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The world's first hardware ray tracing engine for Minecraft on Mac. Ray-traced lighting, shadows, reflections and water physics for Minecraft Java on Apple Silicon.

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Rockstar Shaders: ray tracing for Minecraft on Mac

Rockstar Shaders is a ray tracing shader mod for Minecraft Java Edition on Apple Silicon Macs. It gives Minecraft a modern renderer built for modern Mac hardware: ray-traced lighting, shadows and reflections, volumetric light, living water, real skies and weather, traced on the GPU inside your Mac with Metal.

Watch the Rockstar Shaders launch film on YouTube: ray traced Minecraft on Mac in 4K

Watch the launch film on YouTube, captured in the engine at 4K 60 fps.

Download Rockstar Shaders 1.0.0 free

Rockstar Shaders 1.0.0 is free. Download it from rockstarshaders.com/download or the Releases page. Modrinth (pending approval). Website and help: rockstarshaders.com.

Install

You need:

  • Minecraft Java Edition 26.3
  • Fabric Loader 0.19.5 or newer and Fabric API for 26.3
  • A Mac with Apple Silicon (M1 or later) on macOS 13 Ventura or newer. Java 25 comes with the game.

Then:

  1. Install Fabric Loader and Fabric API for Minecraft 26.3.
  2. Download rockstarshaders-1.0.0.jar from rockstarshaders.com/download or the Releases page and drop it into your .minecraft/mods/ folder.
  3. Start the game. Say yes when it asks to switch Minecraft to Vulkan, then start it again.
  4. In a world, press K for the settings. Hold C to zoom.

Rockstar Shaders replaces the same parts of the renderer as Sodium, Iris, Embeddium, Nvidium, Distant Horizons and Voxy, so remove those first. If one is installed, it steps aside and tells you why. Step-by-step help for every setting is at rockstarshaders.com/help.

Screenshots

All captured in the engine at 4K on an M4 Max MacBook Pro, from the launch film.

Rockstar Shaders in motion: a boat on a river at sunset, lightning over a bridge, flying with an elytra, and a splash in a pool

Minecraft shaders on Mac: flying with an elytra over the mountains at sunset

Flying with an elytra at sunset. The extended render distance draws the terrain all the way to the horizon.

Minecraft Mac shaders: lightning strikes a bridge tower in a thunderstorm

A thunderstorm over ScarLand. The lightning lights up the bridge, and the water reflects it through the rain.

Minecraft water physics on Mac: a ripple ring spreading out after jumping into a pool

Landing in the pool. A ring of ripples spreads out from the splash, and drops fly from the surface.

Minecraft on Apple Silicon: the northern lights over ice spikes at night

The northern lights over the ice spikes on a clear, cold night.

Maps: ScarLand (storm) and ScarWorld (pool) by GoodTimesWithScar.

Overview

For years, Mac players have had some of the most capable graphics hardware in any laptop or desktop and no way to use it in Minecraft. Classic shader packs are written for OpenGL, which Apple stopped developing in 2018, and they cannot reach the ray tracing hardware in newer Macs. Rockstar Shaders is built the other way around, on Minecraft's own Vulkan renderer and Apple's Metal, so an M1 through M4 finally gets to do what it was designed for.

Install one mod, say yes to Vulkan, and the whole game changes. Sunlight, sky light and bounce light are ray traced against the real world, so shadows land where they should and light carries the color of every surface it touches. Water is a simulation, not a texture: jump in and it splashes, row a boat and a wake spreads out behind you, and rain rings the surface. Light pours through windows and leaves in visible shafts and takes on the color of stained glass. Sunsets are lit by a real atmosphere, and the render distance reaches all the way to the horizon.

  • Ray-traced sun shadows, sky light and one-bounce global illumination
  • Ray-traced water reflections, screen-space reflections everywhere else, glass mirrors
  • Water physics: a simulated ripple field with splashes, boat wakes and rain rings, waves, caustics, waterfalls and plunge pools
  • Volumetric fog and light shafts, colored by stained glass
  • Physically based atmosphere: sunsets, Minecraft's square clouds, stars, nebulae and a flowing aurora
  • Weather by biome: rain and snow, dry under roofs and leaves, storms, lightning and snow on the leaves
  • Colored block light with flickering flames, and dynamic light from the torch in your hand
  • An extended render distance that draws terrain far past Minecraft's own limit
  • Resource packs: custom entity models and animations, and LabPBR normal and specular maps
  • Four quality profiles, a switch for every feature, and changes that apply live
  • The Overworld, the Nether and the End

