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Releases: IrisShaders/Iris

Iris 1.1.2 for Minecraft 1.16.5, 1.17.1, and 1.18 pre-release 4

06 Sep 02:39
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Iris 1.1.2 Changelog (Trimmed)

Iris version 1.1.2 for Minecraft 1.16.5, Minecraft 1.17.1, and 1.18 snapshots (see below) has been released!

You can download the release here: https://irisshaders.net/download.html

A trimmed changelog is available below. A more detailed changelog is available on GitHub for those who are interested.

Notable Changes

  • This release includes a new shadow culling system as well as a new batched entity rendering system, improving performance with many shader packs and fixing a bunch of bugs!
  • For 1.17.1 and above, this release also contains a modified version of Sodium based on 0.3.2 instead of 0.3.0 like before, improving performance and graphics driver compatibility.

Major changes for all versions

  • Shadow culling has been completely rewritten. It no longer incorrectly culls chunks compared to OptiFine, and overall performance has improved greatly compared to the previous system (especially with shader packs like Enhanced Default, BSL, and Complementary Shaders).
  • A Max Shadow Distance slider is now available in Video Settings, allowing you to tweak the render distance of shadows on packs that don't specify one.
  • Batched entity rendering has been completely rewritten, fixing many memory management, correctness, and performance issues.
  • Fog now fully works in most shader packs, including Sildur's Enhanced Default and other vanilla-like shaders
  • Entities now flash red when hurt, and flash white when they are going to explode
  • End portals now properly render with most shader packs
  • blockEntityId and entityId are now fully supported (Fixes many issues with Complementary Shaders' Integrated PBR)
  • Iris now has initial support for the path-traced lighting in SEUS PTGI, and has some fixes to the lighting in SEUS Renewed. (SEUS PTGI is still not officially supported, its water still does not work on Iris.)

Major fixes for 1.17.1 and above

  • End gateway beams no longer appear to render twice with shader packs that use shadows.
  • Fixed separate leads incorrectly rendering as connected
  • Block selection outlines now render properly, even with world curvature enabled. (due to a different issue that will be fixed soon, this doesn't work with some packs like Enhanced Default.)
  • Chunk borders (F3 + G), hitboxes, and other lines now render properly with shaders enabled. (similarly, this doesn't work with some packs like Enhanced Default.)
  • World borders render properly with most packs now.
  • The energy swirl around charged creepers now renders properly.

Mod compatibility fixes

  • Fix most issues with Physics Mod
  • Initial compatibility with Immersive Portals is now available on 1.17.1, though there are still issues. (credit to qouteall for implementing the compatibility code)
  • Fixed an issue where directional shading would be enabled on some blocks rendered with the Fabric Rendering API, even if the shader pack disabled it. (Fixes issues with CTM mods)
  • Added a new screen for when you have an incompatible version of Sodium installed.

But wait, there's more!

For the first time, we are releasing versions of Iris for the 1.18 snapshots for everyone to use. These builds do not represent the final version, however, they should be mostly playable (though there are significant performance issues caused by 1.18 itself.) These builds will be released to Patrons first for testing, then released for the general public after a few days once we confirm no major issues are in them. Currently, you can only get 1.18 versions of Iris through Github Releases (for Fabric). Overall, shaders should be mostly usable on 1.18 snapshots!

Iris 1.1.1 for Minecraft 1.16 and 1.17

29 Jul 01:58
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Iris version 1.1.1 for Minecraft 1.16.5 and Minecraft 1.17.1 has been released!

You can download the release here: https://irisshaders.net/download.html

Notable Changes:

This release primarily fixes a number of stability issues in the 1.17.1 version of Iris. Previously, the bundled version of Sodium for 1.17 was based on an older beta build, but now we've released to the much more stable Sodium 0.3.0 release. In addition, IMS fixed a memory leak in the sky horizon rendering code on Iris for 1.17.1.

Overall, Iris 1.1.1 for 1.17.1 is much more stable than Iris 1.1.0 for 1.17.1!

We've been working on a much bigger update, but unfortunately that code isn't quite ready yet. Instead of continually holding back critical fixes until that code is ready, we've decided to pull the critical fixes into an intermediate build, giving us time to polish up the next update.

