Complementary Unbound
by EminGT
The high-fidelity sibling of Complementary Reimagined. Unbound pushes visual quality further with path-traced global illumination and more demanding effects for those who want cinematic results.

What Complementary Unbound looks like in-game
Everything here follows from the first tile. Once indirect light is traced through the scene, the reflections, clouds and depth of field all have accurate light to work with, which is why they look different from the same effects in Reimagined despite sharing an author and a settings menu. The TAA tile is easy to skip past and is the one that matters most in recorded video, where crawling edges give a shader away faster than anything else.
Complementary Unbound ships 8 headline effects. The previews here are photographic rather than drawn. 8 of 8 are cut directly from Complementary Unbound's own screenshots, chosen by going through the pack's gallery effect by effect, picking the frame where each one is easiest to see and cropping the area where it actually occurs. The whole image opening the page is one of those frames left intact, which lets you place any crop below back into the scene it was taken from.

Path-traced GI
Indirect light is traced through the scene, so an interior lit through one window stays lit all the way to the back wall instead of going black two blocks in.

Screen-space reflections
Everything currently on screen is reflected back off water, ice and metal in real time, updating as you move rather than settling a frame late.

Volumetric clouds
Cloud banks carry real depth and light from one side, and with path-traced light underneath they also throw their shade onto the terrain below.

PBR
Pair it with a PBR resource pack and every block gains its own roughness and metalness, which matters more here because traced light exposes the difference.

Bloom
A measured glow around bright sources, kept restrained so it supports the traced lighting instead of competing with it for the highlights.

Depth of field
What you look at stays sharp while everything behind it falls away, giving a shot a focal plane the way a camera lens would.

TAA
Temporal anti-aliasing samples across successive frames to kill the crawling staircase edges on distant terrain, which is what ruins video more than anything else.
The frame above is Complementary Unbound's own, showing what this effect acts on. The movement itself only exists while the game is running, so no still can carry it.

