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Alpha Piscium SHADER PACK
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ALPHA
PISCIUM

> VERSION:  1.8.5
> 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

v1.8.5 LATEST
Apr 6, 2026
HIGHLIGHT
  • > Major improvements to ReSTIR SSGI stability and quality
NEW
  • > Readded RCRS anti firefly to GI denoiser pipeline
  • > Added ReSTIR Temporal Reuse Limit setting for better user control on GI responsiveness
  • > Added FXAA as TAA history missing fallback
IMPROVEMENT
  • > Combined sun and moon Sky-View LUT
  • > Optimized colored shadow precondition check
  • > Uses blue noises in ReSTIR for better noise distribution
  • > Reduced denoiser history fix leaks
  • > Improved shadow AABB calculation and cleanup
  • > ReSTIR uses full bilateral bilinear temporal resampling to improve stability and quality
  • > Updated default accumulation settings for less lighting lags
  • > Reduced GI reprojection false anti-stretching history kills
  • > GI denoiser history fix skips first 3 LODs for fewer fireflies
  • > Replaced bloom hard clipping with soft clipping
  • > Switch TAA variance AABB history ratification from clamping to clipping
  • > Optimized ReSTIR reuse passes
  • > Water volume tweak
  • > Use AABB clipping for fast history clamping
  • > Use bilinear on fast history for free blurring and fewer noises
  • > Use distance between probe pixel position and origin position as fade distance
FIX
  • > Fixed atmosphere mie coefficient calculation for low turbidity value
  • > Fixed DH water material detection
  • > Fixed DH water shadow blending
  • > Fixed random emissive from DH solid
  • > Slightly mitigated shadow acne
  • > Fixed SSS singularity bug in SRGB rendering working space
  • > Removed denoiser stabilization pass to fix bleeding
  • > Fixed GI grid pattern artifacts caused by bad `reprojectInfo.curr2PrevScreenPos` precision
  • > Fixed TAA reset missing
  • > Fixed emissive bug on 0 albedo material
MISC
  • > Migrated cloud ambient LUT to shadesmith tiles for optimized texture management
  • > Cleaned up SSBO usage
  • > Removed env probe setup clearing
  • > Fixed make zip naming
v1.8.5-Beta2
Apr 3, 2026
NEW
  • > Added FXAA as TAA history missing fallback
IMPROVEMENT
  • > Replaced bloom hard clipping with soft clipping
  • > Switch TAA variance AABB history ratification from clamping to clipping
  • > Optimized ReSTIR reuse passes
  • > Water volume tweak
FIX
  • > Fixed SSS singularity bug in SRGB rendering working space
  • > Removed denoiser stabilization pass to fix bleeding
  • > Fixed RGBA16F atlas size
v1.8.5-Beta1
Mar 27, 2026
HIGHLIGHT
  • > Major improvements to ReSTIR SSGI stability and quality
NEW
  • > Readded RCRS anti firefly to GI denoiser pipeline
  • > Added ReSTIR Temporal Reuse Limit setting for better user control on GI responsiveness
IMPROVEMENT
  • > Combined sun and moon Sky-View LUT
  • > Optimized colored shadow precondition check
  • > Uses blue noises in ReSTIR for better noise distribution
  • > Reduced denoiser history fix leaks
  • > Improved shadow AABB calculation and cleanup
  • > ReSTIR uses full bilateral bilinear temporal resampling to improve stability and quality
  • > Updated default accumulation settings for less lighting lags
  • > Reduced GI reprojection false anti-stretching history kills
  • > GI denoiser history fix skips first 3 LODs for fewer fireflies
FIX
  • > Fixed atmosphere mie coefficient calculation for low turbidity value
  • > Fixed DH water material detection
  • > Fixed DH water shadow blending
  • > Fixed random emissive from DH solid
  • > Slightly mitigated shadow acne
MISC
  • > Migrated cloud ambient LUT to shadesmith tiles for optimized texture management
  • > Cleaned up SSBO usage
v1.8.4
Mar 7, 2026
HIGHLIGHT
  • > Added limited Built-in PBR support
  • > Improved translucent rendering with double refraction
NEW
  • > Added limited Built-in PBR support (Foliage SSS, Translucent, and Emissive)
  • > Added double refraction for non-water translucents for more accurate light bending
  • > Added more per-material translucent absorption settings
IMPROVEMENT
  • > Migrated TranslucentSST to the new SST implementation, greatly simplifying the code
  • > Improved cloud spherical shell setup
  • > Improved water scattering with new phase function based on Petzold data
FIX
  • > Fixed translucent sky reflection error
  • > Fixed DH (Distant Horizons) support
  • > Fixed missing TAA clamp mix logic
  • > Fixed cloud spherical shell setup
  • > Fixed insanely bright emissive from end rod and charged lightning rod
MISC
  • > Increased default PCSS sample count for better shadow softness
v1.8.3
Feb 8, 2026
HIGHLIGHT
  • > Major performance optimizations on rasterization pass
  • > Config profiles for different quality/performance tiers
NEW
  • > Added config profiles for different quality/performance tiers
  • > Added Assume NV GPU option for NVIDIA-specific optimizations
  • > Separated SSS sample count from blocker search count for better control
IMPROVEMENT
  • > Optimized gbuffer pass viewZ attribute by computing from gl_FragCoord.w
  • > Optimized terrain draw normal vertex attributes
  • > Optimized shadow pass attributes
  • > Optimized denoiser reproject register usage
  • > Optimized denoiser stabilization pass occupancy
  • > Removed some vertex attributes for passes that don't need them
  • > Optimized SST register usage and ray sorting key layout
  • > Optimized GI5 storing handle register usage
  • > DenoiseBlur FP16 optimization
  • > ReSTIR temporal reuse math simplification
  • > Early return branching optimization
  • > Updated TAA filter kernel for lower quality profile
  • > Reduced TAA motion blur
  • > Tone mapping tweak
  • > Moved cloud clear from GIReproject to ShadowSample pass to balance VRAM loads
  • > Moved fast history storing to history fix pass to balance VRAM loads
  • > Emissive color curve now performed in input color space for better consistency
  • > Removed spatial reuse feedback due to firefly artifacts
FIX
  • > Fixed hit distance on disocclusion
  • > Fixed backward analysis distance check
  • > Fixed GBufferTranslucent material id reading
  • > Fixed RTWSM forward analysis writing position
  • > Fixed extra water tinting
  • > Fixed history length diffusion killing disocclusion fix
MISC
  • > Removed unused shadow specular output and associated references
  • > Removed reservoir age reset
Background

ROADMAP

v1.7 CLOUDS

Cumulus Overhaul / Atmosphere / Water Volumetrics

v1.8 DIFFUSE GI

ReSTIR / Denoiser Overhaul / PCSS Optimization

v1.9 SPECULAR GI

Specular Global Illumination

v1.10 VOXY

Voxy Support / Screen Space Shadow / Light Leak Fixes

v1.11 VOLUMETRICS

Cloud Sky Lighting / Fog / Cloud Shadows

v1.12 PARALLAX

Steep/Smooth Parallax Mapping / Parallax Shadows

[PENDING DATA] v1.13+ ADVANCED CLOUDS // ALTOCUMULUS // CIRRUS

> 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