Fixes for 1.16.5 & 1.17.1:

  • Fixed Complementary not compiling on macOS in non-overworld dimensions
  • Avoid crashes with Physics Mod, but there are still some weird bugs with it
  • Fixed colored shadows not working (this was a regression shipped in 1.1.0)
  • Fixed clouds being cut off at low render distances when shaders are disabled
  • Added rudimentary support for atlasSize, needed by newer versions of Complementary Shaders
  • Fixed block breaking animations for block entities
  • Support separateAo for blocks rendered with the Fabric Rendering API
  • Fixed a number of issues related to the ordering of entity rendering

Fixes for 1.17.1:

  • Allow shader packs to detect when the player is in powdered snow
  • The bundled version of Sodium is now based on the 0.3.0 release instead of a beta build, fixing a memory leak
  • Fixed vanilla clouds not rendering in packs that use them
  • Fixed beacon beams not rendering
  • Fixed a memory leak in horizon rendering

Iris 1.1.0 for Minecraft 1.16 and 1.17

19 Oct 22:52
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This release includes fixes for the vast majority of the hardware compatibility issues that Iris 1.0.0 faced. In addition, a compatible version of Sodium is now available for 1.17, allowing people to have incredible performance with shaders on both Minecraft 1.16 and Minecraft 1.17!

Unlike OptiFine, Iris for Minecraft 1.17 works with the core profile of OpenGL, a modern subset of OpenGL. Iris has a relatively robust shader patching system that allows existing shaders to work with Minecraft 1.17 without shader authors needing to change a single line of code. Any issues with loading a pack that previously worked in Minecraft 1.16.5 are bugs in Iris, and will be fixed in a future release. Shader authors do not need to change their shader packs for them to work on 1.17.

As a result of using the core profile, it's possible to use shaders with macOS (and Mesa drivers on Linux) on Minecraft 1.17.

Another significant change is that the way that Iris interally manages sampler objects has been completely rewritten. This shouldn't change anything right now, but it makes it significantly easier to completely remove one of the most fundamental restrictions that shader developers have had to deal with: the limit of 8 (or, in recent OptiFine versions, 16) render targets / color textures globally.

That being said, unlimited color textures is just one of the many exciting new additions to the shader pipeline that I have planned in the future, once Iris has reached complete parity with OptiFine's shader features!

This release is only possible due to the incredible work of JellySquid, who has spent many hours of her time updating Sodium to the latest Minecraft version and making it even better. She was also assisted by Kroppeb, who demonstrated an initial port of Sodium to 1.17, and also helped fix bugs with the new Sodium version.

I'd also like to thank the many members of the Iris team who have all come together to allow Iris to sustain its incredible development pace. In only a little over 8 months, Iris has gone from nothing to being on track to having full parity with OptiFine's shader features in the near future! The future is bright for Iris and the shader development community, and you can continue to expect improvements in compatibility, performance, and features with each passing month.

Known issues in this release:

  • Shader pack configuration / options are not currently supported, limiting options for customization. This is being worked on, and will be supported soon.
  • The custom uniform system, a feature used by many modern shader packs, is not currently supported. Work is being done on this front, and once Iris supports the custom uniform system, many more packs will work with Iris.
  • Block selection outlines and fishing lines do not render properly on 1.17 with shaders enabled. I'm looking into a way to fix this that doesn't require shader authors to modify their packs.
  • There are a variety of other rendering issues on the 1.17 version, but most of these are not major. Most should be fixed in the coming weeks as well. At this time, packs that work with Iris for 1.16.5 should work with Iris for 1.17 without game-breaking issues.

1.0.0 - First official release!

09 Jun 22:55
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After 8 months of development, we are proud to finally announce the initial release of Iris for Minecraft 1.16.5 and above!

It is compatible with the existing shader format that most shaders use, and though features are still being added (some shader packs do not work yet), many shader packs already work! Sildur's Vibrant Shaders, Sildur's Enhanced Default, BSL, Complementary, and SEUS (v11 and Renewed) work well with Iris, and I recommend them highly!

