EIQFEP — Every Image Quality For Every PC
One shader pack. Five quality levels for playing, plus a Photo level for screenshots. From a weak laptop to a ray-tracing gaming rig.
EIQFEP is a shader pack for Iris, written completely from scratch. Instead of making you hunt for a "lite" version, it ships as a single pack with five quality levels (plus an optional, very heavy Photo level for covers and screenshots): pick the level in the first line of the shader menu, then choose a look that suits you. Overworld, Nether and End all get their own lighting, sky and fog.
⚠️ Early alpha — please read
EIQFEP is still in early development. Testing on real hardware is ongoing (a GPU + driver + Iris + Minecraft setup behaves differently from a simulation, so results may still surprise us). Until that is finished, the pack has been verified in a software OpenGL (Mesa llvmpipe) simulation that imitates how Iris runs a shader pack: every shader program compiles, and the options have been swept for NaN/black-screen bugs. Performance, driver quirks, exact brightness and Iris-specific behaviour are still being discovered.
Your feedback is the most valuable thing you can give this project. If you try it, tell me what works, what looks wrong and what runs badly. See How to give feedback below.
🖼️ Screenshots
Nine scenes, one per mood: a plains village at golden hour and in dawn mist, a snowy taiga night with aurora, a desert pyramid, a lighthouse at sunset, an alpine lake, a crimson and a warped Nether, and an End island with an End city.
Where the pictures come from: these images were rendered with the pack's own software test renderer (Mesa llvmpipe) at Level 5, not captured in a live game. In-game captures from real hardware will follow as testing progresses.
A note about the scenes: the buildings and structures in these screenshots were built by hand for the pictures, in every dimension, just to make them look nice. They are our own simplified builds and are not meant to look exactly like vanilla villages, pyramids or End cities. Our builder was not great at everything either :D — if a roof looks odd or a tower is a bit too plain, that is on the builder, not the shader.
✨ Pick your look
Six styles, switchable in-game, all built on the same lighting:
| Style |
Feel |
| EIQ (natural) |
Balanced, realistic colors and light |
| BSL-like (vivid) |
Saturated colors, warm sun with blue shadows, bright clouds, stronger bloom |
| Dark Mode (moody) |
Dark nights and caves, high contrast, cool tones, denser fog |
| Cinematic (warm, filmic) |
Warm tones, higher contrast, light vignette |
| Pastel (soft, dreamy) |
Soft, light, lower saturation, generous bloom |
| Crystal (clear, smooth) |
Clear air, smooth light, clean vivid color, glass-like water |
Then make it yours with the Fine Tune menu. Every slider stacks on top of the style you chose:
- Light & mood: ambient light, sunlight strength, shadow tone (warm ↔ cool), vivid light, biome light tint, light shafts, glow around lamps, living flame color, sky light direction and bounce, cave darkness, night brightness
- Clarity: one Clarity & Smoothness slider for clearer air, smoother edges and light, local contrast and softer reflections
- Sky & weather: sky saturation and brightness, cloud brightness, cloud speed, fog density, daily weather variation, moon size, star brightness, sun path tilt, rainbows after rain, fireflies, meteor showers
- Water: water color (natural / turquoise / deep blue / swamp), turbidity, wave height, underwater visibility
- Materials & world: translucency (light through leaves and grass), waving plants, waving leaves, waving lava, bobbing lily pads, foliage color variation, surface variation (hides texture repetition)
- Image: exposure, eye adaptation speed, contrast, saturation, vibrance, color limiter (tames neon-saturated colors), night-vision shift, color temperature, bloom, vignette, tonemapper
🎚️ Quality levels
| Level |
Name |
Highlights |
| 1 |
Performance |
1024 shadows, FXAA, cheap sky/clouds, no AO |
| 2 |
Low |
Colored shadows, 4-sample SSAO, procedural normals, clouds |
| 3 |
Medium |
Soft PCSS shadows, contact shadows, GTAO, TAA, volumetric light, SSR, bloom, colored block light |
| 4 |
High |
More samples, sharpening, longer SSR / volumetrics, larger light volume, ray tracing on |
| 5 |
Ultra |
4096 shadows, 24-tap soft shadows, 40-step SSR, 24-step light shafts, largest light volume, ray-traced GI / lights / reflections |
| 6 |
Photo |
For screenshots, covers and thumbnails only, not for normal play. 6144 shadows, 32-tap soft shadows, the densest sampling everywhere, two-ray ray-traced GI. Extremely heavy and needs a strong GPU with plenty of VRAM. Asks for confirmation first (see below) |
Level 6 safety check: because Level 6 is so heavy, choosing it shows a warning screen and the pack keeps running as Level 5 until you switch on Level 6 Confirm in the menu. Turn it off or pick Level 5 or lower to go back.
Not sure where to start? Try Level 2–3 and go up while the game stays smooth. Adaptive Quality (Performance screen) reduces shadow filtering, AO, ray-traced GI and generated normals with distance to save GPU time; turn it off for full quality at every range.
