PrimeCinematic 2.0.0
An Iris shaderpack for Minecraft Java 26.2 and 26.3.

INSTALL
  1. Install Fabric Loader, then drop Iris and Sodium into your mods folder.
  2. Put this .zip - do not unzip it - into  .minecraft/shaderpacks/
  3. In game: Options > Video Settings > Shader Packs > PrimeCinematic > Apply.

REQUIREMENTS
  Minecraft Java 26.2 or 26.3, with the Iris and Sodium builds for that version
  (tested: 26.2 with Iris 1.11.2 + Sodium 0.9.1, 26.3 with Iris 1.11.7 + Sodium 0.9.2).
  A GPU that supports OpenGL 4.3.

  ON 26.3, IRIS NEEDS OPENGL.
  26.3 added an experimental Vulkan renderer, and Iris does not run on it. If the
  shader screen says "Iris cannot run when using Vulkan", accept its offer to
  switch (the game closes; start it again), or set Video Settings > Graphics API
  to "Default" or "Prefer OpenGL" and restart.

NEW IN 2.0
  Sky              a deeper daytime blue, warm-to-violet sunsets, a real round sun
                   with a soft corona instead of the blocky square, and a moon
                   that follows its phases
  Clouds           the pack's own soft, sunlit clouds; they change from day to day
                   and close in when it rains (Atmosphere > Clouds: Off / Vanilla /
                   Fast / Fancy)
  Water            depth-based colour, so lakes read from a distance; refraction
                   of the bed through the ripples; moving caustics on sunlit lake
                   beds; reflections of the trees and hills around it (Cinematic
                   and up, or Water > Water Reflections)
  Foliage glow     leaves and grass light up when the sun is behind them
  Auto exposure    caves open up gently, bright snow doesn't blow out
  Anti-aliasing    temporal anti-aliasing (TAA): no shimmer on leaves, grass,
                   fences or your hand, with a sharpening slider
  Atmosphere       border fog at the edge of render distance; readable nights;
                   softer rain; the Nether and the End get their own fog and
                   light instead of the Overworld's sky
  Faster CPU side  entities cast shadows only within a quarter of the shadow
                   distance, which halves the shadow pass's work on the CPU

PROFILES
  Open the shader options screen and pick one at the top:

    LOW          512 shadow map, 80-block shadows, light shafts, vanilla clouds,
                 no TAA. Costs about what 1.x's Performance profile did.
    PERFORMANCE  TAA, own clouds, water refraction, light shafts, 80-block
                 shadows. Lighter than Balanced.
    BALANCED     the default: TAA, the new sky and clouds, water refraction and
                 caustics, foliage glow, auto exposure, bloom, 96-block shadows.
                 Runs as fast as 1.x Balanced did, or faster.
    CINEMATIC    the full look: adds ambient occlusion, water reflections, fancy
                 clouds and 176-block soft shadows.
    ULTRA        2048 shadow map, 224-block shadows, everything maxed.

PERFORMANCE, MEASURED
  Measured with the pack's own test bench (render distance 12; GPU time per pass,
  CPU time, FPS) against 1.x in the same session, same machine and world:

    2.0 Balanced vs 1.x Balanced     ~16% higher FPS at 1080p, ~28% less CPU
                                     time, the same GPU cost at 4K
    2.0 Low vs 1.x Performance       about the same cost
    2.0 Cinematic vs 1.x Balanced    roughly a third more GPU time - the price of
                                     ambient occlusion, water reflections and long
                                     soft shadows on top of everything else

  So the default is faster than before and looks better; Cinematic is the full
  look for when you have headroom (and for filming). The biggest single levers
  after the profile are Shadow Distance, Shadow Resolution and Water Reflections
  (which only cost anything while water is on screen).

ANTI-ALIASING
  TAA blends each pixel with the last few frames, so it can look very slightly
  soft; Sharpening (next to it, 0.35 by default) restores the texture detail.
  At 4K, 0.15-0.25 looks more natural.

DIMENSION FOG
  Atmosphere > Dimension Fog decides whether the pack draws its own sky and haze
  or the fog the world asks for.

    Auto     default. The Overworld keeps the pack's sky. Anywhere that sets a fog
             distance of its own - the Nether, a Wither or dragon fight, modded
             dimensions - the pack takes that colour and distance instead.
    Always   also recolours dimensions that change the fog colour without
             closing the fog in, such as the End.
    Off      the 1.0 behaviour: the pack's own sky everywhere.

KNOWN LIMITS
  Reflections only show what is on screen; elsewhere water reflects the sky.
  Stained glass or ice seen through water (from above the surface) is not drawn
  behind it. No PBR, no motion blur, no depth of field, no coloured block light.

FILMING
  Tone Mapping "Filmic" and Film Grain around 0.006 hold up better through video
  compression than the neutral, clean-looking defaults.

LICENSE
  See LICENSE.txt.