We recommend using the 1.0.0 build, as the standalone build does not include Sodium and will have poor performance.

Iris Shadow Experiment #2 for 1.16.5

22 Nov 21:44
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This pre-release of Iris was archived from its original on Patreon for posterity on November 22, 2022.

Original Post Date: May 25, 2021 at 12:50 AM PDT


This is the second main experimental release of the shadow code, and fixes a number of rendering issues. Though it is mostly feature complete, performance leaves very much to be desired. Sildur's Vibrant Shaders Lite / Medium are both completely playable with shadows on my machine, but BSL runs at about 40 FPS (I get over 100 FPS without shadows even at 1440p). 

The shadow code is still only available to Premium & VIP patrons since it is still heavily a work in progress. As it turns out, getting dynamic shadows to work in a performant way is actually quite difficult in Minecraft!

New changes since Shadow Experiment 1:

  • This version of the shadows branch is based on Iris 0.4.0, and includes all of the associated changes of 0.3.0 and 0.4.0. See those posts for more information.
  • Terrain is no longer improperly culled, so now mountains still cast shadows even if you're not looking at them.
  • Translucent terrain (water, stained glass, etc) now casts a shadow.
  • Block entities cast shadows now.
  • Entities cast shadows, but only if they are very close to you.
  • A partial fix for sun shining through mountains has been implemented by disabling back face culling (matching OptiFine), however a more proper fix needs to be implemented.
  • Colored shadows work on shader packs that implement them.
  • Most shadow rendering parameters are no longer hardcoded.
  • The shadow renderer shows some nice debug information on the F3 screen
  • You no longer crash when switching away from a shader pack that doesn't use a shadow program
  • Shadows are no longer broken at night, and respect the sun path tilt as well.
  • A number of other internal fixes have taken place.
  • Shadows work with Sildur's shaders, BSL, Complementary, and SEUS v11.
  • SEUS Renewed also works quite well with the shadows branch, even though it blackscreens on trunk!

Current shortcomings:

  • Shadows overall have poor performance currently due to the lack of Sodium support and the inadequate culling implementations.
  • The current shadow frustum culling is basic, it needs a lot of improvement. While it has a significant effect with some shader packs, on others it has very little benefit.
  • Shadows still don't support Sodium.
  • Shadow culling only updates when you move your camera, this isn't really noticeable normally unless you stand still for 20 minutes.
  • I noticed some weird bug where all chunks got corrupted and misplaced like one time while testing the shadow branch. I have no idea why it happened and I'll just pretend I never saw it unless it happens again.
  • The entity shadow distance is currently constrained to be artificially low for performance reasons, it needs to be bumped up again before release. If an entity isn't rather close to you it doesn't cast a shadow.
  • Block entities are not culled in the shadow pass at all.
  • Shadows are rendered even if the shader pack never uses them - even on internal shaders!

Please see the 0.4.0 post for more detailed instructions on how to get these builds of Iris to work (again, Sodium is not supported with the shadow branch currently): https://www.patreon.com/posts/51649366

Source code is available to Patrons of the $8 and $16 tiers upon request.

Iris Alpha v0.4.0 for Minecraft 1.16.5

22 Nov 23:41
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This pre-release of Iris was archived from its original on Patreon for posterity on November 22, 2022.

Original Post Date: May 24, 2021 at 3:13 PM PDT


Iris 0.4.0 is now available, and compiled builds are now available to all patrons! This is a smaller release with a big feature: a shader selection GUI! It even supports drag and drop, like what you'd expect from a piece of software made in 2021. This should make managing and selecting shader packs much more pleasant overall.

For Premium and VIP Patrons, a new version of the experimental shadow branch is coming later today, based on the 0.4.0 build of Iris! It is mostly feature complete, but has a lot of performance issues and isn't yet compatible with Sodium. Still, it is an exciting step in getting shadows fully working!

Note: The shader selection GUI is not visible by default when Sodium is installed. At the moment, you must press Shift+P while in the Sodium Video Settings menu, which will let you access the vanilla Video Settings menu, and thus the Iris shader selection GUI.

