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Mist

RTX-Like lighting with volumetric water and clouds.

Modrinth colored-lighting pbr realistic

Описание

[![Partner](https://cdn.modrinth.com/data/cached_images/85582981be6bc016d6a6ba02b898fd05be1162d7_0.webp)](https://url-shortener.curseforge.com/JNpOa) [![discord](https://cdn.modrinth.com/data/cached_images/5d9b790039e65ac5c52ce4dd965edda3ba11b016.png)](https://discord.gg/XgH4EpyPD2) ![rao](https://cdn.modrinth.com/data/cached_images/bf20c22440d1f7bdd95020af1f05266c1dc5f6aa.png) ![pi](https://cdn.modrinth.com/data/cached_images/5073ba4aeddf455740b6cfe3944ea30183984c47_0.webp) > _Where the light finds water._ Mist is a path-inspired shaderpack built around a full deferred HDR pipeline. It started as a "Photon-style" rework and grew into its own thing: physically-motivated water, raymarched volumetric clouds, screen-space global illumination, and a genuinely cinematic underwater world. The goal throughout was restraint — every effect is grounded in how light actually behaves, tuned so the scene reads as *lit* rather than *filtered*. Nothing here is a post-processing gimmick painted over vanilla; the lighting is rebuilt from the gbuffer up. ![vv](https://cdn.modrinth.com/data/VXl7q2GF/images/f392c375860cb1786fd2d4d09159cb00a3e36653.png) Everything runs through an `RGBA16F` HDR scene buffer, gets metered by an eye-adaptation pass, and lands on an AgX filmic tonemap before display. Materials are real PBR — metallic and smoothness are read from resource-pack specular maps and normals are octahedral-encoded into the gbuffer, so reflections and roughness respond per-block instead of globally. ![v1](https://cdn.modrinth.com/data/VXl7q2GF/images/27e437c92b02bcf5cd8b50d65d6b971801d4e289.png) *** ### ✨ Highlights **Screen-space global illumination.** Instead of a flat ambient term, Mist gathers nearby lit and emissive surfaces and bleeds their color onto neighbours as one-bounce indirect light. A red-wool wall tints the floor beside it; lava and ore glow spill onto surrounding stone. It's a hemispheric sample kernel oriented to each pixel's normal, weighted by receiver/emitter facing and inverse-square falloff — the practical stand-in for colored bounce lighting. **Soft, distance-aware shadows.** Shadows use PCSS-style penumbras with Poisson PCF filtering over a distorted shadow map, so contact edges stay crisp while shadows soften realistically the further they fall from their caster. Colored shadows are supported for stained glass and translucents. **Physically-based water.** The water surface is driven by a procedural height-field — several incommensurate wave octaves, domain-warped and differentiated into a live normal map, so it never shows repeating diagonal streaks and catches light as moving ripple detail. On top of that sit Fresnel-weighted reflections that mirror the *actual* analytic sky (a pink dusk reflects pink, not a fixed ocean blue), screen-space reflections for on-screen geometry, wave-bent refraction, and Snell's-law apparent depth so a shallow pool bottom sits believably close to the surface instead of reading as a flat lid. **Cinematic underwater.** Submerging switches the whole scene into a dedicated underwater model: per-channel Beer–Lambert absorption (red dies within a few blocks, blue-green lingers), a scattering haze that thickens with distance, and a perceptual depth-compression remap that makes the submerged world feel pulled-in and enclosed. Caustics are a genuine animated network — a Voronoi F2−F1 edge web, domain-warped into flowing filaments with bright focal cores where light converges, projected only onto up-facing seabed. Rounded out with drifting marine snow, edge chromatic aberration, screen wobble, a blue-green grade and a soft Snell-window glow overhead. **Volumetric god rays.** Sunlight is raymarched through the shadow map to produce true light shafts, with a forward-scatter phase that concentrates them toward the sun. Above water they read as atmospheric shafts; underwater they get their own water-tinted, stronger-scattering treatment. God rays are damped over solid geometry so they never wash mobs or terrain into looking transparent. **Raymarched volumetric clouds.** The cloud deck is a real volumetric layer, not a texture. A large-scale weather map clumps coverage across the sky; each sample does a toward-sun shadow march for self-shadowing, a multiple-scattering approximation so dense cores glow softly instead of going black, a two-lobe Henyey–Greenstein phase for the silver-lining edge, and powder-sugar darkening at the rims. Sunlit tops stay bright and white while shaded undersides fall to a neutral grey, giving clouds real three-dimensional volume. Empty-space skipping keeps the march cheap on clear-sky pixels. **Atmosphere and aerial perspective.** The sky combines an analytic tint with a Rayleigh+Mie scattering model, and distant geometry fades toward the true sky color in its own view direction with distance desaturation — proper aerial perspective rather than a single flat fog tint. Day/night tints (ambient, god rays, underwater, caustics) glide smoothly across dawn and dusk windows instead of snapping. **Metallic & glossy reflections.** Smooth and metallic opaque surfaces get their own screen-space reflection pass, tinted by the block's own hue for metals (gold reads golden, diamond cyan) and falling back to the analytic sky where rays leave the screen. **Auto exposure + AgX grade.** A metering pass computes the scene's geometric-mean log luminance over a grid and adapts toward it over time, so moving from a dark cave into daylight eases rather than blinds. The final image is graded and mapped through AgX (with a Reinhard fallback), plus threshold bloom on HDR highlights and a sky-gated night dim so dusk genuinely darkens without killing torch-lit interiors. *** ### ⚙️ Compatibility Mist targets both **Iris** and **OptiFine**, with the core programs written against `#version 120` for broad driver support. On Iris the pack requests SSBO and compute-shader support at load, so a compute-capable Iris build is expected. PBR response (metallic/smoothness) depends on resource packs that ship specular and normal maps; without them, materials fall back to sensible dielectric defaults. The first-person hand is rendered to its own isolated buffer so no bloom, GI or volumetric effect bleeds onto or through it. *** ### 🎛️ Configurable in-menu Settings are grouped into dedicated option screens: - **Lighting** — sun/moon illuminance, block-light strength, sky ambient strength, emission strength. - **Global Illumination** — SSGI toggle with strength, radius and sample count; SSAO toggle with strength, radius and samples. - **Atmosphere** — sky brightness, Mie strength, night brightness, stars, aerial-perspective strength, fog density, and a full cloud block (coverage, density, brightness, wind speed, altitude, thickness, raymarch steps) plus volumetric light strength and samples. - **Post FX** — AgX tonemap toggle, manual exposure, auto-exposure with speed/target/min/max, night-dim amount, color grade (contrast, saturation, vibrance), bloom intensity/threshold/radius. - **Water** — screen-space reflections, sun/moon specular, refraction strength, wave normal strength, and separate metallic-SSR control. - **Underwater** — fog density, perceptual depth compression, tint, vignette, caustics strength/scale/speed, underwater god-ray strength, marine snow, screen wobble, chromatic aberration, Snell window. - **Shadows** — PCF sample count, shadow-map distortion, PCSS toggle and sun angular size.