the Next Shader
This is a simple shader pack I created while learning. It will be completely open-source and free for everyone to use.
This shader pack includes some basic effects such as real-time shadows, simple PBR, basic global illumination, as well as atmospheric scattering and volumetric clouds. My skills are limited, so the quality is modest and the completion rate is not high. I will continue learning and improving it. Thank you for your understanding.

Terminator Vision Shader
**English version:**
Terminator Vision Shader — See Through the Eyes of T-800 🤖
Transform your Minecraft into a cinematic Terminator HUD experience. Full red monochrome vision, radar sweep, targeting reticle, HUD grid overlay, scanlines and digital noise — exactly like the iconic T-800 vision from the movie. No performance cost.
**Features:**
– Full red monochrome vision like T-800
– Vertical radar sweep scanning the world
– Targeting reticle crosshair in the center
– HUD grid overlay like a targeting system
– CRT scanlines & digital noise
– Power flicker effect
– Heavy vignette like a camera lens
Compatible with Minecraft 1.17–1.21.x via OptiFine or Iris.
Subscribe so you don’t miss any updates! If you have questions or need support, join our Discord.
**Русская версия:**
Terminator Vision Shader — Смотри глазами Терминатора T-800 🤖
Превращает твой Майнкрафт в кинематографичный HUD Терминатора. Полный красный монохром, радарный sweep, прицел, HUD сетка, сканлайны и цифровые помехи — точь-в-точь как легендарное зрение T-800 из фильма. Никаких потерь производительности.
**Возможности:**
– Полный красный монохром как у T-800
– Вертикальный радарный sweep сканирует мир
– Прицел с перекрестием в центре экрана
– HUD сетка как система наведения
– CRT сканлайны и цифровые помехи
– Эффект мигания питания
– Сильная виньетка как через объектив камеры
Совместимо с Minecraft 1.17–1.21.x через OptiFine или Iris.
Подписывайтесь, чтобы не пропустить обновления! Если есть вопросы — заходите в Discord за поддержкой.
Tea Shaders
# Due to Modrinth’s choice to censor mods to users in foreign countries I will not be updating anything on Modrinth. Come check out my curseforge instead https://legacy.curseforge.com/members/unicornblood2468/projects.
# Dev8 out now on Curseforge
Also shout out to Shader Labs discord!
Tachyon Shaders

Tachyon is a highly customizable shader, with HDR, POM, reflections, Volumetric fog and clouds, shadows, Tonemapping, AO, and many other features. It’s optimized to be incredibly fast, often getting higher fps than even light shaders like fastPBR. I designed it to be able to both be a vanilla+ style shader for those who prefer more minimalistic improvements (in this mode it is even faster), as well as a more traditional high-visuals style.
# Known Issues
– the end and nether don’t have dedicated shaders yet so they’re really broken. working on a fix but it’s gonna take a bit
# Customizability
With every feature a shader adds, there’s one more feature you may not want. So Tachyon lets you customize *everything*. You don’t like shadows? Off. You find POM distracting? Off! You can customize Tachyon from just vannilla with shadows, to a full shader with reflections, HDR, ACES tonemapping, POM, etc.
# PBR Resource Pack
This shader looks way better with a PBR resource pack, since they provide extra details like how reflective each pixel is or a depth map. My favorite one to use is [sPBR](https://modrinth.com/resourcepack/spbr), as it remains 16×16 and very true to vanilla.
# PVP
This shader is fast enough and not nearly as distracting as others, so it’s actually usable in pvp, unlike many others. I know a lot of people (especially people who care about fps a ton) will not use this anyway, but I find that with high profile, visuals preset (and “nice water” under materials turned off as it makes it really hard to see shallow pools in pvp), my fps is consistently at my monitor’s max refresh rate.
# Credits
This is my first shader, and while I’d love to claim I wrote this all myself with no help, I did look at other shaders’ code for reference. Most notably:
1. [Solas Shader](https://modrinth.com/shader/solas-shader), which I based the clouds and water off of. The noise texture is a direct copy from this shader, so huge thanks to solas.
