
PathMax
shaderEnchanting look with smooth and simple path tracing.
Compatibility
Supported Loaders
Game Versions
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Enchanting look with smooth and simple path tracing.

























A voxel path traced shaderpack for Iris.

PathMax lights the world by tracing rays through a voxel copy of it that is rebuilt every frame. A torch lights the room from the direction it actually sits in and casts a real shadow. Colour bleeds off the block it bounced from. A lava lake lights the ceiling above it, and nothing in the Nether is lit by a sun, because there isn't one.
Reflections are screen-space, so what you see in water is the finished frame — global illumination, emission, fog and all — rather than a simplified copy of the world re-lit by an approximation.
Lighting
Atmosphere
Water
Materials
Dimensions
Post
| Loader | Iris only. OptiFine will not load this pack |
| Minecraft | 1.20.1 – 26.2 |
| GPU | OpenGL 4.6, compatibility profile |
| macOS | Not supported — caps at OpenGL 4.1 |
Block shape and material classification is current to 1.21.4. Blocks added after that still render, they just don't get the special treatment.
Seventeen screens, every option documented in the tooltip — not one-liners, but what the setting does, what it costs, and why the default is where it is.
Five profiles from Potato to Ultra. They are one ladder, not five unrelated presets: the base already sits on the floor of ray rate, bounces and step count, so the cheap end saves by giving up volumetrics, clouds and reach, and the expensive end spends on rays first.
The pack ships with a hand-tuned configuration rather than a profile — a night-heavy look with heavy light pollution and strong volumetrics. Pick Balanced for the reference settings.