Nova Reimagined
REQUIRES COMPANION MODS NOVA REIMAGINED SNOW AND SEASON CACHE TO PROPERLY ENABLE FULL SNOW SHADER SYSTEM
A modified Minecraft shader pack based on Complementary Reimagined by EminGT.
Nova Reimagined modifies and adds to Complementary Reimagined with a shader-driven surface snow system, cell shaded lighting model, per-time-of-day weather visuals, and more with a curated set of defaults tuned for a stylised, lightly cell-shaded aesthetic.
NOTE: Should be compatible with Iris 1.6+ and Distant Horizons 2.45b+ unless specific changes break compatibility in the future. Should be compatible with Minecraft 1.21.X, though primarily built for and tested on 1.21.1. The more at-risk compatibility concern would be with the companion mod Nova Reimagined Snow, but that's also relatively well guarded.
Features
Surface Snow System
Nova Reimagined's centrepiece feature. Snow is painted directly onto terrain, paths, foliage, wood, and structural blocks in snowy biomes using a noise-driven pixel-locked pattern. Coverage fades naturally under tree canopies and near light sources, creating organic melt patterns rather than hard biome boundary lines. Up to four snow texture variants are resolved automatically from your active resource pack stack, so the snow appearance adapts to whatever resource pack you have installed. Requires the Nova Reimagined Snow companion mod, and Season Cache.
Cell Shaded Lighting
An optional cel-shaded lighting model that quantises block light into discrete bands, giving illuminated areas a stylised, hand-drawn quality. Band count, contrast, and ambient contribution are all tunable, making it possible to dial in anything from a subtle painterly warmth to a more pronounced cartoon look. Works alongside coloured lighting for fully coloured cel-shaded block light.
Extended Dark Outline System
A configurable dark outline pass that traces the edges of geometry, reinforcing Minecraft's natural block silhouettes. Outline weight, fade distance, and fade range are all adjustable, letting you control how aggressively outlines appear at distance. Can be combined with the cel-shaded lighting for a cohesive illustrative style.









Dawn/Dusk, Day, and Night all have their own lighting and atmospherics profiles. Rain and storm conditions have fully independent visual profiles for day, dusk, and night. Ambient levels, light intensity, atmospheric fog, border fog brightness, cloud brightness, light warmth, and glare desaturation are all separately tunable across all six weather and time-of-day combinations. This allows storms to feel dramatically different depending on when they hit rather than applying a single flat weather filter over everything.
Underwater environments have dedicated colour and brightness controls for day, dusk, and night, along with independent settings for water fog, border fog, and light shafts. Water colour, foam intensity, texture detail, and refraction are all configurable, giving full control over how water looks from both above and below the surface.
To make the transition from vanilla render space to Distant Horizons LOD terrain smoothly fade in instead of pop in, LOD fade system with overdraw protection has been implemented and is fully configurable to make it work for your specific needs. This is probably one of the more visually impactful options should you be using Distant Horizons.
Similar to the snow shader, grass, stone, sand, and a handful of other block types can have their texture paths added to the configuration file so that the shader uses them to better match distant lands to your vanilla draw distance space. Grass specifically has per-season visual options in the settings to allow you to perfectly match colors across all seasons when using Serene Seasons. Exposure and general texture use options available for all blocks included, and the entire system can be disabled if preferred.
Subpixel Morphological Anti-Aliasing is available alongside TAA, providing sharp edge smoothing with less ghosting on moving geometry than temporal methods alone. SMAA and TAA can be used in combination or independently depending on your preference for sharpness versus stability.
In addition to the native Complementary tonemapper, Nova Reimagined includes a selection of alternative tonemapping operators. Each operator changes how colour and brightness are mapped to the display, giving meaningfully different looks ranging from filmic contrast curves to flatter, more neutral presentations. The native tonemapper's brightness, contrast, saturation, and vibrance controls remain available regardless of which operator is selected.
Several other minor systems have been alterated or added as well. World Space Reflections and Advanced Color Tracing are fully independent. Depth Blur has been stabilized and modified to help sell visual planes. Atmospheric Fog is now comprised of general, and ground fogs. Cave detection and lighting has been changed. Probably more that my dad brain is forgetting lol. A lot...it's a lot.