
Solace Shaders
A warm, stylized cartoon shaderpack with glowing light, soft hazy skies and bright foamy water.
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Список изменений
Features
- Grass gradient: grass blades shade from deep roots to bright, warm sunlit tips (new option, Grass Gradient).
- Character rim: mobs and players get a soft light fringe along their edges all day and softer shading, so they stand out like painted figures (new option, Character Rim).
- Bright sky: the clear day sky is brighter and more open, with one long smooth gradient and a luminous glow along the horizon (new option, Bright Sky).
- Painterly distance: far land and water melt into soft, brush-like patches while keeping their shapes (new option, Painterly Distance).
- Field waves: soft, light bands roll slowly across grassy meadows in the wind (new option, Field Waves).
- Aerial perspective: distant land now loses its detail and fades to a soft light blue, so far hills read as calm layered shapes.
Fixes
- Pale ground at night (sand, snow) stays calm under the moon instead of glowing white-lavender.
- Water at noon has a softer, calmer sun glint with gentle edges and fewer scattered sparkles.
- Forest at dusk reads calmer from a few blocks away, with softer light and dark leaf patches.
- Dusk clouds near the sun melt softly into the glow instead of showing pale blocky cells.
- Sun rays at dusk stay closer to the sun instead of fanning across the whole upper sky.
- Distant cliffs at dusk calm into the evening air instead of busy red and green speckle.
- Sand at noon is a warm calm tone instead of glaring near-white.
- Daytime clouds have soft pale undersides instead of grey-blue blocks.
- Dusk clouds away from the sun stay a soft dusty rose instead of olive.
- Far trees close their leaf gaps smoothly into calm canopy shapes, without jagged cut-out edges.
- Noon walls: sunlit sides sit one soft step below the tops, so block shapes read clearly.
- Underwater fog fades smoothly with depth and turns a calm deep navy at night.
- Block sides at noon get a soft sky light, so walls read as two calm tones instead of one flat shade.
- Water at dusk mirrors a soft rose sky and keeps some teal instead of turning into a flat orange sheet.
- Dusk clouds near the sun take on the warm evening sky tone instead of pale grey patches.
- Nether portals are a clear deep purple, without a milky veil or a light line along the obsidian.
- Pits and caves at sunrise keep neutral stone colours instead of a lavender cast.
- Sunrise river streak, sun glint, clouds and sun glow are peach-rose instead of gold.
Lighting
- Held Light (Cel Lighting > Held Light): a torch or lantern in your hand casts a soft warm pool of light around you at night and in caves, with a smooth round falloff around your hand (surfaces facing you catch a little more) in a warm, slightly softer orange; daylight is untouched.
- Stylised Lava (Cel Lighting > Stylised Lava): lava is a calm, deep orange with large, slowly drifting bright veins instead of a busy pale texture. At night it is slightly dimmer, so its glow stays orange instead of washing out.
Clouds
- Calmer horizon: the low cloud layer now melts softly into the sky far away and thins out just above the horizon, so the distance no longer looks busy.
- Warmer dusk cloud undersides: at sunset the shaded sides of clouds are a warm coral instead of grey-mauve.
Characters
- Golden Hour Rim (Cel Lighting > Golden Hour Rim): at sunrise and sunset, mobs and players get a soft warm fringe on their outline and top faces, strongest when they stand against the low sun.
- Soft Characters (Colour > Soft Characters): mobs and players get soft two-tone cartoon shading with a gently wrapped light and a brighter shade side, so they never look muddy.
Water
- No more bright streaks over seagrass: seagrass and kelp under the surface no longer show up as pale vertical stripes; the water keeps its calm depth colour over them. Kelp tips just below the surface no longer show as bright specks either.
Atmosphere
- Overcast sun: in rain the sun stays a soft pale glow behind the clouds.
- Softer close rain: raindrops right in front of the camera fade out gently, so rain reads as a calm veil instead of hard streaks across the view.
- Gentle lightning flash: a lightning strike briefly lifts the whole scene in a calm cool light instead of nothing at all; nearby strikes are a little stronger. The flash rises quickly and fades out softly over about a second, so several strikes in a row never flicker.
- Moonlit nights: nights are a soft silver-blue instead of deep saturated indigo, with gently lifted mid tones so grass, paths and shapes stay readable while the deepest shadows stay calm.
- Soft world border: the last stretch before the render distance melts smoothly into the horizon sky, so the end of the loaded world (also far water) no longer shows as a hard line. The pale haze band at the horizon is wider and softer and continues over far land, so it no longer sits as a flat strip above the terrain.
- Night leaves: trees at night are a calm muted blue-green instead of bright cyan, and close leaves keep their green instead of turning teal.
- Softer sun rays at dusk: the rays around the low sun blend in soft steps and fall less on near clouds, so they no longer draw pale fans across the sunset sky.
- Calmer fireflies: fewer fireflies with a slower, gentler pulse, so night meadows look calm instead of speckled.
- Valley fog (Sky & Fog > Valley Fog): a calm low-lying fog layer in valleys and over rivers.
Bloom
- Smoother bloom: the glow around bright areas is now built from soft blurred layers instead of scattered samples, so it is wide and even with no specks or rings, and it no longer puts a faint veil over the whole picture. An extra wide layer keeps the soft glow around the sun as strong as before.
Colour
- Soft highlights: the brightest spots drift toward a soft white instead of clipping to saturated yellow, so the sky around a rising or setting sun stays clean.
Textures
- Texture Calm (Colour > Texture Calm): smoother cartoon block textures that keep their blocky pattern.
- Far Soften (Colour > Far Soften): distant blocks and tree tops melt into soft, flat tones like a painted background, so far terrain no longer shimmers.
- Softer grass: calmer grass-top detail and a gentler colour sway.
Nether
- Calmer Nether look: far fog sinks into a deep maroon so cavern layers separate, the hottest surfaces are slightly less saturated, and thin edge lines only show up close by.
- Soft embers: a few round embers that slowly fade in and out instead of square blinking specks.
End
- Softer End sky: a gentle violet glow low on the horizon so the islands sit in light instead of a flat black void.
- Calm stars: fewer, soft round stars that hold still instead of shimmering single-pixel dots.
Файлы
Solace-0.30-dev.zip(182.30 KiB)
ОсновнойМетаданные
Канал релиза
Beta
Номер версии
0.30-dev
Загрузчики
Iris
Версии игры
26.3
Загрузок
34
Дата публикации
20.10.2026
