ᴍɪɴᴇᴄʀᴀꜰᴛʀᴇꜱᴏᴜʀᴄᴇꜱ

Source Engine Water

Modrinth

An Iris shader pack that recreates Source Engine water by reverse-engineering its 2004 and 2007 water-rendering implementations

3.4K downloads8 followersUpdated 1mo ago

1.2.0 · MC 26.3 · Iris

View on Modrinth

Files

  • 1.2.0

    release

    Source Engine Water 1.2.0

    26.326.226.1.226.1.1+26iris

    2026-09-16 · 2.6K downloads

    Source-Water-1.2.0.zip · 1.8 MB

  • 1.1.1

    release

    Source Engine Water 1.1.1

    26.226.1.226.1.126.1+25iris

    2026-08-25 · 817 downloads

    Source-Water-1.1.1.zip · 1.8 MB

Files are delivered unmodified from Modrinth's servers and verified against the SHA-512 hash published by the project. The project's license applies to every file; check it before redistributing.

Gallery

css vibesEP2 Riverbed 01 preset 2007 styleEP2 Riverbed 01 preset 2004 styleEP2 Riverbed 01 potato modeEP2 Silo preset 2007 style

About

Source Water

Shader pack for Iris that replaces vanilla water rendering with a reconstruction of water from Source Engine games. Its goal is to bring the appearance and behavior of classic Source water into Minecraft without turning the pack into a general lighting or art-style overhaul.

The implementation is based primarily on the Source 2007 renderer, with the 2004 renderer preserved as an optional classic normal-animation mode.

The main inspiration for this pack was a random YouTube video about Chinese cs 1.6 F2P version where some Source graphical features was packported. Such as water!

This project contains AI-generated code. See AI_USAGE.md for details.

Recreated Source behavior

  • Source's expensive and cheap water rendering paths, with a distance-based LOD transition between them.
  • Material-specific surface and underwater fog colors, fog ranges, refraction, reflection distortion, and normal-map flow.
  • Fresnel-driven reflections, three-layer Source 2007 normal movement, and the original 29-frame Source 2004 animated normal map.
  • Separate underwater material behavior and optional full-screen water warp.

Adaptations

  • Source planar reflection render targets are replaced with screen-space reflections for visible scene geometry and a sky fallback when SSR cannot provide a result.
  • Source environment cubemaps are approximated with a light-aware Minecraft sky reflection, including the cheap-water path.
  • Source-unit fog distances are converted to Minecraft blocks, while the expensive-to-cheap water transition is configured in chunks.
  • Vanilla underwater tint and fog are removed so that the selected Source material controls underwater color and visibility.

Included materials

  • Half-Life 2 — Canals 03
  • Half-Life 2 — Canals Clear
  • Half-Life 2: Lost Coast — ATI
  • Half-Life 2: Episode One — Riverbed 01
  • Half-Life 2: Episode Two — Riverbed 01
  • Half-Life 2: Episode Two — Riverbed 02
  • Half-Life 2: Episode Two — Silo
  • Half-Life 2: Episode Two — Tunnels
  • Counter-Strike: Source — Militia

Pairs especially well with Squake.