A cherry grove with a small village house, rendered with Mirai

Mirai

A vibrant visual shader for Minecraft Bedrock that aims for a realistic look.

Version 3.1.0 for MCBE 26.50 to 26.52

About

Mirai is a heavily modified vibrant visual pipeline. It rebuilds 54 materials for the Render Dragon engine, aiming for realism and an atmospheric feel.

It's also a reboot of my earlier shader of the same name, reimagined around a realistic look instead of the old style.

Village houses, wheat and cherry trees under a soft evening sky Tall grass and cherry trees in a hillside grove Autumn trees in gold and red against a blue sky

Features

Better reflections
Cleaner screen-space reflections with more vertical tracing.
Atmospheric scattering
A semi-physical sky for natural look.
Better Water caustics
Light patterns projected onto the seabed.
AgX tonemapping
Smoother handling of bright lights and colors.
Cirrus clouds
High-altitude planar cloud layers.
Better Snell's window
A clear view of everything above the water line.
Rain puddle
Puddles that form when it rains make the surface reflective.
Water parallax
An effect that makes the waves on the water's surface appear deeper.

Download

Version 3.1.0 for MCBE: 26.50, 26.51, and 26.52, release/stable only (not preview). Read the installation guide before you start.

  • If you combine Mirai with other packs, place it on top of them.
  • Mirai already supports colored lighting (flood/static light); simply combine it with the Vibrant Visual pack, which already includes a configuration for colored lighting.

Android

Windows

iOS

Changelog

3.1.0 Latest


  • Added distance fading to subsurface materials
  • New sky lightmap occlusion curve
  • New block lightmap curve and changed its intensity
  • Update the tonemapping; it now uses Rec. 709 directly and has no unnecessary color transform
  • Decrease puddle size, increase the threshold, and increase the intensity
  • Changed the sky atmosphere ground
  • Increase border fog intensity
  • Decrease night light intensity
  • Decrease volumetric fog transmittance
  • Simplify water surface wave normal caculations
  • Remove the ozone multiplier on transmittance calculations for surface lighting

Fixed

  • Fixed NaN on Actor materials
  • Fixed terrain shadow rendering
  • Fixed TAAU offsets

Known Bug

  • Severe color banding on volumetric fog (Mojang moved the temporal accumulation for froxels but didn’t apply it to the stage where scattering and color are calculated)

Limitation

  • Objects that use forward rendering (e.g. glass, ice and banners) look distracting when viewed from underwater. This is inherent to deferred rendering, not a bug
Older versions

3.0.0


  • Support MCBE 26.50 and above
  • Support for iOS
  • Added simple filtering to screen space reflections
  • Added parallax effect to water waves
  • Added rain puddles on upward-facing surfaces
  • Added rain contribution to sky and atmosphere
  • Added simple distance/boder fog
  • Added new materials

Changed

  • Codebase rebuilt for the new compiler, with a new shader and file structure
  • Improve cirrus cloud shape
  • Improve tonemapping
  • Simplify exposure, now always driven by the scene’s average brightness
  • Reduce water scattering brightness
  • Rework atmospheric scattering
  • Simplify volumetric fog and air scattering
  • Simplify sky probe shading
  • Rework shadow filtering

Removed

  • Remove volumetric clouds, including it's shadows, because the buffer that stored their noise textures is no longer accessible to one of the materials (cirrus clouds remain)
  • Remove the old deferred multipass and tiled materials
  • Remove distant transition fading to subsurface scattering material, now at a distance of about 50 blocks from the player's position, all blocks that have subsurface scattering will looks ugly
  • Remove screen space reflection to the water surface when the camera is in the water

Known Bug

  • Some objects rendered as “Actors” appear completely black (does not occur on Android devices with Mali GPUs)
  • Severe color banding on volumetric fog (Mojang moved the temporal accumulation for froxels but didn’t apply it to the stage where scattering and color are calculated)

Limitation

  • Objects that use forward rendering (e.g. glass, ice and banners) look distracting when viewed from underwater. This is inherent to deferred rendering, not a bug

2.1.1


  • Added full support for Windows
  • Added support for MCBE 26.10 and above
  • Added screen space reflection to the water surface when the camera is in the water
  • Added water scattering (not the volume)
  • Added new materials
  • Added support for colored floodfill/static lighting. Currently need another resource pack (vibrant visual pack) that has colored static light configurations
  • Added transition fading to subsurface scattering material value, now at a distance of about 50 blocks from the player's position, all blocks that have subsurface scattering will use diffuse lambert

Changed

  • Improve cirrus cloud shape
  • Improve cirrus cloud lighting
  • New cirrus cloud positioning, now the position is absolute to the world origin, no longer following the player's position
  • Remove extra details on the edges of the volumetric cloud (a bit performance improvement)
  • Improve volumetric clouds model
  • Improve volumetric clouds lighting
  • Improve volumetric clouds rendering
  • Improve volumetric clouds shadow accuracy
  • Reduce albedo brightness
  • Increase contrast and exposure to post processing
  • New underwater detection method
  • Improve volumetric fog, now the fog disappears when the player is inside the cave
  • Reduce subsurface scattering falloff
  • Reduce water normal map offsets/bump
  • Increase water surface wave distance smoothing
  • Increase water caustics brightness
  • Desaturate directional lighting color at night
  • Reduce volumetric clouds brightness at night
  • Some changes to atmospheric scattering, now it is warmer in the morning or afternoon and also more vibrant at dusk
  • Remove celestial bodies on probe reflections because they all look ugly
  • Improve nether and endworld ambient lighting
  • New block lightmap lighting
  • Improve undewater volumetric fog placement
  • Increase sun brightness

Fixes

  • Fixes broken noise textures (affected to volumetric and planar clouds shape)
  • Fixes volumetric clouds dithering (because of broken noise textures)
  • Fixes billboard rendering
  • Fixes underwater rendering
  • Fixes wrong tonemapping implementatione

2.0.0


  • Added Real-time, permeable volumetric clouds with shadows
  • Added Volumetric fog underwater
  • Added Lighting fades at sunset, night and sunrise

Changed

  • New 2D clouds, water waves and water caustics
  • New lighting system: baked AO is separate from albedo and contributes to ambient lighting
  • New celestial bodies: the sun is drawn in shader code, the moon uses Minecraft's texture
  • New screen-space reflections: sharper, more vertical tracing, no screen edge fading
  • Brighter, less saturated shadows, and lower color saturation in post-processing
  • Less mie scattering in volumetric fog, with more intensity at sunrise
  • Shadow blur is now the same at all quality settings

1.1.1

Fixed

  • Black rectangle when looking at objects that produce bloom
  • Invisible map
  • Chaotic beam effects when defeating the Ender Dragon
  • Raindrop particles passing through blocks
  • Bright water in the End
  • Flashbang effect when joining a world
  • Volumetric fog not rendering properly on some objects

Changed

  • Reduced subsurface scattering falloff and water wave frequency
  • Increased emissive intensity of texture material

1.0.0

Initial release.

FAQ

Is Mirai performance friendly?
Can't really say, but its performance is better than the vanilla Vibrant Visual.
Is it compatible with other resource packs, including VV packs?
Yes. Put Mirai above all of them.
Does rain affect the visuals?
Yes.
Can I use it on servers?
Yes.

Contact

Found a bug or have a suggestion? Tell me on GitHub.