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Alpha Piscium SHADER PACK
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ALPHA
PISCIUM

> VERSION:  1.8.4
> 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

v1.8.4 LATEST
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
v1.8.2
Jan 31, 2026
HIGHLIGHT
  • > SSS rewrite
  • > Improved cumulus modeling
NEW
  • > Added Shadow hardening filter
IMPROVEMENT
  • > SSS Rewrite
  • > Improved RTWSM Backward Perpendicular Function
  • > Reduced shadow bias
  • > Improved cumulus modeling
  • > Optimized ShadowSample pass register usages
  • > GI history length filter tweak
  • > TAA YCog conversion optimization
  • > Optimized RCAS
  • > Optimized cumulus base coverage noise
  • > Optimized ray sorting by skipping empty bins
  • > ReSTIR temporal reuse register usage optimization
  • > Optimized TAA SM usage
MISC
  • > Removed old SSS settings
  • > Updated file walking to follow symbolic links in addStuff function
  • > Detail noise toggle for debug
  • > GBuffer debug scaling
v1.8.1
Jan 22, 2026
NEW
  • > Added GI SST steps options
  • > Added Color McSpaceFace colorspace for rendering
IMPROVEMENT
  • > Improved Water Caustics and make it enabled by default
  • > Improved PCSS
  • > Improved denoiser to reduce fireflies
  • > Increased environment probe range setting maximum
  • > Adjusted water wave
  • > Improved shadesmith tilling algorithm to reduce VRAM usage
FIX
  • > Fixed potential cloud banding caused by bad randoms
  • > Fixed cloud multi-scattering radius setting
  • > Fixed solid shadow and caustics mixing
  • > Fixed randomly appeared black line in GI accumulation
  • > Fixed missing denoiser stabilization
  • > Fixed twilight color banding
MISC
  • > Updated sponsor list
  • > Removed unused CSR32F tile
v1.8.0
Jan 11, 2026
HIGHLIGHT
  • > Diffuse GI overhaul with ReSTIR SSGI
  • > Denoiser overhaul with ReBLUR-based denoiser
NEW
  • > Integrated Shadesmith for shader release optimization
  • > Added translucent absorption saturation setting
IMPROVEMENT
  • > Diffuse GI overhaul with ReSTIR SSGI
  • > Denoiser overhaul with ReBLUR-based denoiser
  • > Optimized various passes with custom Z-order thread group tiling
  • > Optimized various passes's VRAM bandwidth usage
  • > Optimized Hi-Z SST
  • > Replaced `imageLoad` with `texelFetch` for performance
  • > Refactored post-processing pipeline
  • > Improved HiZ mip tiles
  • > Enhanced TAA with more filter options
  • > Improved TAA sharpness, reduced motion blur and ghosting
  • > Improved image sharpening
  • > Updated default tonemap setting
  • > Migrated various images to Shadesmith tiles
  • > Improved bloom stability
  • > Tweaked auto exposure
  • > Tweaked emissive default settings
  • > Adjusted translucent SST thickness factor for less flickering and false hits
  • > Removed unused skylut
FIX
  • > Fixed backward SST (Screen-Space Tracing) near camera
  • > Fixed HiZ backward tracing failing in some cases
  • > Fixed missing sky reflection at night
  • > Fixed ghosting over sky
  • > Fixed cloud curl noise default strength
  • > Fixed incorrect cloud multiple scattering math
MISC
  • > Updated build scripts to include branch names in zip files
  • > Updated release script to support beta releases on dev branch
  • > Improved shift-program script to handle different worlds and no-suffix passes
  • > Removed old unused CAS code
  • > Added dynamic range to debug text
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