M1 Lite Shader
==============

A lightweight Vanilla+ shader pack for Minecraft Java (Iris, OptiFine
shader format), purpose-built for a 2020 MacBook Pro / Apple M1
integrated GPU with 8 GB unified memory. Target: 60+ FPS at low GPU
and memory usage.

Install
-------
1. Open Minecraft with Iris installed.
2. Options > Video Settings > Shaderpacks > Open Shader Pack Folder.
3. Copy M1LiteShader.zip (do NOT unzip it) into that folder.
4. Select "M1 Lite Shader" in the list and click Done.

What it does
------------
- Warm, soft-shadowed sunlight on terrain and water (1024-res shadow
  map, 96-block shadow distance, hardware-filtered 4-tap soft PCF).
- A procedural sky gradient (warm horizon, blue zenith, sun glow) that
  blends with vanilla's own sky/stars/sun/moon instead of replacing
  them.
- Animated water with wave-perturbed normals, fresnel reflections and
  a sun specular highlight; glass/ice get a subtle fresnel sheen only.
- A single cheap mip-based bloom pass (no extra render targets).
- Filmic tonemapping, a warm color grade, and a light vignette.

What it deliberately leaves out (for performance)
--------------------------------------------------
No SSR, no ray/path tracing, no volumetric lighting/fog, no motion
blur, no depth of field, no heavy multi-pass bloom. The whole pipeline
is: gbuffers (forward-shaded, incl. shadow sampling) -> one shadow
pass -> composite -> final. That's it -- two lightweight full-screen
passes and one small shadow pass, nothing else.

In-game options
----------------
Options > Video Settings > Shader Options:
- Lighting: Soft Shadows (on/off), Sunlight Warmth
- Post-Processing: Bloom Strength, Vignette Strength
- Two profiles: "Balanced" and "Potato (Max FPS)" (disables the extra
  soft-shadow taps for a small extra FPS gain).

Tuning further for FPS
-----------------------
- Switch to the "Potato" profile.
- Lower Minecraft's own render distance / simulation distance -- the
  shadow pass distance (96 blocks) already scales with it.
- Lower Minecraft's resolution/GUI scale if needed; the shader itself
  has no internal resolution scaling knobs since it's cheap enough not
  to need them on M1-class hardware.