Please note that this version of Iris does not support shadows, because they are still experimental, though they are available to patrons of the $8 tier and above for testing purposes. This also means that shaderpacks that use volumetric lighting like Sildur's Vibrant Shaders Extreme-VL or BSL might have issues like the sun glowing through solid ground.

The posting contains a pre-compiled jar of both Iris and the required fork of Sodium, as well as a step-by-step guide on how to get them working.

Feel free to share these files with your friend group and in other private places, but I ask that you do not share them publicly at this time.

What files should I download?

First, download the iris-0.4.0+patreon.jar file in the Attachments box below. This build supports Sodium, but can be used without Sodium as well.

Then, if you want to use Sodium, download the sodium-fabric-mc1.16.5-IRIS-SNAPSHOT_rev.261c918_patreon.jar file in the Attachments box below.

How do I use it?

If you are having trouble getting things working, send me a private message on Patreon or Discord and I will try to help you out as best I can.

As a prerequisite, you must have Fabric Loader installed.

If you haven't already, start the game with Iris. Make sure that you've removed any older versions of Iris or the Sodium fork first!

If you can't start the game (crashes, etc), send me a message containing your latest.log file and I'll help you figure out what's going on.

While Minecraft is running:

  • On the main menu or while in the pause menu, go to Options
  • Click "Video Settings"
  • If you are using Sodium, press Shift + P to open the vanilla Video Settings menu
  • Scroll down if needed and then click "Shader Packs"
  • If Minecraft is in full screen mode, go to windowed mode
  • Open up the folder where you have the shader pack you want to use, likely your Downloads folder
  • Drag that shader pack ZIP file on to the Minecraft window
  • You should see a confirmation message
  • Press "Done"
  • Return to Minecraft, you should now be playing with shaders!

Known Issues

  • Many shaderpacks are broken under Iris, but there are many that are starting to work. Sildur's Vibrant Shaders is the shaderpack that I currently prioritize supporting, however BSL and Complementary work with some issues as well.
  • There are still some minor rendering bugs, though many have been resolved.
  • Older versions of Xaero's Worldmap is incompatible at this time (item rendering bugs)
  • Light Overlay, Litematica, and the in-world shapes in MiniHud have rendering issues with Iris.

What shader packs work?

Like with 0.3.0, BSL v8, Complementary Shaders v4, Sildur's Enhanced Default v1.12, and SEUS v11 now mostly work on Iris! Many things are still broken, but they are approaching the state of being playable. It's still recommended to use Sildur's Vibrant Shaders, however, as it is still the best-supported shaderpack. Things are changing rapidly, though!

  • Known issues on BSL: There are no reflections, rain does not show up.
  • Known issues on SEUS v11: Issues with rain, weather, clouds need to be disabled manually. Also note that SEUS v11 is not compatible with certain operating systems / GPUs and might crash!
  • Known issues on Complementary Shaders: Reflections are all black, fog is broken, things look weird underwater.
  • Known issues on AstraLex Shaders: Water looks weird in general, though reflections do work. Weather doesn't work, rain does not show up and the sky does not darken.
  • Known issues on Sildur's Enhanced Default: Enchantment glints are broken, fog is broken
  • Known issues on Skylec Shader: Underwater and weather effects are broken, there are a lot of other issues as well.

Notable changes in 0.4.0:

  • Add a shader selection GUI (Thanks to @FoundationGames!), accessible through Video Settings
  • The shader selection GUI supports drag and drop
  • You can enable and disable shaders from the shader selection GUI
  • Leaves now wave on SEUS v11
  • Support buffer mipmap directives, fixing bloom and a bunch of other issues on BSL, Complementary, and SEUS v11!
  • Fix some issues with uniforms being updated too quickly (auto exposure issues)
  • Fix water on SEUS Renewed (it currently blackscreens on trunk, but it works on the soon-to-be released version of the shadow branch!)
  • A lot of internal changes to better support additional shaderpacks in the future

Licensing

These files are licensed under the terms of the GNU Lesser General Public License version 3, an open-source license. The source code is available on GitHub.

Iris Alpha v0.3.0 for Minecraft 1.16.5

22 Nov 23:13
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This pre-release of Iris was archived from its original on Patreon for posterity on November 22, 2022.

