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Lumina Event Horizon v1.3.7
Highlights
v1.3.7 establishes a fully independent cloud identity for Lumina Event Horizon. The inherited Reimagined and Unbound cloud styles have been replaced by one unified Lumina Clouds renderer with higher-resolution volumetric formations, improved lighting, more realistic shadows, and dedicated controls.
The release also expands the Event Horizon experience in the End with a dedicated settings menu, centralized rendering constants, corrected White Hole controls, and depth-aware energy-ray occlusion.
Lumina Clouds
Replaced the inherited multi-style cloud selector with one unified Lumina Clouds renderer and visual identity.
Rebuilt cloud formation using multi-octave volumetric density, height-aware erosion, anvil shaping, powder scattering, and silver-lining illumination.
Increased medium and high ray-march resolution for smoother silhouettes and denser volume definition.
Added dedicated controls for cloud coverage, formation scale, storm density, altitude, speed, color, and shadows.
Removed the legacy secondary cloud layer, vanilla-cloud mode, and style-specific Reimagined/Unbound settings.
Rebuilt terrain shadows from the same density, erosion, weather, scale, and wind model used by visible clouds.
Projected cloud shadows toward the configured cloud layer along the active world-space light direction.
Event Horizon
Added a dedicated Event Horizon Settings menu.
Added controls for black-hole size, accretion-disk intensity, gravitational-lensing strength, disk rotation speed, the White Hole, and White Hole energy rays.
Centralized Event Horizon direction, size, disk geometry, animation, and rendering constants.
Aligned End lighting and post-processing with the centralized Event Horizon direction.
Added depth-aware White Hole ray occlusion with softened terrain-edge sampling.
Added White Hole ray occlusion support for Distant Horizons terrain.
Fixed
Fixed the White Hole Rays toggle so Iris and OptiFine recognize it correctly.
Fixed the closed-area cloud check so its shader option is recognized correctly.
Prevented White Hole rays from rendering outside the viewport or through terrain.
Removed the obsolete origin-facing End light fallback.
Disabled cloud shadows automatically when cloud quality is set to Off.
Removed an out-of-scope cloud-frequency reference that could break lighting-program compilation.
Restored the valid shadow-map distance check used to hide clouds inside closed areas.
Preserved the true first cloud-ray hit at close range for stable reflections and light shafts.
Prevented undefined zero-vector normalization in opaque shadow and light-shaft colors.
Added stable End light-direction handling at the exact world origin.
Repaired invalid JSON metadata in the historical Event Horizon source copy.
Compatibility
Minecraft Java Edition 1.8 through 26.2.
Iris and compatible OptiFine shader loaders.
Distant Horizons-aware cloud and White Hole rendering paths.
Validation
Checked 379 GLSL, vertex, fragment, and compute shader files.
Verified that every shader include resolves correctly.
Verified balanced GLSL delimiters and valid JSON metadata.
Tested cloud quality 0–3 across multiple scales and animation speeds.
Tested White Hole and ray controls in all four On/Off combinations.
Tested fragment and vertex variants with and without Distant Horizons.
Validated all 399 files in the downloadable archive.
Confirmed that the required license is included and no .DS_Store files are present.
Confirmed that legacy Reimagined and Unbound cloud files are absent from the archive.
Download integrity
SHA-256: d9fb80a430da9fa138b301833725cf8c60afe1ece2348ef757be35f02c1d2148
This is the stable Latest release and replaces v1.3.6 as the recommended download.