Earthshade
this is still a work in progress but offer good visuals
The big one: Voxel GI There's a 128x128x128 grid tracking light around you and spreading it outward every frame. So if you're next to lava, glowstone, whatever — that light actually bleeds onto nearby walls and floors instead of it just being a flat lightmap.
Sky & atmosphere
- Dynamic sky that shifts through day/dusk/night properly
- Sun and moon with a real glow/corona, not just a flat circle
- Volumetric god rays
- Clouds with adjustable quality
- Nether gets its own sky/haze treatment
- Optional cloud shadows
Lighting & shadows
- 3-cascade shadow mapping (4096 res) so shadows stay sharp up close and don't fall apart in the distance
- Soft shadow edges
- PBR specular highlights (GGX/Fresnel) if your texture pack supports it
- Subsurface scattering on leaves for that glowy translucent look
- Parallax occlusion mapping for fake texture depth
- Ambient occlusion in corners/crevices
- Block emissives (glowstone etc. actually glow)
World stuff
- Wind-animated grass/leaves, gets extra gusty in rain
- Volumetric height fog with sun glow bleeding through it
- Foam on water edges
Post-processing
- AgX tonemapping (colors don't blow out in bright areas)
- Real auto-exposure that adapts to what you're looking at
- Bloom
- Motion blur
- Depth of field
- Chromatic aberration
- Vignette
- Film grain
- Little point glints on bright light sources
Performance Built-in Performance profile kills bloom/motion blur and drops cloud quality if your PC needs a break. Everything else is adjustable in the shader options menu.
Not there yet No water reflections/refraction, and AO is a lightweight approximation rather than full SSAO. Still actively working on it.
Requirements Iris or OptiFine.
Contact Discord: earthball1235 | Email: earthball1235@gmail.com
Also made Calculatortooltip and Anti-AFK Wobblemod — check those out too if you're into that stuff.