Original Post Date: April 27th, 2021 at 7:03 PM PDT


Iris 0.3.0 is here, and compiled builds are now available to all patrons! It's been a long time since the last release, and there have been tons of changes and improvements. Notably, BSL v8 & Complementary v3.13 are now somewhat playable on Iris 0.3.0, instead of being completely broken like they were on Iris 0.2.0! Please note however, that this version of Iris does not support shadows, because they are still experimental, though they are available to patrons of the $8 tier and above for testing purposes.

The posting contains a pre-compiled jar of both Iris and the required fork of Sodium, as well as a step-by-step guide on how to get them working.

Fair warning: Patreon charges you when you sign up, and on the first of every month. It may be in your best interest to wait before signing up to get this release, given that the first of May is in 4 days - you'd be charged today and on May 1st! Normally I don't like releasing so late in the month for this reason, but Iris 0.3.0 is already long overdue.

Feel free to share these files with your friend group and in other private places, but I ask that you do not share them publicly at this time.

What files should I download?

First, download the iris-0.3.0+patreon.jar file in the Attachments box below. This build supports Sodium, but can be used without Sodium as well.

Then, if you want to use Sodium, download the sodium-fabric-mc1.16.4-IRIS-SNAPSHOT_rev.3e3d08f_patreon.jar file in the Attachments box below.

How do I use it?

If you are having trouble getting things working, send me a private message on Patreon or Discord and I will try to help you out as best I can.

As a prerequisite, you must have Fabric Loader installed.

This guide will assume that you would like to use Sildur's Vibrant Shaders v1.283 Medium. If you are using a different version (High, Low, etc) you must adjust the guide accordingly. While Extreme-VL works, the volumetric lighting effect does not work since shadows are not supported.

If you haven't already, start the game with Iris. Make sure that you've removed any older versions of Iris or the Sodium fork first!

If you can't start the game (crashes, etc), send me a message containing your latest.log file and I'll help you figure out what's going on.

While Minecraft is running:

  • Move "Sildurs Vibrant Shaders v1.283 Medium.zip" to your .minecraft/shaderpacks directory
  • Go to the .minecraft/config directory and open the iris.properties file
  • Change "shaderPack=(internal)" to "shaderPack=Sildurs Vibrant Shaders v1.283 Medium.zip"
  • Save your changes.
  • Return to Minecraft and walk around. Press the R key. You should see a "Reloaded Shaders!" message in chat. This will reload shaders, and thus load Sildur's Vibrant Shaders v1.283 Medium.

Known Issues

  • Many shaderpacks are broken under Iris, but there are many that are starting to work. Sildur's Vibrant Shaders is the shaderpack that I currently prioritize supporting, however BSL and Complementary work with some issues as well.
  • There are still some minor rendering bugs, though many have been resolved.
  • Xaero's Worldmap is incompatible at this time (item rendering bugs)
  • Light Overlay, Litematica, and the in-world shapes in MiniHud have rendering issues with Iris.

Notable changes and improvements in 0.3.0:

BSL v8, Complementary Shaders v3.13, Sildur's Enhanced Default v1.11, and SEUS v11 now mostly work on Iris! Many things are still broken, but they are approaching the state of being playable. It's still recommended to use Sildur's Vibrant Shaders, however, as it is still the best-supported shaderpack. Things are changing rapidly, though!

  • Known issues on BSL: There are no reflections, bloom flickers a lot, rain does not show up.
  • Known issues on SEUS v11: Bloom flickers a lot, issues with rain, the sun is not tilted.
  • Known issues on Complementary Shaders: Bloom flickers, reflections are all black.
  • Known issues on Sildur's Enhanced Default: The sun is not tilted, enchantment glints are broken

Vertex format extensions are now fully supported on Iris, even when Sodium is not installed. This means that water reflections work, plants and foliage wave like normal, water looks like water, stained glass looks like stained glass, and all around means that a lot of things work way nicer even without Sodium installed. They also are 100% compatible with Indigo (without Sodium) and Indium (with Sodium), meaning that Iris is still fully compatible with the Fabric Rendering API and mods that use it.