2. [XorDevs-Default-Shaderpack](https://github.com/XorDev/XorDevs-Default-Shaderpack) for a lot of the basic rendering, as it is basically a shader implementation of vanilla. Some code is very closely copied from this.
3. [Complementary Reimagined](https://modrinth.com/shader/complementary-reimagined), As I used it as a reference for screen space reflections and DH support.
4. [IterationT](https://drive.google.com/file/d/1rUvHaxnHmQCG5LvOL4I8kvoDpJu53lgV/view?usp=drive_link) for some POM reference. I am aware that this shader copied a lot of shaders, but I didn’t directly copy anything from this shader either.
5. [This Youtube Tutorial](https://www.youtube.com/watch?v=RjyNVmsTBmA) for shadows and other basics for how minecraft shaders work.
Other than the noise texture from solas, and I got explicit permission from Solas’ developer for that, I didn’t actually copy anything, so it doesn’t violate any of the shaders’ licenses.
Super Halftone Shaders
Ru
## 🎨 Halftone Shader
**Halftone** — это экспериментальный шейдер для Minecraft, который сочетает **стилизованное освещение** с **качественными тенями**, делая картинку более графичной и атмосферной. Шейдер хорошо подходит для скриншотов, видео и необычного визуального стиля без перегруза эффектами.
—
## ✨ Основные возможности
### ☀️ Динамические тени
Шейдер использует полноценную **теневую карту**, рендеря мир с позиции солнца.
Тени корректно реагируют на время суток, положение солнца и геометрию мира.
—
### 🎨 Цветные тени
Полупрозрачные блоки (например, **цветное стекло**) отбрасывают **цветные тени**, а не обычные чёрные.
Это добавляет глубины сценам и делает освещение более «живым».
—
### 🧠 Умный Shadow Bias (анти-артефакты)
Реализована система **адаптивного shadow bias**, которая:
* устраняет **shadow acne** (шум и рябь на поверхностях),
* снижает эффект **peter panning** (отрыв тени от объекта),
* учитывает **угол поверхности к солнцу** и настройки искажения теней.
Также доступен **глобальный множитель**, который можно настраивать в меню шейдера.
—
### 🔍 Искажение теней (Shadow Distortion)
Чтобы сохранить производительность и при этом улучшить качество:
* тени **имеют более высокое разрешение рядом с игроком**,
* и более низкое — на дальних расстояниях.
Это позволяет получить более чёткие тени вокруг персонажа без необходимости использовать экстремально высокое разрешение shadow map.
—
### ⚙️ Гибкая настройка
Шейдер содержит несколько параметров, влияющих на визуальный стиль:
* сила и мягкость теней
* степень искажения shadow map
* поведение теней на разных типах поверхностей
На скриншотах показаны **разные пресеты**, демонстрирующие, как настройки могут менять атмосферу — от более мягкой и чистой до контрастной и выразительной.
—
## 🖥️ Производительность
Halftone рассчитан на **средние и слабые ПК**:
* нет тяжёлых пост-эффектов,
* оптимизированная работа с тенями,
* минимальное влияние на FPS по сравнению с крупными шейдерпаками.
—
## 📦 Совместимость
* OptiFine / Iris
* Совместим с большинством ресурспаков
* Работает без модификации блоков и текстур
En
## 🎨 Halftone Shader
**Halftone** is an experimental Minecraft shader that combines **stylized lighting** with **high-quality shadows**, giving the game a more graphic and atmospheric look.
It is well suited for screenshots, videos, and unique visual styles without overloading the image with heavy effects.
—
## ✨ Key Features
### ☀️ Dynamic Shadows
The shader uses a full **shadow map**, rendering the world from the sun’s perspective.
Shadows correctly react to the time of day, sun position, and world geometry.
—
### 🎨 Colored Shadows
Semi-transparent blocks (such as **stained glass**) cast **colored shadows** instead of plain black ones.
