
Allium is an edit of Complementary Unbound focused on bringing my creative vision to life. Emphasizing the beauty in colors and effects, all while staying as performant as it can be. With Allium, I hope to deliver a unique style and aesthetic that pushes my creativity to it's limits.
v2.0 has received a massive overhaul on it's overall look, feel and atmospherics. Even though this shader is fairly young and hasn't received much updates, I began to feel as if the appearance was not going in a direction that I had originally intended. So I've spent the past couple of months revisioning what Allium should be, and what should have been. Although it's not perfect, I have been fairly happy with how it has turned out and wanted to share it with you all. Cheers! :)
This shader is going through a complete rewrite and will be based on my other shader Serie, so I am unsure when the next update for this shader will be out.
If you would like to check out serie you can click this link!

Support is planned but is not a main priority. As of right now, Serie is my main focus in development, and will ultimately effect when support for 26.x and vulkan comes to Allium. I am planning to update Allium once a rewrite or support has been appliedd to Serie.
Beta versions are the most recent builds and are released regularly for public testing. If you encounter any issues, please report them.
Beta Versions here on modrinth are also limited, as they are the most stable build I am able to give out, if you want the most up to date unstable versions for testing you can visit Allium's Github Page
Releases are stable, polished versions that result from thorough testing and iteration during the in-development phase. These builds are intended for general use and offer the best balance of visuals, performance, and reliability.
There are no official releases yet...
If you happen to find any bugs, please report them on the Github Page by:
Required
Unsupported
Условия использования, изменения и распространения этого товара.
30.12.2025 · Modrinth
Changes & Additions:
- Pathtracing quality and performance improvements
- TAAU
- New LUTs
- LUT intensities
- More tonemappers
- Colorgrading settings
- Performance settings
- Resolution scalars
- Cloud shadow performance improvement
- Denoiser settings
Fixes:
- Really bad ghosting
- Blend weight fix
- Rough reflections looking a little wierd
- Distant horizons fog reflection
and more!
Скриншоты и изображения из оригинальной страницы Modrinth.