Iris now has full support for parsing block ID mappings. This means that hanging lanterns now wave, double tall grass looks right, and that it is no longer necessary to manually modify block.properties for things to look correct.

You can now disable shaders entirely with Iris through the enableShaders property in iris.properties. If you put enableShaders=false on a new line at the end (assuming the file does not already contain an enableShaders property), then shaders will now be fully disabled.

The sodium-compatibility branch has now been merged into trunk.

Other changes and fixes in 0.3.0:

  • Fixed an issue where the world would appear to be entirely in shadow on some open-source Linux graphics drivers (Mesa)
  • Add support for tilting of the sun path (doesn't work on Sildur's Enhanced Default yet)
  • Fixed light appearing to come from the wrong direction at night time
  • Buffer formats are no longer hardcoded, which opens the door to a lot more shaderpacks working.
  • Iris now provides placeholder content for PBR textures, fixing some issues with Complementary Shaders
  • Fixed some issues related to buffer clearing, which caused a multitude of issues in some shaderpacks, including weird rainbow effects when looking through translucent things on Sildur's Vibrant Shaders, pink entity reflections on Sildur's Vibrant Shaders, and other weird interactions between translucent things and the sky.
  • Support for geometry shaders, a stepping stone for supporting SEUS PTGI and other raytracing shaderpacks
  • The alpha test and blending are now disabled during the fullscreen passes (composite & final), preventing some weird issues including the content of previous frames bleeding into the next frame on Sildur's Enhanced Default
  • noiseTextureResolution is no longer hardcoded, fixing clouds & water waves on Complementary
  • Support for custom noise textures, fixing clouds & water waves on BSL
  • Fix clouds smearing apart after playing for many hours on Sildur's Vibrant Shaders
  • Full support for TAA on Sildur's Vibrant Shaders through the framemod8 uniform
  • Fix the sky not rendering on low render distances
  • Hardcode the custom uniforms needed by BSL & Complementary so that the day/night cycle mostly works on them
  • Load some baseline block ID mappings if the shaderpack doesn't provide mappings, which helps with SEUS v11.
  • The wetness is now smoothed properly, instead of updating instantly along with the rain strength. This should mean that rain puddles will stick around even after it has stopped raining.
  • Iris now tweaks the far plane to match OptiFine when shaders are enabled. This fixes some issues with water reflections on Sildur's Vibrant Shaders, however it causes clipping issues with shaderpacks that use vanilla clouds, such as Sildur's Enhanced Default.
  • All entities are rendered prior to translucent content. This fixes a few issues where underwater entities and block entities (like chests) would become invisible. However, it makes slimes and nametags render oddly. Further work is necessary to make the translucent parts of entities render later on, separate from the opaque parts of entities.
  • Firework spark particles, opaque block breaking particles, and barrier particles are now marked as opaque, meaning that they are rendered early with other opaque particles. This fixes some issues with how these particles interact with water / stained glass.

Licensing

These files are licensed under the terms of the GNU Lesser General Public License version 3, an open-source license. The source code is available on GitHub.

Iris Shadow Experiment #1 for 1.16.5

22 Nov 22:25
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Pre-release

This pre-release of Iris was archived from its original on Patreon for posterity on November 22, 2022.

Original Post Date: March 8th, 2021 at 3:42 PM PST


This is a highly experimental build made available to Patrons of the $8 and $16 tiers. It's hard to overstate how broken this code is... normally it is something that I would never make available to others in the first place. As it turns out, however, there are a lot of people who would like to test out shadow code, no matter how broken it is.

So, I've made it available to Patrons who want to play around with it. Essentially, this lets me avoid getting overwhelmed by issue reports, while still letting people test out bleeding-edge code. Of course if you're using this code feel free to report issues, as long as it's not something already listed in the Shortcomings section.

Make sure to re-enable shadows with your shaderpack, otherwise things will not work!

