CELESTIAL  v3.1
A night-sky shader pack for Minecraft 1.20.1
Works with: Iris + Sodium (Fabric)  and  Oculus + Embeddium (Forge)

INSTALL
  1. Drop the whole .zip (do not unzip) into your instance's  shaderpacks  folder.
  2. In game: Options > Video Settings > Shader Packs > Celestial.
  3. Use the Profile button (Low / Medium / High / Ultra) to match your PC. High is the intended look.

WHAT'S IN IT
  Night sky
    - A deep blue-black sky full of fine stars, with sparkles on the brightest ones
    - Violet Milky Way with dark dust lanes, two spiral galaxies and faint nebulae
    - Comet Tiamat ("Your Name"): a huge glowing comet fixed in the night sky, with a white-hot
      edge, electric cyan and blue tail and soft violet-pink clouds. Options: how often, size, brightness.
    - Constellations with blue lines and glowing stars; look at one and its name appears.
      Seven themes: Zodiac (default), Real Sky, Animals, Minecraft Legends, Mod Legends, OG YouTubers and
      Favourites. What's in each one is yours to discover.
    - Cosmic events: every so often a night brings a show that lasts until dawn:
      a meteor storm, the whole sky spinning into star trails, a glowing cosmic bloom or a supernova
    - A round glowing pixel moon (or the vanilla moon, or a realistic one)
    - Shooting stars; optional aurora, planets, black hole and small comet
  World
    - Warm nostalgic sunlight, vivid sunsets, colourful days, dark moonlit nights
    - Soft shadows, and coloured shadows: sunlight and moonlight through stained glass, ice, slime or honey
      throw vivid coloured light on the ground, and god rays through a stained-glass window glow in its colours
    - Mist that settles over distant valleys
    - God rays: sun shafts between trees and hills, light in the air at sunrise and sunset, moonbeams,
      and shafts of light slanting down through the water
    - Puffy volumetric clouds that part at night to leave the sky clear (blocky clouds optional)
    - Glassy water that mirrors the whole night sky: Milky Way, constellations, comet and stardust
    - Waving grass, flowers, crops and leaves; glowing torches, lava and light blocks
    - Glowing ores: the mineral specks in diamond, emerald, gold, redstone, lapis, copper, iron and quartz ore glow
    - Coloured lighting: soul torches glow cyan, copper torches and lanterns lime green, copper bulbs
      amber, redstone red, amethyst purple, sea lanterns cool
      white; stained glass colours the light and colours mix where lights meet.
      Coloured lights fill the whole room with their colour, like LED strips (Coloured Room Glow),
      and a coloured light in your hand lights the ground in its colour (a held soul lantern glows blue).
      On Iris 1.6+ the light is tracked in 3D all around you, so it stays put whichever way you look;
      other loaders use an on-screen method.
  Ray Tracing (optional, off by default - Shader Options > Ray Tracing; Iris 1.6+, strong graphics card)
    Turns on the whole ray-traced look. With it off, Celestial looks and runs exactly as before.
    - Stained glass glows like cathedral glass and throws deep-coloured beams through the dusty air and
      rich coloured light across the floor
    - Light beams indoors: sunlight through windows, doors and holes in roofs shines as beams
    - Real rays traced through the blocks around you: rooms and caves are lit only by the sky they can
      really see through their windows, doors and openings, plus the light bounced in
    - Sunlight bounces off every block in its colour: sunny floors light the room behind the window,
      grass throws green light up into the trees, a red wall tints what faces it
    - Glowing blocks become real ray-traced lights with soft shadows and their own coloured pools, and
      bounced light carries colour (a red-lit floor tints the walls around it)
    - Ray-traced reflections on polished blocks (quartz, polished stone, glazed terracotta, ice, obsidian,
      metal blocks): glowing blocks and coloured light shine in polished floors, even ones behind you.
      Everything else stays matte.
    - Smoothed over time, so it stays clean while you move
  Dimensions
    - Nether: warm biome-coloured fog
    - End: enclosed in a black hole's void - a Gargantua-style hole with a blazing golden accretion
      disk above the island, or a vast violet photon ring overhead (or the open galaxy sky);
      end portals show deep space

TIPS
  - Everything lives under Shader Options; each menu has tooltips.
  - Too dark at night?  Lighting > Moonlight, or Camera & Colour > Night Exposure.
  - Low FPS?  Pick the Low or Medium profile, or turn off God Rays / Screen Space Reflections.
  - Ray Tracing too slow?  Lower Ray Tracing > Rays per Pixel or Ray Length.