Опубликованные версии и оригинальные файлы Modrinth.
30.12.2025 · 157 002 загрузки
Changes & Additions:
- Pathtracing quality and performance improvements
- TAAU
- New LUTs
- LUT intensities
- More tonemappers
- Colorgrading settings
- Performance settings
- Resolution scalars
- Cloud shadow performance improvement
- Denoiser settings
Fixes:
- Really bad ghosting
- Blend weight fix
- Rough reflections looking a little wierd
- Distant horizons fog reflection
and more!
18.12.2025 · 9 298 загрузки
Additions:
- Scalable Render Resolution in shader settings for Screen Space Path Tracing and Volumetric Clouds. For a minor performance increase
- Added a blur for clouds to help with lower render resolutions - may look blurrier but also no more hard edge clouds. Helps to make them look a little softer
Fixes:
- Auto exposure is now a bit stricter, with less flickering
- Auto exposure going very dark to black when looking at highly emissive blocks
- Harsh lightmaps when raining, too much for auto exposure to adapt to
- Improved anti ghosting for path tracing temporal filtering
17.12.2025 · 2 237 загрузки
Changes:
- Massive Lighting Changes
- Replaced Screen Spaced Raytracing into Pathtracing
- Performance increases from raytracing to allow us to do path tracing (this by no means that path tracing will perform better than raytracing. It just means that with the increased performance, we can do path tracing instead but its still impacts framerates more than raytracing
- Bounce calculations
- Performance increase to ray steps, allowing us to get more range in gi than we originally could without impacting our performance
- Denoiser improvements
- Improvements to ghosting and temporal stability for the denoiser
- Auto Exposure
- Some sky changes
- Shader Settings changes
24.11.2025 · 36 387 загрузки
Changes:
- Cloud lighting has more depth and color during sunrise and sunset
- Cloud shape has been tweaked
- Global Illumination Denoiser Tweaks
- Sky is a lot less pink and more blue and gold during sunrise and sunset.
- Raytraced Ambient Occlusion is now written on a seperate texture so that it properly occludes the main color rather than just global illumination and it's sky contribution (fixes transparent ao and boosts its intensity)
Fixes:
- Fixed NaNs on sky and temporal filtering
- Fixed Nether and End Broken with Global Illumination turned on
- Performance improvements
- Denoiser tweaks
- Fixed Ambient Occlusion intensity in shader settings
21.11.2025 · 2 726 загрузки
Hotfix:
- Fixed reflections disappearing in higher shader setting presets
- Fixed Ambient Occlusion accumulating sky color rather than darkening
- Sky Contribution is now properly accumulating with rays
Tweaks:
- Less cloud sky color blend for more clarity on clouds
- Ambient Lighting changes to match sky contribution in RT
- Color Balances
21.11.2025 · 720 загрузки
Changes:
- Added Denoiser to help with image stability and noise
- Temporal Bilateral Blur to blur out individual rays/noise
- Temporal Filtering Improvements
- Raytrace logic and accuracy improvements
- Lighting and color changes to help Raytraced Global Illumination fit better with the scene
- Denoiser settings
- Raytrace Sample quality now effects the spread of spherical harmonics for RT
- Raytrace Steps now affect how far a ray can reach from its initial bounce
- Raytrace is now written onto a different pass and then sampled into a blur for the denoiser
- Color Boost for gi now gives more accurate colors
- Raytrace Global Illumination intensity balance between bright blocks, emissive, and normal blocks
Bug Fixes:
- Fixed extremely noisy Global Illumination
- Fixed improper blend weights for (Rough) Reflections' temporal filtering in screenshot mode
- Fixed Raytrace Ambient Occlusion rendered over Global Illumination, causing it to cut off the closer GI rays got to a corner geometry
- Fixed Global Illumination rendering under waving foliage like flowers and grass (mitigated rather than completely removing it entirely)
- Fixed Raytrace Occlusion not properly darkening the shaded area and subtracting off the sky contribution
18.11.2025 · 1 638 загрузки
RT fixes
- 2.0.2 was using a older ssrt prototype by accident, switched to a more updated for 2.0.3 (may be a bit more demanding but a lot more accurate)
- GI colorboost was too weak in 2.0.2 so boost has been increased (gi should no be more vibrant and accurate to colors)
- Slight decrease in visual noise from RT
- Improved ray accuracy
- Added RT view for debug
- Stricter Global Illumination bouncing by color
- Sample Counts and Step Refinement options should now have an effect on the overall quality.
- Fixed gray noise appearing in the distance
Increased saturation in post since colors seem a bit washed out
no official denoiser for rt yet...
18.11.2025 · 532 загрузки
01.11.2025 · 16 417 загрузки
Changelog:
- Few issues in the shader settings
- Fixed cloud reflections being barely visible
- Fixed cloud shadow reflections being too dark
- Increased sunspot reflection intensity
- Water color, fog, and caustic tweaks (in preparation for a water update)
- Increased multiscatter intensity for clouds for better visibility in the sky.
31.10.2025 · 997 загрузки
v2.0 has received a massive overhaul on it's overall look, feel and atmospherics. Even though this shader is fairly young and hasn't received much updates, I began to feel as if the appearance was not going in a direction that I had originally intended. So I've spent the past couple of months revisioning what Allium should be, and what should have been. Although it's not perfect, I have been fairly happy with how it has turned out and wanted to share it with you all. Cheers! :)
Changelog:
- Overhauled Volumetric Clouds and it's lighting
- Temporarily removed Cloud Layers
- Crepuscular Rays
- Cloud Shadow
- New Sky
- Lighting changes
- Changed from ACES Tonemap to Lottes
- Bloom tweaks
- Applied SSS to new blocks such as sand, snow, etc (WIP)
- Removed Global Illumination and SSRAO
- Switched back to Complementary's SSAO
- Gas giant and space apearance in the End dimension
- Adjusted atmospherics for Distant Horizons
27.07.2025 · 32 969 загрузки
Sky Update:
- New Atmospheric Scattering
- Changed Cloud Shaping
- Changed Stars
- Changed Sun and Moon
- Added Milky Way Nebula
- Added Planetary Stars (brighter and sparse colored stars to represent planets)
- Added Shooting Stars
Other Changes
- Switched to Complementary's alternative subsurface scattering
- Generated Normals now on by default
- Lighting changes
- Disabled Middle Cloud Layer by default (can be turned back on but has not been properly tuned)
- Disabled Light Shaft Smoke by default (can also be turned back on)
- Atmospheric Fog Tweaks
- Preset Changes
- Shader settings adjustments
- Changed cloud layer names to Lower, Middle, and Top Cloud Layers




12.07.2025 · 6 594 загрузки
Release!
- 3 Cloud Layers
- Cumulus
- Cumulonimbus
- Altocumulus
- Cloud shaping
- Cloud optimizations
- New water waves/normals/caustics
- Water parallax
- Specular highlights (ggx from complementary)
- New shader settings for clouds
- Clouds now have proper directional lighting and scattering
- Fluffier clouds
- Cloud shaping changes
- Atmospheric Scattering Changes
- TAA tweaked to help with cloud noise (works only a little bit, WIP)
- Preset changes
- Shader settings changes
- Optimizations and no more worley clouds
- Lava color tweaks
- Nether tweaks
- Fixed bug where horizon is super green during really early trom time set 23300 to 1000
- Tweaked blocklights so they aren't too bright
- Increased amount of volumetric fog and lightshafts appear at night
- Adjusted night time brightness
- Adjusted cave brightness
- Adjusted sky lightmap in GI
- Tweaked sunrise and sunset colors
- Tweaked lighting and brighness when raining
- Sky Illumination (from GI) now enabled in the end
- Adjusted emissive brightness being overly bloomy (cough cough... lava...)
- Adjusted lava noise/waves in nether and overworld
- Fixed Nvidia GPU issue where cumulus clouds don't show due to float point instability.
- Fixed blinding specular light on iron golem
- Tweaked cloud shapes
- Tweaked grainy-ness of clouds
- Water specular tweaks
25.06.2025 · 5 013 загрузки
25.06.2025 · 318 загрузки
15.06.2025 · 6 428 загрузки
Changelog
- Added altocumulus clouds
- Added shader settings for altocumulus
- High Shadow Res: 4096 => 3072
- Ultra Shadow Res: 6144 => 4096
- Cinematic Shadow Res: 8192 => 6144
- SSAO quality and steps turned down by default
- Re-enabled rain puddles and generated normal maps
- Fixed nvec3 error at low and medium preset
- Adjusted very low, low, and medium presets
12.06.2025 · 1 146 загрузки