This adds depth to scenes and makes lighting feel more natural and alive.
—
### 🧠 Smart Shadow Bias (Anti-Artifacts)
An **adaptive shadow bias** system is implemented to:
* eliminate **shadow acne** (surface noise and flickering),
* reduce the **peter panning** effect (shadows detaching from objects),
* take the **surface angle relative to the sun** and shadow distortion settings into account.
A **global multiplier** is also available and can be adjusted in the shader settings menu.
—
### 🔍 Shadow Distortion
To maintain performance while improving visual quality:
* shadows have a **higher resolution near the player**,
* and a **lower resolution at greater distances**.
This results in sharper shadows around the player without requiring extremely high shadow map resolutions.
—
### ⚙️ Flexible Configuration
The shader provides several parameters that affect the visual style:
* shadow strength and softness
* shadow map distortion intensity
* shadow behavior on different surface angles
The screenshots showcase **different presets**, demonstrating how the settings can change the atmosphere — from soft and clean to more contrast-heavy and expressive.
—
## 🖥️ Performance
Halftone is designed for **mid-range and low-end PCs**:
* no heavy post-processing effects,
* optimized shadow rendering,
* minimal FPS impact compared to large shader packs.
—
## 📦 Compatibility
* OptiFine / Iris
* Compatible with most resource packs
* Does not modify blocks or textures
## 🧭 Social Links / Ссылки на соцсети
[](https://discord.gg/MDR4xAq8rH)
[](https://www.twitch.tv/kreo_gen)
[](https://www.youtube.com/channel/UCqhbByoMAsLJM-73ptDNEvA)
[](https://modrinth.com/user/Kreo_gen)
[](https://github.com/Kreonical-genesis)
[](https://www.donationalerts.com/r/kreo_gen)
Stracciatella Shaders
# Stracciatella
A very lightweight vanilla style shader with colored lights. Focuses on adding some nice features that go hand in hand with vanilla. It is highly configurable and lets you craft your own personal vanilla experience.
## Feature Highlights
### Colored Lighting
Stracciatella adds multi-lightsource colored lighting to Minecraft with excellent performance. Light emitting blocks glow bright and tint and shade the environment.
### Beautiful Distance Fog
The Overworld and the Nether have highly optimized volumetric-like fog effects that look especially beautiful with Distant Horizons, such as dynamic fog based on height aswell as patches of dense fog that sweep the landscape.
### Many Bells and Whistles
Stracciatella is packed with many subtle but important visual improvements and quality of life features that improve Minecraft’s look, such as rain refraction, puddles, shooting stars and much, *much* more!
### Configurable
Make it yours! Stracciatella puts you in the driver’s seat. All of Stracciatellas effects are highly customisable, so you can dial in the look exactly as you like it.
## Full Feature List
### Fog and Sky
– Fog – *OFF, Border, Auto, Advanced*
Border:
Simple, comparable to vanilla
Auto:
Enables “Advanced” fog when Distant Horizons is present
Advanced:
Border fog aswell as configurable exponential distance and height based fog
– **Advanced Fog**
– Global Fog Density
Constant fog density applied to exponential fog
Overworld, Nether and End densities are relative to this value
– Overworld Fog Density
Density of constant Overworld fog
Relative to “Global Density”
– Overworld Noise Fog
– **Overworld**
– Height Scale Multiplier
Multiplier applied to the scale factor used to calculate height fog
Higher values correspond to a harsher density falloff
– Height Density Multiplier
