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(Ignore the 3rd one, it was supposed to be animated) Finally got around to finishing and releasing this. The main thing in this update is porting the clouds from the Revelation shader by HaringPro (Apache 2.0 license), with some extra atmospheric effects and other stuff added. All features using the original cloud system (terrain & volumetric cloud shadows, ambient lighting, etc) have been modified to integrate with the new clouds, and new features have been added such as softer cloud self-shadowing and altitude-based lighting (makes the clouds light up before sunrise and after sunset). Enjoy!
Full changelog v2026.7.5
- Port Revelation's cloud system
- Rendered at 1/(2 * FSR scale) resolution with TAAU
- Texture based cloud shadows, added temporal reprojection
- Integrated into ambient lighting
- Added cloud self-shadow softening
- Only includes the lower cloud layer
- Should be a bit faster than before
- Original planar clouds kept
- Fixed cloud lighting to be based on cloud altitude instead of player position
- Clouds are now illuminated before sunrise/after sunset
- Adjusted weather based coverage
- Rainstorms will have some breaks in the clouds
- Thunderstorms have 100% coverage with darker/denser clouds
- Apply cloud shadows to particles
- Dynamic fog thickness (varies based on world day)
- Rain/Fog dispersion effects
- Rainbows based on geometric optics
- Fog glories, corona on cirrus clouds based on Mie scattering
- Adjusted underwater caustic rays
- Fixed star rotation to follow planet rotation axis (based on sun path angle)
- Minor fix for TACZ rendering
You can get the patch at my github repo huj31415/iterationrp-patches. The patcher now automatically copies the textures into the shader zip, as long as the included textures folder is in the same directory as the patching script.