Shortcomings

  • Shadows have incorrect culling: if you're not looking at something, it doesn't cast a shadow. In other words, tall mountains only exist if you look at them.
  • Entities and block entities don't cast shadows
  • Your own player entity does not cast a shadow
  • Shadows don't currently work with Sodium
  • Shadows are hardcoded to render at a resolution 3072x3072 with a render distance of 110 meters (which is what Extreme-VL uses), so they'll hit your graphics card really hard even if you're using Sildur's Vibrant Shaders Lite. They'll look nice though...
  • Colored shadows don't work
  • Water and other translucent things don't cast shadows
  • The code has only been tested with Sildur's Vibrant Shaders Medium and Extreme-VL
  • Complementary, BSL, and similar have issues with the shadows, they are not properly tested yet
  • Switching between a shaderpack with shadows and one that doesn't have shadows crashes the game

Iris Alpha v0.2.0 for Minecraft 1.16.5

22 Nov 23:03
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Pre-release

This pre-release of Iris was archived from its original on Patreon for posterity on November 22, 2022.

Original Post Date: March 7th, 2021 at 10:23 PM PST


This is a patron-only alpha release of Iris based on the current source code, pre-compiled for your convenience. Just drop the mods into your mods folder and play!

Feel free to share these files with your friend group and in other private places, but I ask that you do not share them publicly at this time.

What files should I download?

First, download the iris-0.2.0-sodium_compatibility_patreon.jar file in the Attachments box below. This build supports Sodium, but can be used without Sodium as well.

Then, if you want to use Sodium, download the sodium-fabric-mc1.16.4-IRIS-SNAPSHOT_patreon.jar file in the Attachments box below.

How do I use it?

If you are having trouble getting things working, send me a private message on Patreon or Discord and I will try to help you out as best I can.

As a prerequisite, you must have Fabric Loader installed.

This guide will assume that you would like to use Sildur's Vibrant Shaders v1.283 Medium. If you are using a different version (High, Low, etc) you must adjust the guide accordingly. While Extreme-VL works, the volumetric lighting effect does not work since shadows are not supported.

If you haven't already, start the game with Iris.

If you can't start the game (crashes, etc), send me a message containing your latest.log file and I'll help you figure out what's going on.

While Minecraft is running:

  • Extract "Sildurs Vibrant Shaders v1.283 Medium.zip" to your .minecraft/shaderpacks directory
  • Go to the "Sildurs Vibrant Shaders v1.283 Medium/shaders/shaders.settings" file
  • Change line 6 (very close to the top) from "#define Shadows" to "//#define Shadows"
    • This disables shadows because Iris does not support shadows currently.
    • If you don't do this the terrain will look very bright! (This is different from before, where it would look very dark instead.)
  • Save the file and close the editor.
  • Go to the .minecraft/config directory and open the iris.properties file
  • Change "shaderPack=(internal)" to "shaderPack=Sildurs Vibrant Shaders v1.283 Medium"
  • Save your changes.
  • If you want grass and leaves to wave, download the modified block.properties file in Attachments and use it to replace the existing block.properties file in the "Sildurs Vibrant Shaders v1.283 Medium/shaders" folder. This only works with Sodium installed.
  • Return to Minecraft and walk around. Press the R key. You should see a "Reloaded Shaders!" message in chat. This will reload shaders, and thus load Sildur's Vibrant Shaders v1.283 Medium.
  • If the game crashes, you've done something wrong. Delete the "Sildurs Vibrant Shaders v1.283 Medium" directory and try again.

Known Issues

  • Most shader packs other than Sildur's Vibrant Shaders do not work well, or at all. Use Sildur's Vibrant Shaders v1.283 with Iris.
  • There are many minor rendering bugs, especially with the Standalone version of Iris.
  • Xaero's Worldmap is incompatible at this time (item rendering bugs)
  • Light Overlay, Litematica, and the in-world shapes in MiniHud have rendering issues with Iris.