Multiplier applied to the density calculated from world height
– Dynamic Density Start Height
Fog density starts to increase with player height after the selected world height
Set to the default value, this acts as a correctional factor to keep the fog density (visually) constant
– Dynamic Density Multiplier
Controls how much player height influences fog density
– Anisotropic Sunset Fog
Fog density at sunset and sunrise increases more in direction of the sun
– Sunset Fog Anisotropy
Amount of Anisotropy
– Sunset Fog Multiplier
Controls how much the fog changes during sunset and sunrise
– Wind Speed
– Noise Fog Scale
– Noise Fog Fade
– Noise Fog Density Multiplier
– Nether Fog Density
Density of constant Nether fog
Relative to “Global Density”
– Nether Noise Fog
– **Nether**
– Wind Speed
– Noise Fog Scale
– Noise Fog Fade
– Near Fog Density Multiplier
– End Fog Density
Density of constant End fog
Relative to “Global Density”
– **End**
– Fog Start
Sets where the fog starts appearing
Relative to render distance
– Fog End
Sets where the fog reaches its maximum
Relative to render distance
– **Cave Fog and Sky**
– Cave Fog
Fog changes to a different color when you are underground
– Cave Sky
Sky changes to a different color when you are underground
– Cave Sky Height Threshold
Controls which world height is necessary for the sky color to change
– Cave Fog *(RGB Color Picker)*
Color of fog inside of caves
– **Sun and Moon**
– Change Sun and Moon Size
– Sun and Moon Size
Changes the size of sun and moon
– Sun Angle
Tilts the rotation axis of sun and moon
Vanilla is 0
– Hide under Horizon
Sun and moon start disappearing under the horizon
– Transition Height
Lower: sun and moon appear lower
Higher: sun and moon appear higher
– Transition
Lower: Longer transition
Higher: Shorter transition
– **Stars**
– Vanilla Star Brightness
– Custom Stars
– Size
– Density
– Coverage
– Glow Radius
– Glow Amount
– Shooting Stars
**Only** works with “Custom Stars” enabled
– Direction
– Density
– Speed
– Trail Length
– Trail Thickness
– Custom Sky Color
– **Sky Color Configuration**
– Custom Sunset
– Sky Sunset *(RGB Color Picker)*
– Sky Day *(RGB Color Picker)*
– Sky Day Rain *(RGB Color Picker)*
– Night Sky Brightness
– Sky Night *(RGB Color Picker)*
– Sky Night Rain *(RGB Color Picker)*
– Custom Fog Color
– **Fog Color Configuration**
– Fog Day *(RGB Color Picker)*
– Fog Day Rain *(RGB Color Picker)*
– Night Fog Brightness
– Fog Night *(RGB Color Picker)*
– Fog Night Rain *(RGB Color Picker)*
– **End Sky**
– End Sky Upper *(RGB Color Picker)*
– End Sky Lower *(RGB Color Picker)*
### Lighting
– Lightmap – *Simple, Default*
Default:
All Features
Simple:
Reduced features (only “Adaptive Blocklight Reduction” and “Minimum Light”)
– **Lightmap Settings**
– Skylight AO
Specifies the amount of ambient occlusion on skylight
– Blocklight AO
Specifies the amount of ambient occlusion on blocklight
– Skylight Gamma
Higher = Darker
Lower = Brighter
– Blocklight Gamma
Higher = Darker
Lower = Brighter
– Minimum Light
Restricts blocklight to never go below this value
Prevents caves from being pitch black (unless you set it to zero that is)
– **Lightmap Colors**
– Adaptive Blocklight Reduction
Reduces blocklight when the sky is bright to avoid clipping
If the blocklight is too bright during daytime, increase this slider
– Nether Ambient Brightness
– **End Ambient Light**
– End Ambient Brightness
– End Ambient Saturation
– Skylight Day *(RGB Color Picker)*
– Skylight Night *(RGB Color Picker)*
– Blocklight *(RGB Color Picker)*
Select blocklight color (torches, glowstone, etc.)
