Trace 1.1.0

A light stylized shaderpack for Iris, built around colored outlines.


What it does

Outline: colored lines where the depth steps, with a soft halo and a pale rim light along the inside of every silhouette. Since the lines come from depth, some things that are not blocks, entities or particles can get lines too.

Water: a cel shaded Trace style with cells, currents, shore lines and sparkles, or a Realistic or Vanilla style.

Sky and air: 2D clouds, vivid sunsets, a height aware distance fog and volumetric air that follows the biome, the weather and the time of day. Hot, dry biomes get dust storms of about two and a half minutes, with a minute of calm between them.

Light and shadow: pixel locked sun shadows, light shafts and Painted Light, which recolors the light instead of the textures.

Bounce Light: light bouncing between blocks and light sources shining in their own color, from radiance cascades, with round pools of light and shadows from torches and lamps. An optional path traced mode follows the RCPG paper with lower performance but more accurate light. It needs OpenGL 4.3 (Windows or Linux, not macOS), Iris 1.7 or newer and about 200 MB of video memory at 1080p, 270 MB with path tracing.

Post processing: bloom, AgX or Trace tonemap, grading, and SMAA.


Credits

See CREDITS.txt for the code and papers Trace builds on.


License

Copyright (C) 2026 Exers

This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.

Code taken from other projects keeps its own license: Glimmer and stylized-components under MIT, Mellow under Apache 2.0 (see THIRD-PARTY-LICENSES.txt).