Custom sky
Unbound's own sky gradient, sun, moon and star field, built to feed the path tracer a plausible light source rather than just to look correct.
Compatibility
What you need to run Complementary Unbound
An overview of Complementary Unbound
Complementary Unbound is what happens when EminGT takes the same settings framework as Reimagined and removes the ceiling. The two packs share a menu structure and a design vocabulary, so moving between them costs you nothing in relearning, but the lighting underneath is a different generation of work.
Path-traced global illumination is the headline. Light bounces off surfaces instead of stopping at them, which means a room lit through a single window is lit throughout rather than black two blocks from the glass, and a red wall throws red onto the floor beside it. Temporal anti-aliasing cleans up the distant edges that would otherwise crawl, and depth of field gives a shot a focal plane to build around.
That combination lands it in the high tier: a GTX 1070 or RX 5600 XT with 4 GB of VRAM, one full step above Reimagined. It covers Minecraft 1.16.5 up to 26.2 on Iris and OptiFine alike. If you record video or take screenshots seriously, this is the pack in the Complementary family that repays the hardware; if you play long survival sessions, Reimagined is the honest recommendation.
What Complementary Unbound changes
Unbound replaces Minecraft's lighting rather than its textures, and it does so with the ceiling taken off. The list is short because each entry carries a great deal of weight. What that adds up to in practice:
- Path-traced GI: indirect light is traced through the scene, so a room lit through one window stays lit to the back wall instead of falling to black.
- Screen-space reflections: water, ice and metal reflect what is currently on screen in real time, updating with the camera rather than trailing behind it.
- Volumetric clouds: clouds gain genuine depth and, with traced light beneath them, throw their shade onto the terrain rather than stopping at the layer.
- PBR: with a matching resource pack, every block gains real roughness and metalness, and traced light makes that difference far easier to see.
- Bloom: a measured glow around bright sources, tuned to support the traced lighting rather than to compete with it for the highlights.
- Depth of field: what you look at stays sharp while the background falls away, giving a shot the focal plane a real lens would produce.
- Overall direction: the Complementary look with modern light transport underneath, aimed at people who will stop and take the screenshot.
Complementary Unbound at a glance
| Strength | High-quality path-traced lighting |
| Strength | Shares settings ecosystem with Reimagined |
| Strength | Great for screenshots and videos |
| Strength | Active development |
| Trade-off | Significantly heavier than Reimagined |
| Trade-off | Requires stronger hardware |
How to install Complementary Unbound
- 1Get a loader in place first. Unbound runs under both OptiFine and Iris on Fabric, so no rebuild of your setup is needed if either is already installed.
- 2Download the Complementary Unbound .zip using the official link above. Keep it zipped, and if you also run Reimagined, keep both files in the folder.
- 3With the game running on your shader profile, work through Options into Video Settings and find the shader list, headed Shader Packs under Iris.
- 4There is a button on that screen that opens the shaderpacks folder; put the archive in there as it is.
- 5Choose Complementary Unbound from the list and confirm. Compilation on first load takes longer here than under a lighter pack, so let it finish.
If you already run Complementary Reimagined, the settings you have learned carry across, so treat this as a profile swap rather than a fresh install. Keep the lighter pack in the folder as well: switching between them is a menu click, and having both is how most people run this pair day to day.
Running Complementary Unbound smoothly
Unbound is a high-impact pack and it does not disguise the fact. Path-traced global illumination is computed every frame, so the cost is continuous rather than spiking on particular scenes, and the difference against Reimagined is felt immediately on the same hardware.
As a floor it lists a GTX 1070 or RX 5600 XT with 4 GB video memory and 6 GB main memory. Treat those as minimums for a playable result rather than a comfortable one: for a steady 60 frames at a reasonable render distance, aim for a modern card with 6 GB or more.
It covers Minecraft 1.16.5 up to 26.2 on Iris and OptiFine alike. Since it shares a settings ecosystem with Reimagined, a profile you have learned on one carries over, which makes switching down for a long survival session straightforward.
Shadow resolution and render distance are the two levers that reclaim the most here, and both cost less visually than turning the traced lighting down. If you find yourself disabling GI to hold a frame rate, Reimagined is the more honest answer than a crippled Unbound.
Filed under
What to turn down first in Complementary Unbound
Unbound traces light, so the sliders that matter are the ones that decide how many rays it can afford and how much of the frame it has to fill.
- 1
Depth of field: turn it off for playing. It costs every frame and hides whatever is not at your focal distance.
- 2
Path-traced GI quality: lowering it makes the image noisier before it makes it slower, and the temporal filter hides most of that while you stand still.
- 3
Screen-space reflections: the cheapest of the three to lose, and the one you notice least once the traced light is doing the heavy work.
TAA should stay on. Without it the accumulated lighting has nothing to settle into and the noise becomes obvious.
How many people run Complementary Unbound?
The heaviest pack in the top five by some distance, which is unusual company for something doing path traced global illumination. It also has fourteen times the downloads of Kappa Shader, its nearest rival in the cinematic category, on similar hardware requirements.
| Downloads of Complementary Unbound on Modrinth | 40,620,386 on the maker's page |
|---|---|
| People following Complementary Unbound for updates | 5,676 |
| Last Complementary Unbound release by the author | 21 May 2026 |
| Where Complementary Unbound sits on this site | 4 of 26 packs we could count, see the full ranking |
The Complementary Unbound figures above were counted on 21 August 2026. Modrinth is the only platform with an open counter for Complementary Unbound, so anyone downloading it elsewhere is not in this number.
Where Complementary Unbound sits in our shortlists
Path-traced light that survived the jump to the current game version, which is rarer than it sounds:
Ready to install Complementary Unbound?
Running Unbound next to Reimagined is common practice. Our walkthrough explains keeping both files in the folder and flipping between them.
Installation GuideSomewhere to run Complementary Unbound
Unbound is a pack you notice most in a place someone designed: interiors, lighting, glass. A world you keep for months gives it something to work with that a fresh single player save never does.
Unbound runs on the card in front of you rather than on the machine hosting the world, so the hardware bill is per player. What the server contributes is the build the pack has to work with.
Set up a world for Complementary UnboundCode GUIDE5 is ours, and it applies to a Complementary Unbound world from the link above.Last updated . This page is rebuilt when its own figures change, not on every deploy.