Your Mac

Chip Ray tracing
M3, M4 and later Metal hardware ray tracing
M1, M2 The same kernels with software traversal

On an M4 Max at 1728×1084, looking over the same lake, the GPU spends 20.8 ms a frame on Low, 22.7 on Medium, 25.8 on High and 34.3 on Ultra, and the 1.0.0 performance pass took about another 10% off Ultra. M1 and M2 Macs are slower; the first launch picks a quality level for your chip.

Good to know

  • Generate horizon (singleplayer, on by default) fills in missing far terrain in the background and saves it into your world, about 24 KB per chunk. Turn it off on the Performance page before opening a world you want to keep untouched.
  • Ray tracing, shadow maps and shadow resolution apply after a restart. Every other setting applies live.
  • Depth of field is off by default, and MetalFX is experimental.
  • On other platforms the mod loads but stays off.

Reporting a bug

Open an issue with your logs/latest.log, your Mac and chip, your quality profile and a screenshot with F3 on. For performance, add a screenshot of the pass timings overlay from the settings. The Help and support button in the settings brings you here too.

Technical documentation

How the renderer works, in four figures. Every setting is explained at rockstarshaders.com/help.

The frame

Two engines share one Apple GPU. Minecraft's Vulkan renderer, running through MoltenVK, draws the frame. A small native Metal library traces the rays. Every frame, the chunk sections around you become a Metal acceleration structure, three ray tracing kernels run against it, and their results feed the lighting, atmosphere and water passes.

Figure 1: Rockstar Shaders frame graph, Vulkan passes and Metal ray tracing kernels

Stage Runs on What happens
Shadow maps Vulkan Four cascades with PCSS soft shadows, plus a far-field height map for sun shadow past the cascades
G-buffer Vulkan Deferred PBR for terrain, entities and the far field: LabPBR normals, AO, parallax, smoothness, F0 and metals, porosity, subsurface, emission
Screen space Vulkan SSAO, contact shadows, screen-space reflections
Ray tracing Metal vrt_shadow_kernel: sun shadow, sky visibility, bounce light. vrt_fog_kernel: sun and sky visibility in the fog volume. vrt_reflect_kernel: water reflections, including the player and entities. Alpha-tested blocks (leaves, plants, glass) go through an intersection function
Lighting Vulkan Deferred PBR combining sun, sky, block light and the denoised traced results
Atmosphere Vulkan Physically based sky, clouds, volumetric fog and light shafts
Water Vulkan Forward pass: wave spectrum, ripple simulation, caustics, traced reflection resolve
Post Vulkan TAA, auto exposure, bloom, AgX tone mapping, MetalFX temporal upscaling (experimental)

Seeing to the horizon

Past your render distance, the far field takes over: simplified terrain in rings, each sampled at twice the step of the one inside it, so distant mountains cost a fraction of what full chunks would.

Figure 2: Minecraft render distance and extended far field with level of detail rings

The far field is built in the background: terrain is summarized column by column and meshed on worker threads, then drawn into the same G-buffer with its own shadow height map, so it fills in around you without stalling the game.

Figure 3: Rockstar Shaders far-field data flow, from world chunks to the GPU

Water that reacts

Water is a real-time simulation. A 64 by 64 block height field (32 by 32 on Low and Medium) follows the camera at 16 cells per block, stepped at a fixed 60 Hz. Anything that enters the water makes a splash, boat hulls leave a wake, rain rings the surface and falling water stirs the pool below. The water surface, the caustics on the floor below and the foam all read from it.

Figure 4: Minecraft water physics on Mac, the ripple field behind splashes, boat wakes and rain rings

License and more

License, privacy (no network connections, no data collected), third-party notices, security.

Minecraft is a trademark of Mojang Synergies AB. Rockstar Shaders is not an official Minecraft product and is not affiliated with Mojang or Microsoft.

About

The world's first hardware ray tracing engine for Minecraft on Mac. Ray-traced lighting, shadows, reflections and water physics for Minecraft Java on Apple Silicon.

Topics

Resources

Contributing

Security policy

Stars

20 stars

Watchers

1 watching

Forks

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Contributors