LUNARIS VEIL — REALISTIC VANILLA-STYLE SHADER

AUTHOR
MissSatella

PROJECT
Lunaris Shader

GOAL
- Vanilla-style lighting with more accurate real-time shadows.
- Natural moon illumination, restrained atmosphere, and subtle color grading.
- Foliage-only wind for leaves and plants while dirt, stone and normal terrain remain rigid.
- Designed to stay lightweight enough for older integrated graphics.

SHADOWS
- 2048x2048 shadow map.
- 48-block shadow distance.
- Gentle radial shadow distortion with full shadow-depth precision.
- 8-tap manual PCF for smoother edges.
- Reduced normal-offset and slope bias to minimize acne, flicker and detached shadows.
- Boundary and invalid-projection guards fail open instead of producing giant dark regions.
- Shadow constants are declared exactly once as Iris shader constants; no duplicate declarations.

FOLIAGE WIND
- Leaves and plants/crops/vines are selected through block.properties IDs.
- Leaves receive subtle canopy flutter with a vertical gradient.
- Grass/plants are hinged at the base so they remain planted.
- Terrain blocks such as dirt, stone, sand and ores never receive wind displacement.
- Shadow-pass foliage displacement matches the main render displacement.

LIGHTING / ATMOSPHERE
- Vanilla sun/moon/sky/stars remain enabled.
- Cool moon ambient is gated by skylight so caves do not glow like outdoors.
- Distance fog uses a shared day/dusk/night atmosphere color.
- Bloom source is tied to the actual light-disc position rather than generic bright terrain or clouds.
- Light shafts are intentionally low intensity.

COMPATIBILITY
- Targets Iris-style shader inputs and the classic shaderpack pipeline used by this project.
- Exact behavior may vary slightly by Minecraft/Iris/Sodium version.

RELEASE
Version 1.0 — Stable Release