If “Complex Blocklight” is enabled, this color will **NOT** be used
– Complex Blocklight
Allows you to select two colors for blocklight
One for dark parts, one for bright parts
– Blend Curve
Higher: Emphasize “Bright” color
Lower: Emphasize “Dark” color
50 = linear transition
– Complex Blocklight Dark *(RGB Color Picker)*
– Complex Blocklight Bright *(RGB Color Picker)*
– Colored Lights
Enabled colored lighting on blocks
– **Colored Light Settings**
– Vibrance
– Accumulation Rejection – *Low, Default, High*
Sets how temporal history information is discarded
Higher corresponds to history being discarded more easily
– Acc. Blend Factor
Sets how temporal history information is merged with new information
A lower value places less emphasis on history and will cause colors to update faster at the cost of more flicker
– Flicker Reduction
Increase this slider if you experience frequent spots of color blinking into existence
Higher values will decrease the speed at which new color spreads and appears
– Acc. Regeneration Speed
Sets how fast empty regions (with no color information) are filled up
A high value will cause colors to appear faster initially, but may introduce flicker in disoccluded regions
– Sample LOD Bias
Controls the detail level at which colors are sampled
A higher value will make colors smoother but may cause small lights to be skipped
A lower value will sample at higher detail but will decrease smoothness and introduce flicker
The shader does its best to calculate the appropriate LOD itself
– Directional Lightmaps
– Directional Lightmap Strength
– Normals – *Generated, Texture*
– Normals Resolution Multiplier
Auto-Generated Normals may have a different resolution than your resource pack
This slider allows you to select a higher resolution for the normals
No performance impact
– HDR Emissives
– HDR Emissive Brightness
### Weather
– Rain Detection – *Temperature, Color*
How the shader detects if rain is present
”Color” is generally the better option
Select “Temperature” if:
Rain does not receive rain effects
Things that are not rain receive rain effects
– Rain Opacity
– Rain Refraction – *OFF, Fast, Fancy*
– Rain Refraction Strength
– Angled Downfall
– Angled Downfall Amount
– Angled Downfall Rotation Speed
– Rain Puddles
– **Rain Puddle Color**
– Rain Puddle *(RGB Color Picker)*
– Rain Puddle Coverage
– Rain Puddle Size
– Rain Puddle Opacity
– Rain Puddle Parallax
– Parallax Refraction
– Parallax Depth
### Waving Blocks
– Waving Blocks
– Waving Blocks Amount
– Waving Blocks Speed
– Waving Leaves
– Waving Lilypads
Controlled by “Waving Liquids Amount” and “Waving Liquids Speed”
– Waving Lanterns
– Waving Fire
– Waving Liquids
Water and Lava
– Waving Liquids Amount
– Waving Liquids Speed
### Camera and Color
– FXAA
Enables Anti-Aliasing
Improves quality of edges
– High Quality Upscaling
Switches to bicubic sampling
Internally enables FXAA
Can be useful with lower render quality settings
– Contrast
– Vibrance
– Saturation
– Brightness
– Vignette – *OFF, Round, Square*
Darkens screen borders
– Vignette Strength
– LUT
Applies a custom color LUT to the image
**Only works for Optifine G8 and higher!**
How to add your luts:
Extract the .zip
Go to: shaders/lut
Put your LUT in this folder and name it “lut[number].png”
You can then select the file using the slider
Up to 6 luts can be loaded this way
– Selected LUT
Default LUTs shipped with the shader are:
lut0.png: Neutral
lut1.png: Skyfall
lut2.png: A Summer Night’s Adventure
lut3.png: Chrome
lut4.png: Admiral’s Anime LUT
lut5.png: Green->Red Color swap (Infrared)
– Use LOG Color
– LUT Cell Size
Amount of cells on one side
Count the squares on the lut image along one side to figure this out
### Water
– Underwater Fog Density
– Depth Influence
Higher: Depth will have a strong influence on fog density
Lower: Depth will have a weak influence on fog density
Zero: Depth will have no influence on fog density
– Fog Brightness Influence
Higher: Underwater fog will be darker at night
– Fog Brightness Influence
Higher: Underwater fog will get darker faster when you dive deeper
### Utilities and Effects
– Blinking Ores
– **Blinking Ores Settings**
– Blink Brightness
– Diamond
– Ancient Debris
– Iron
– Gold
– Copper
– Redstone