Changelog

  • Dimensional shader support
  • TAA and rain are fixed
  • Add support for the night vision effect that comes with Conduit Power
  • Fix the glowing effect on all shaderpacks
  • Fix a few issues with water reflecting itself, which caused odd visual issues at a distance
  • Avoid a memory leak when reloading shaderpacks
  • Fix eyeBrightnessSmooth not being smoothed, and sample it at the eyes instead of the feet
  • Fix a hard crash on AMD (EXCEPTION_ACCESS_VIOLATION) in glShaderSource
  • Fix a hard crash on AMD (EXCEPTION_ACCESS_VIOLATION) in glTexImage2D
  • Fix water not rendering at all on AMD by giving shadowtex0/shadowtex1 placeholder content
  • Add compatibility for PhysicsMod (no longer crashes, and renders without issues)
  • Render opaque particles early, fixing some issues
  • Fix broken particle rendering on Sildur's Enhanced Default
  • Fix crashes with FabricSkyboxes and Sodium Extra
  • Fix view bobbing causing the world to go crazy in some cases
  • Display the shaderpack that is actually loaded in the F3 screen (better diagnostics)
  • A bunch of assorted fixes to the Sodium fork

Licensing

These files are licensed under the terms of the GNU Lesser General Public License version 3, an open-source license. The source code is available on GitHub.

Iris Alpha v0.1.0 for Minecraft 1.16.5

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Pre-release

This pre-release of Iris was archived from its original on Patreon for posterity on November 22, 2022.

Original Post Date: Febuary 20, 2021 at 9:55 AM PST


This is a patron-only alpha release of Iris based on the current source code, pre-compiled for your convenience. Just drop the mods into your mods folder and play!

Feel free to share these files with your friend group and in other private places, but I ask that you do not share them publicly at this time.

What files should I download?

  • Iris with Sodium: Download the iris-0.1.0-sodium_compatibility+patreon.jar file and the sodium-0.1.0-IRIS-SNAPSHOT+patreon.jar file in the Attachments box below.
  • Iris Standalone: Download the iris-0.1.0+patreon.jar file in the Attachments box below. This build does not support Sodium.

How do I use it?

If you are having trouble getting things working, send me a private message on Patreon or Discord and I will try to help you out as best I can.

As a prerequisite, you must have Fabric Loader installed.

This guide will assume that you would like to use Sildur's Vibrant Shaders v1.283 Medium. If you are using a different version (High, Low, etc) you must adjust the guide accordingly. Extreme VL does not currently work!

If you haven't already, start the game with Iris.

If you can't start the game (crashes, etc), send me a message containing your latest.log file and I'll help you figure out what's going on.

While Minecraft is running:

  • Extract "Sildurs Vibrant Shaders v1.283 Medium.zip" to your .minecraft/shaderpacks directory
  • Go to the "Sildurs Vibrant Shaders v1.283 Medium/shaders/shaders.settings" file
  • Change line 6 (very close to the top) from "#define Shadows" to "//#define Shadows"
    • This disables shadows because Iris does not support shadows currently.
    • If you don't do this the terrain will look very dark!
  • Save the file and close the editor.
  • Go to the .minecraft/config directory and open the iris.properties file
  • Change "shaderPack=(internal)" to "shaderPack=Sildurs Vibrant Shaders v1.283 Medium"
  • Save your changes.
  • If you want grass and leaves to wave, download the modified block.properties file in Attachments and use it to replace the existing block.properties file in the "Sildurs Vibrant Shaders v1.283 Medium/shaders" folder. This only works with sodium_compatibility.
  • Return to Minecraft and walk around. Press the R key. You should see a "Reloaded Shaders!" message in chat. This will reload shaders, and thus load Sildur's Vibrant Shaders v1.283 Medium.
  • If the game crashes, you've done something wrong. Delete the "Sildurs Vibrant Shaders v1.283 Medium" directory and try again.

Known Issues

  • Water is broken on AMD and occasionally with Nvidia. This is being investigated, it appears to be related to the noise texture
  • Rain is quite broken, TAA has minor issues, shadows are not supported at all
  • Most shader packs other than Sildur's Vibrant Shaders do not work well, or at all. Use Sildur's Vibrant Shaders v1.283 with Iris.
  • There are many minor rendering bugs, especially with the Standalone version of Iris.
  • Xaero's Worldmap is incompatible at this time (item rendering bugs)
  • PhysicsMod is incompatible (crashes)
  • Light Overlay, Litematica, and the in-world shapes in MiniHud have rendering issues with Iris.

Licensing

These files are licensed under the terms of the GNU Lesser General Public License version 3, an open-source license. The source code is available on GitHub.