way–like band Deep, uniform blue-violet sky below the horizon Chunk-border fog fades into the real sky color in the direction you're looking (no visible edge) Violet glow and atmosphere on blocks, matching the sky's hue (no color seam at render distance) Fixed lighting, unaffected by Minecraft's random "End Flashes" End — radioactive mode (experimental option, off by default) Black-green sky with green and yellow stars, no nebula Toxic clouds in three height layers: clear air up top, a progressive fog, and a dense animated layer below Blocks tinted with a toxic green atmosphere and glow Shader options menu
Bloom (on/off, strength, radius), Nether vapor (on/off), sun halo (on/off, strength), End nebula quality (light or detailed), End chunk fog blended into sky (on/off). Experimental section: Radioactive End.
Technical notes 64×64 shadow map, 32-block range (self-shadowing only, no cast shadows) Nearest-neighbor texture filtering (keeps the pixel-art look) Every post-processing effect (bloom, halo, vapor) can be disabled individually for an even lighter footprint
Note: no changelog was kept for earlier versions.


