• • 6/7/26 4:10 pm • 57 logs
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- Game Version
- Minecraft 26.2
- Progress
- 90% complete
Added Creditinfo
276
Modern, lightweight shaders for Iris
RenderPearl is an incredibly lightweight shader pack using the latest Iris and GLSL features, aiming to deliver pleasant graphics with excellent performance on modern hardwareIt is currently only tested with NVIDIA graphics drivers. If you find a bug and want to report it or give feedback/suggestions, the easiest way to do so is by leaving a comment here or on CurseForge, or opening an issue on the GitHub issue tracker
The name is inspired by RenderDragon
Features
- Detailed, colored real-time shadows and volumetric light using simple shadow mapping
- Colored light index-based block light with BRDF reflections
- A wide range of almost zero-cost post-processing effects, including FidelityFX Contrast Adaptive Sharpening, anti-aliasing (SMAA) and a variety of tone mapping operators. Dynamic Color Grading automatically adjusts exposure, black point and color balance to improve visibility and more fully utilize the display's limited range
- Customizable Vanilla Ambient Occlusion
- Optionally emissive Redstone, Lapis and Emerald Blocks
- Customizable waves and water opacity
- Specular and normal map support as well as automatically generated normals and roughness values
- Built-in utility features such as light level visualization and a compass overlay
- And more...
Requirements
If you have a decently modern non-macOS device it probably supports everything you need, but you might have to update your Iris and graphics driversIris 1.8+ with features:
- BLOCK_EMISSION_ATTRIBUTE
- COMPUTE_SHADERS
- CUSTOM_IMAGES
- ENTITY_TRANSLUCENT
- PER_BUFFER_BLENDING
- SEPARATE_HARDWARE_SAMPLERS
- SSBO
57 Update Logs
v2.8.0-beta.3 : by Luracasmus 06/07/2026 4:10:40 pmJune 7 @ 8:10 pm UTC
New Features
- Colorwheel (1.2.9+ only) integration is now available (closes #14).
- The target brightness of Automatic Exposure is now configurable. The default has been lowered from 0.5 to 0.3.
- The BRDF is now slightly faster when 16-bit float support is missing.
- Vertex alpha overflows to almost zero due to rounding when using 16-bit floats, causing invisible geometry.
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deferred.csh: deferred.csh: ERROR: 0:4: '#extension' : 'GL_AMD_shader_trinary_minmax' is not supported
WARNING: 0:122: '' : barrier call inside control flow
WARNING: 0:135: '' : barrier call inside control flow
WARNING: 0:142: '' : barrier call inside control flow
It seems like RenderPearl thinks your GPU supports the GL_AMD_shader_trinary_minmax extension even though it doesn't. I'll improve the logic for this in the next update, but you should be able to set the Trinary Min./Max. option in the Compatibility shader options menu to "On (check for support)" to work around the issue in the meantime
error code: hand_cutout: hand_cutout: ERROR: 0:195: 'mc_midTexCoord' : undeclared identifier
ERROR: 0:195: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.
There are now red, blue, green dots flickering throughout my screen.
Couldn't find a setting to remove the issue.
creative name too lol