🌤️ Sky & weather
- Physically inspired atmosphere with sunrise/sunset, twilight and sun halo; large adjustable sun, moon, stars, aurora and shooting stars
- Volumetric clouds with a high cirrus layer, a patchy mid-level layer, cloud shadows and light shafts (god rays)
- A rainbow after the rain, a warm low moon with a soft halo, glowing fireflies on humid nights, dust and pollen drifting in the sunlight, desert heat shimmer, desert sandstorms, slanted rain, rare noctilucent clouds, extra-frequent auroras in snowy biomes and the occasional meteor shower
- The Darkness effect (Warden, Sculk Shriekers) fades the world to black with distance
- Snow cover: while it snows in cold biomes, block tops and leaves gradually turn white
- Rain, thunder flashes, wet surfaces with puddles and ripples, snow sparkle, biome fog (desert dust, humid air), morning mist
💡 Lighting
- Soft shadows (PCSS) with colored shadows through stained glass
- Visible light shafts: sunlight (or moonlight) leaking through leaves, windows and gaps becomes a visible beam in the air, and stained glass colors it
- Glowing lamps: torches, lanterns, lava and fire leave a soft halo of their own color in the air (Overworld, Nether and End)
- Vivid light and biome tint: light colors are made richer without changing brightness, and ambient light follows the surroundings (warm in desert, leafy green in forest, cool over snow)
- Living flame color: flickering flames and lava shift toward red when dimming and yellow when brightening, and neighbouring surfaces follow
- GTAO ambient occlusion and contact shadows
- Colored block light: glowing blocks light their surroundings in their own color — soul torch = blue, redstone = red, amethyst = purple, plus lava, glowstone, enchanting tables, ender chests, lit copper bulbs and more. Held light sources light the world around you and glow in your hand. Visual only; it does not change the real game light level.
- Ray tracing (Levels 4–5): voxel ray-traced global illumination, many-light selection with colored shadow rays, and ray-traced reflections where screen-space reflections miss. Needs OpenGL 4.3+; falls back to vanilla block light on older GPUs and macOS.
💧 Water & materials
- Animated waves, reflections (with roughness-aware soft reflections), refraction, absorption, caustics and foam
- Looking up from underwater you see the sky through a round window with total internal reflection outside it
- Automatic surface detail for textures without a normal map
- labPBR support, including the labPBR metal table for correct colored metal reflections
🔥 Nether & End
- Rewritten Nether: real ambient light, biome-aware colors and fog (crimson, warped, soul sand valley, basalt deltas), glowing lava sea, heat haze, embers; glowing fungus caps and lava falls light their surroundings
- The Eye: a black hole in the Nether/End sky with an accretion disk and lensing; in the End it is the key light of the dimension
- End nebula, aurora, void motes and volumetric fog; chorus plants, end rods and purpur glow in their own colors
🎨 Image & color
- 6 tonemappers: EIQ, ACES, Filmic, Neutral, AgX, AgX Punchy
- Auto exposure, bloom, vibrance, saturation, contrast, color limiter, color temperature, vignette
- Night-vision shift: in dim light the eye loses color (reds darken, blue-green stands out); warm lamp-lit areas stay warm
- Optional (off by default): ink outlines (cartoon look), motion blur, depth of field, lens flare, rain drops, film grain, chromatic aberration
- A Debug View (normals, lightmap, material, distance, luminance) for bug reports; spider/Enderman eyes, beacon beams and lightning glow correctly, and translucent entities/blocks are lit properly
- HDR output with the "Shaders + HDR" mod when HDR is on
- Experimental Distant Horizons support
The menu is available in English and Turkish.
📦 Installation
- Install Iris (with Sodium) for your Minecraft version.
- Put the downloaded
.zip into your shaderpacks folder — do not unzip it.
- Important (Minecraft 26.2+): if your game has a Graphics API setting, set it to OpenGL (Options → Video Settings). Iris does not work with the native Vulkan renderer.
- In-game: Options → Video Settings → Shader Packs → choose EIQFEP.
- Pick a Quality Level (first entry), then a Style.
🖥️ Requirements
- Minecraft Java Edition with Iris (Sodium)
- A GPU/driver with OpenGL 3.3+ for Levels 1–2, and OpenGL 4.3+ (compute shaders, image load/store) for Levels 3–6 (colored light, ray tracing)
- Ray tracing (Levels 4–6) is heavy; expect it to need a fairly strong GPU. Level 6 needs a very strong one
⚠️ Known limitations
- Early alpha: performance and visual tuning need your help. Real-hardware testing is ongoing. Until it is finished, the numbers and looks come from a software OpenGL simulation, so how the pack runs and looks on different GPUs, drivers and Iris versions can still differ. Reports from real hardware are what will make it better.
- The looks were tuned in a small test world, not in every real biome. Use Fine Tune to match your taste, and tell me what looks off.
- Distant Horizons support, Nether biome colors and the Nether/End eye lighting are experimental.
- macOS and old GPUs: colored light and ray tracing fall back to vanilla block light.
💬 How to give feedback
Every report helps — including "it just works fine". Please include:
- PC: GPU model + driver version, OS, CPU (laptop or desktop)
- Game: Minecraft, Iris and Sodium versions, plus other mods that affect rendering (Distant Horizons, HDR mod, etc.)
- Pack settings: Quality Level, Style, and anything you changed
- What happened: a screenshot or short clip if you can, and when it happens (time of day, weather, dimension, underwater…)
- FPS: roughly what you got, and on which level / render distance
- If the pack fails to load: the error text (Iris shows it in chat and in
latest.log)
Especially valuable right now:
- Does it load at all on your GPU (NVIDIA / AMD / Intel / Apple)?
- Performance per quality level, with and without Adaptive Quality (and whether Level 6 even starts on your GPU)
- Anything too dark, too bright, flickering, noisy or glitchy (especially nights, caves, water, Nether, End)
- Whether the BSL-like, Dark Mode, Cinematic, Pastel and Crystal styles look good in your world
- Whether the light shafts and lamp glow look right or too strong (both can be turned down in the menu)
Bugs and suggestions: https://github.com/omurberaisik/EIQFEP
Thank you for testing — this pack gets better with your help!
EIQFEP is released under the Apache License 2.0. Written from scratch; no code from other shader packs. Because the shader is still under development, it may contain leftover or unfinished elements.