Release: Bluei's Better Visuals v6.15.0 - Velvet Air
Edition: Windows
Build ID: VELVET-AIR-2026-08-27
Archive: Blueis-Better-Visuals-v6.15.0-windows.zip

PRESENTATION CONTRACT
1. Vanilla is the untouched-install style.
2. Vanilla uses Minecraft's real sun and moon atlas, including moon phases.
3. The default Overworld uses warm cinematic daylight, cool soft shade,
   pastel aerial fog, creamy clouds, broad restrained bloom, and deep blue
   nights.
4. Decorative auroras, meteors, and the Milky Way stay optional rather than
   changing the default atmospheric identity.
5. Fantasy remains an optional compiled presentation path.
6. Vanilla and Fantasy each expose six complete quality profiles.

ATMOSPHERE ARCHITECTURE
1. Sky, fog, clouds, direct light, ambient light, materials, and water
   reflections share one warm-day and cool-shadow palette.
2. Distance fog blends smooth near visibility with exponential optical depth.
3. The final color separation and highlight shoulder are analytic and add no
   texture fetches.
4. Bloom uses the existing tap counts with wider spacing and a softer knee.
5. Cloud lighting is retuned without increasing the ray-march sample counts.
6. The protected Pelagic water solver and reflection trace budgets are
   unchanged.

WATER ARCHITECTURE
1. A compact directional spectrum returns wave height, exact horizontal
   derivatives, and crest energy.
2. Vertex displacement uses only the two broadest continuous bands to keep the
   surface watertight.
3. Normals, ripples, foam, refraction, caustics, and highlights share the same
   world-space wave state.
4. Beer-Lambert absorption plus suspended-particle extinction control depth
   and view-distance visibility.
5. A world-locked broad field plus analytic fine variation breaks repetition
   without screen-space grain.
6. Real-scene reflection uses a stateless flat-plane world ray.
7. Geometry reflection Fresnel and roughness are isolated from animated wave
   slope so scenery cannot bounce with surface animation.
8. Screen-visible sky is captured when valid; missing reflection data falls
   back to analytic dimensional atmosphere.
9. Underwater caustics are low contrast, non-thresholded, and orientation gated.

MATERIAL ARCHITECTURE
1. Generated PBR covers textured terrain on fresh install without neighboring
   atlas reads or parallax marching.
2. Authored OldPBR and LabPBR remain selectable.
3. Ores and metal or gem storage blocks preserve their ordinary lit albedo,
   then receive PBR highlights.
4. Entity skins use geometry normals and texture color; generated normal
   derivatives are excluded from skin atlases.
5. Slime-family gloss is restrained and uses no neighboring skin samples.

PERFORMANCE ARCHITECTURE
1. Cloud march counts are 10 / 16 / 24 / 34 / 52 on Windows for quality 0-4.
2. Default terrain cloud shadowing uses one world-space density sample.
3. Low terrain shadows use three near taps and two far taps.
4. Default entities and particles use two shadow taps.
5. Default underwater rendering uses one refracted scene sample, one soft
   directional shaft, one caustic field, and two sparse particle steps.
6. Default geometry reflection trace counts are unchanged from v6.14.0.
7. Reflection history buffers and the former extra resolve pass are removed.
8. Disabled camera effects compile out.

VALIDATION CONTRACT
1. Every include resolves.
2. Every GLSL stage compiles for the Windows build.
3. Every Vanilla and Fantasy profile compiles for both platform branches.
4. Profile assignments reference real option definitions.
5. No retired style option or profile remains.
6. The archive has no wrapper directory or metadata junk and passes ZIP CRC.
7. Static validation does not replace an Iris visual benchmark.

ORIGINALITY
No third-party shader source, texture, asset, or configuration file is included.
Public graphics research and shader projects informed technique comparisons;
this implementation is original GLSL for Bluei's Better Visuals.
