Badges update automatically and link to the shader page on MineUniverse.
A voxel path traced shaderpack for Iris.

Most packs approximate indirect light. This one traces it. Every frame the world gets copied into a voxel grid, and rays bounce around inside that grid to work out what is lighting what.
What you actually notice is a lot of small things adding up. A torch lights the room from where it really sits instead of from everywhere at once, and it casts a shadow. Light picks up the colour of whatever it bounced off on the way to you. Two lamps in one room stay two lamps instead of averaging into one glow. And nothing in the Nether is lit by a sun, because there isn't one down there, its all lava and glowstone.
Reflections are screen space, which is a trade. You lose whatever is off the edge of the screen, and at grazing angles across a lake that's quite a lot of it. What you get back is the actual finished frame in the water, GI and emission and fog included, rather than a simplified copy of the world re-lit by a guess. There is a voxel trace fallback in the settings if you'd rather have it the other way round.
Lighting
Atmosphere
Water
Materials
Dimensions
Post
| Loader | Iris only. The lighting is built on Iris custom images, OptiFine has no equivalent for those |
| Minecraft | 1.20.1 to 26.2 |
| GPU | OpenGL 4.6, compatibility profile |
| macOS | Not supported, it caps out at OpenGL 4.1 |
Block shapes and materials are catalogued up to 1.21.4. Anything added after that still renders fine, it just gets treated as a plain block.
Seventeen screens. Every option has a proper tooltip on it, what it does, what it costs and why the default sits where it does, instead of a four word label.
Five profiles from Potato to Ultra. They're rungs on one ladder rather than five seperate presets. The base already sits at the floor of ray rate, bounces and step count, so the cheap end saves by giving up volumetrics, clouds and reach, and the expensive end spends on rays first.
The pack ships with a hand tuned config rather than one of the profiles, a fairly night heavy look with a lot of light pollution and strong volumetrics. If thats not your thing, pick Balanced and you get the reference settings back.