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Alpha Piscium SHADER PACK
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ALPHA
PISCIUM

> VERSION:  1.10.0
> TARGET:  MINECRAFT JAVA
> TECH:  ReSTIR SSGI / VOLUMETRIC / EPIPOLAR
> STATE:  EXPERIMENTAL
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CORE MODULES

> GRAPHICS PIPELINE

GI LIGHTING

  • > ReSTIR SSGI
  • > ReBLUR Denoiser
ref: doi/10.1145/3386569.3392481

ATMOSPHERE

  • > UE Sky Render
  • > Epipolar Sampling
ref: egsr2020

SHADOWS

  • > Adaptive RTWSM
  • > Rectilinear Warping
ref: Rosen.2012

VOLUMETRICS

  • > Nubis Cloud System
  • > Real-time Shaping
tech: Guerrilla

CHANGELOG

v1.10.0 LATEST
Sep 29, 2026
HIGHLIGHT
  • > Added parallax mapping with shadowing, SSGI support
  • > Added Primary Color Calibration and HSL Color Mixer controls to the display transform (by leed)
  • > Improved cloud lighting with a new multiple scattering technique
  • > Improved rendering performance across raster geometry, shadows, and post-processing
NEW
  • > Added parallax mapping with shadowing, SSGI support.
  • > Added independent RGB primary hue/saturation calibration and eight-band HSL hue, saturation, and luminance controls (by leed)
  • > Added configurable color-grading color space and transfer-function settings (by leed)
IMPROVEMENT
  • > Improved cloud lighting with a new multiple scattering technique and boundary confidence
  • > Refined cumulus density/noise modeling, lighting, edge shaping, and detail textures
  • > Packed solid G-buffer TBN data in view space and removed redundant geometry varyings and shadow transforms
  • > Optimized PCSS, SSS, and translucent shadow sampling with reused random inputs, deferred gathers, early exits, and selective material decoding
  • > Reduced TAA, FXAA, RCAS, Bloom, and exposure workgroup and dispatch overhead
  • > Improved GI denoiser temporal stability
FIX
  • > Fixed GI denoiser accumulation ignoring `SETTING_DENOISER_HISTORY_LENGTH` when clamping diffuse and specular history
  • > Fixed packed G-buffer normal precision
  • > Fixed AABB clipping TAA history clamping
MISC
  • > Removed the obsolete `SETTING_BLOOM_RADIUS` control and redundant post-processing pass wiring
v1.9.2
Aug 15, 2026
HIGHLIGHT
  • > Improved ReSTIR GI, denoising, shadows, and compute-pipeline performance
  • > Stabilized specular GI demodulation and fixed remaining numerical overflow
NEW
  • > Added configurable built-in metalness overrides and material data for known blocks
  • > Added comprehensive English and Simplified Chinese maintainer documentation
IMPROVEMENT
  • > Optimized pass ordering and combined direct lighting with sky compositing
  • > Improved ReSTIR spatial clustering, tiling, temporal neighbor sampling, and reuse-texture generation
  • > Reduced compute-shader texture fetches, material decoding, dynamic indexing, and redundant work
  • > Simplified and optimized GI denoising by removing spatial variance processing and unrolling shared-memory kernels
  • > Improved specular denoiser accumulation, history reprojection, and remodulation
  • > Bypassed TAA-dependent FXAA and sharpening passes when TAA is disabled
FIX
  • > Fixed selection-box geometry writing an unintended view-depth target and causing a glow artifact
  • > Fixed specular GI numerical overflow, built-in PBR F0 handling, and minimum-reflectance clamping
  • > Fixed CIE XYZ luminance calculations
  • > Fixed clouds disappearing during shadow sampling
  • > Fixed atmospheric view-depth reconstruction, GI history dithering, and invalid spatial-reuse traces
MISC
  • > Removed obsolete shader code, redundant texture reads, unused denoiser resources, and stale GI debug data
  • > Updated package branch detection and support for newer Minecraft version numbers
  • > Fixed Windows options-generator recursion and Kotlin launcher detection
v1.9.1
Jun 28, 2026
HIGHLIGHT
  • > Reworked ReSTIR GI reuse and denoising to reduce fireflies, specular instability, and temporal artifacts
  • > Optimized the reuse texture pipeline to lower overhead while keeping clustered spatial reuse effective
NEW
  • > Added water wave frequency and speed settings
  • > Added a PowerShell `shadesmith` runner for configured local execution
IMPROVEMENT
  • > Improved ReSTIR spatial reuse with quad-group / 8-sample grouping, tighter pass limits, and reuse-texture packing changes
  • > Improved specular GI stability with better temporal reprojection, pairwise MIS metadata handling, and specular-lobe-biased resampling
  • > Reduced blur and flicker in denoising, TAA, RTWSM, diffuse AO, water surfaces, and auto exposure behavior at low FPS
  • > Optimized shadow sampling and removed unnecessary work from specular reprojection and caustics filtering
  • > Updated shader/options/program generation scripts for the current pass layout and multi-properties workflow
FIX
  • > Fixed ReSTIR spatial reuse texture tiling and continue-trace discard issues
  • > Fixed specular reprojection failure noise and over-blurred smooth reflections in the denoiser
  • > Fixed the `SETTING_DENOISER_ACCUM` switch and the spatial-filter disabling setting
  • > Fixed TAA edge-pixel out-of-bounds artifacts
  • > Fixed screen-space shadow acne on very flat surfaces
  • > Fixed indirect/program pass generation issues
MISC
  • > Merged GI edge classification with volumetrics depth layers
  • > Moved `ReprojectInfo` out of GI common utilities and cleaned up related reuse / temporal code
  • > Removed obsolete caustics filter, redundant surface-position specular reprojection, and unused GI helper paths
v1.9.0
May 26, 2026
HIGHLIGHT
  • > Added specular GI
NEW
  • > Added specular GI
FIX
  • > Increased AE speed at low fps
  • > Fixed screenspace shadow uninitialized warnings
  • > Fixed handheld alpha test shadow
  • > Fixed Voxy before 0.2.6
v1.8.6-Hotfix1
May 2, 2026
FIX
  • > Fixed no voxy bug
Background

