
Reshady
Reshady lets light do what it does in the real world, bounce off every block, bend through glass, and pool in shimmering water, while keeping the game looking true to vanilla Minecraft.
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Overal Improvements | New Upscaler Model
Release27.10.2026
Список изменений
Reshady changelog: 23 to 27 October 2026
Settings and profiles
- High is now the default profile.
- New defaults: Render Scale 67%, Upscaled Sharpness 0.25 (same as normal sharpness), Reflection Lighting SSGI, one GI ray per pixel, 96 cloud steps, 16 fog steps.
- Ultra now uses PTGI reflection lighting, so everything is path traced.
- New Extreme profile: everything at full resolution with the most samples, steps and bounces, for screenshots and very fast GPUs.
- Extreme: 8 GI and 8 light samples, 16 reflection bounces, 256 cloud steps, 64 fog steps, 4096 shadows out to 256 blocks, traced voxel shadows, froxel fog and full-resolution water.
- Every profile now sets all quality options, so switching back down from Extreme resets everything properly.
- New Nether tab: brightness, smoke, biome colour and the new Haze Saturation.
- New End tab: brightness, fog density and height, cloud sea height, and the new Cloud Sea Density, Cloud Sea Coverage and Storm Lightning.
- New Tonemapping tab with Hable (filmic) and Reinhard next to AgX and ACES.
- Tonemapping options: Exposure, Saturation, Vibrance, Contrast, Midtones, Black Level, Temperature, Tint and Vignette.
- New Default Sheen: a soft plastic-like sun and moon highlight on overworld blocks without a PBR material, with a strength slider.
- LabPBR packs keep their own materials; the sheen only fills in where there is none.
Upscaler
- New learned upscaling model (V3), replacing V2.
- V3 is trained in mini-batches: the training steps no longer work against each other, so the network learned more consistently.
- V3 adds an edge-aware training goal next to the pixel and motion ones, so edges of fences, leaves and blocks stay crisp.
- V3 was trained on a simulation that now follows the shader's own rules: detail and entity classes, still image convergence and the fixed disocclusion check.
- V3 started from V2 and only versions that beat V2's score were exported.
- New Training Capture mode for training on real renders recorded with Replay Mod (keep it Off for playing).
- Fixed dark fringes building up along block edges: the history is now kept within the range of its source pixels.
- Still Image Convergence leaves animated things alone, so they keep moving while you stand still.
- Excluded from convergence: water, waving foliage, sky and clouds, flames and lava, particles, mobs and items, and reflective surfaces.
- Fixed reflections smearing into streaky patches while standing still.
Distant Horizons
- Full support: far terrain and water are drawn, lit and fogged by the pack.
- A thin distance haze over normal and DH terrain alike; the landscape slowly fades into the sky towards DH's render distance.
- New Distant Horizons Fog setting to make the haze thinner or thicker.
- Normal terrain dissolves smoothly into DH terrain near the render distance, with no edge or gap.
- Normal water blends into the far water's look, with no visible line between them.
- Far water reflects the sun and the clouds.
- Fixed black screen areas caused by DH terrain overwriting nearby terrain.
- Fixed DH water being drawn in front of blocks.
- Fixed DH terrain not showing up at all.
- Fixed a fog setting that Iris switched off (wrong uniform type).
- DH's overdraw prevention is set so its terrain covers the fade band.
Reflections
- Rebuilt reflection denoiser.
- Sharp reflections now follow the reflected object, so they no longer snap or turn grainy while moving.
- Rough reflections follow their surface and are blurred over a wider area scaled by roughness.
- Fixed moire streaks and flicker from the blur's sampling pattern.
- Fixed reflections swinging between two angles every 2 seconds while standing still.
- Reflection rays now only use surface angles the viewer can see: much less flicker.
- Reflections are a little sharper.
- PTGI reflection lighting now uses the world-space light cache: no more "shadows" of the hand or walls in reflections.
- PTGI reflections are brighter and correct under lamps.
- SSGI blends smoothly between screen and fallback lighting, so reflections are no longer cut into pieces.
- Every light source glows in reflections, also when its light-list slot is taken by a neighbour.
- Torches, flowers and rails now show up in water reflections.
- Fixed soft arcs around lamps in rough reflections.
Water
- Fixed water turning into a perfect mirror up close and in some chunks.
- Things seen through water get real path traced lighting instead of blocky light.
- Fixed a hand-shaped shadow on the seabed.
- Fixed black lines along pool rims.
- Fixed wall-coloured strips along the edges of far water.
Lighting and shading
- The path tracer holds twice as many lights per area (32), so walls of lamps light evenly.
- Fixed thin faces seen edge-on turning black in the path traced lighting.
- Thin faces now search further for lighting samples on their own surface.
- Fixed dark halos from SSAO along edges in front of other surfaces.
- Lit redstone ore: only the red specks glow, the stone stays normal.
Clouds
- Blocky clouds are shaded as one body, with no streaks from the cell edges inside them.
- Blocky clouds are solid except for their thinnest corners.
Performance and clean-up
- Removed unused code (an old end portal effect and unused sky and light helpers).
- The full sky computation is only compiled where it is used.
- The Distant Horizons haze skips its sky lookup where it is invisible.
Earlier (23 to 24 October)
- Fog, light cache and light volume updates.
- First Distant Horizons programs.
Файлы
Reshady 2026-10-27.zip(17.82 MiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.1.0
Загрузчики
Iris
Версии игры
26.3
Загрузок
114
Дата публикации
27.10.2026