ROADMAP

v1.9 SPECULAR GI

Add Specular GI

v2.0 WORLD SPACE TRACING

Voxelization / Voxel Tracing

v2.1 DRT UPDATE

Skibidi DRT / HDR Mod Support?

v2.2 VOLUMETRIC SHADOWING

Cloud Shadowing / Screen Space Shadow

v2.3 LOCAL FOG

Add Ground Fog

v2.4 CLOUD SHADOW

Terrain Cloud Shadow / Reflection GI Clouds

v2.5 CLOUD UPDATE PT. 1

Cloud Lighting / Altocumulus / Cirrus Rewrite

v2.6 CLOUD UPDATE PT. 2

Cumulus Rewrite / Stratocumulus / Nimbostratus

v2.7 UPSCALING???

FSR 3.1?

v2.8 PARALLAX???

Parallax Mapping + Shadow

[ROADMAP SNAPSHOT] 04/27/2026 // SUBJECT TO CHANGE

> OPEN FAQ LOG

[ERROR: NIGHT LIGHTING MISSING]

> CAUSE: Vanilla assets.
> FIX: Install PBR Pack (e.g., SPBR, Patrix).

[ERROR: LOADING FAIL]

> FIX: Use Iris 1.7+.
> CMD: Press Ctrl+D to reload.

[HARDWARE MATRIX]
INTEL UNSUPPORTED
AMD DRIVER > 22.7.1
NVIDIA OPTIMIZED
[ARTIFACT LOG]

"Darkness when looking back."
> Screenspace limitation. Status: WONT FIX.

FATAL ERRORS: Report to GitHub with logs from .minecraft/patched_shaders