– Lapis Lazuli
– Emerald
– Coal
– Nether Quartz
– Nether Gold
– Damage Effect
– Damage Effect Redness
– Damage Effect Displacement
– Damage Effect Cell Size
– Speed Effect
Adds streaks when moving fast
– Speed Effect Strength
– Speed Effect Streak Length
### Other
– **Distant Horizons**
– Fade Terrain
Smoothly fades out Minecraft terrain, reducing the transition between Distant Horizons’ terrain and Minecraft’s terrain
– Discard DH Terrain
– Terrain Discard Tolerance
– Chunk Discard DH Transparents
– Transparents Discard Tolerance
– Dithering – *None, Smart, Full*
Removes Banding
Smart: Enables dithering in select programs
Full: Enables dithering in all programs
– Time Mode – *Realtime, Worldtime, Framecount*
Sets which method the shader uses to determine the time
Time is used for driving animations, for example waving leaves and water
Realtime:
Uses the actual time
Worldtime:
Uses the ingame time
This can be useful for animation tools like replaymod
Framecount:
Uses the frame count based on a fixed framerate
This can be useful for animation tools like replaymod
– Time Mode Framerate
Framerate used for calculating the time when “Time Mode: Framecount” is selected
– Solid Block Outline
– Line Thickness
Applies to all lines, for example block outline and hit boxes
**Only works from versions 1.17 and onwards**
**Doesn’t work on Iris**
– Block Outline Style – *Black, White, Rainbow, Custom Color*
– **Custom Color Configuration**
– Block Outline *(RGB Color Picker)*
– Aggressive Optimization – *OFF, On, Unsafe*
Activates Optimizations that can break some visuals or might break in future versions of Minecraft
## Agreement
**You are allowed to**
– Use my shaderpack in your videos / screenshots
**You are not allowed to**
– Redistribute my shaderpack: If you want to provide a download link you **must** link to my Modrinth / Curseforge page
– Use monetized URL shorteners linking to downloads of my shaderpack
– Publish edits of my shaderpack without my permission
Steadfast

Steadfast is a remarkably fast and unobtrusive shader pack with exceptional
attention-to-detail. Easy on the eyes and on your computer, Steadfast massively
improves the graphical quality and realism of Minecraft without getting in the
way of actually playing the game.
Steadfast is free and open-source software developed by coderbot, and can be downloaded from https://modrinth.com/shader/steadfast-shaders (Modrinth), https://www.curseforge.com/minecraft/shaders/steadfast (CurseForge), or https://github.com/coderbot16/Steadfast (GitHub). Anyone can modify and distribute it under the terms of the GNU General Public License, version 3.
## How fast is it really?
Steadfast runs great even on midrange laptops from 5+ years ago, with the
default High profile delivering a smooth 60+ FPS experience on most computers
capable of running Minecraft. On computers with a dedicated high-end graphics
card, Steadfast flies and even the High profile can reliably reach 250-500 FPS.
With a lower profile, it runs playably even on a Raspberry Pi!
Steadfast is designed for mobile / integrated graphics hardware, and is built to
require minimal graphics memory bandwidth and only moderate graphical compute
power.
## Features
* Semi-realistic atmosphere with high-quality sky and fog
* Real-time shadows cast by the sun and moon
* Foliage that waves with the wind and has subsurface light scattering
* Perfectly-tuned lighting to give the illusion of bright sunlight and darker
nights and interiors, but without excessive changes in brightness or contrast,
or obtrusive effects like auto-exposure
* Approximate light shafts (“godrays”) from the sun and moon
* Exceptionally detailed water waves with actual visual depth, reflection,
refraction, and realistic absorption based on water depth
* Water and ice can reflect anything visible on the screen
* Sunlight and moonlight cast bright water caustics on underwater surfaces
* Windswept high-altitude cirrus clouds as well as support for Minecraft’s
standard blocky clouds
* Note: Neither are enabled on the default profile for now.
* Ambient occlusion through Minecraft’s built-in smooth lighting
* Integration with the Distant Horizons and Voxy mods, which offer extreme
render distances without significant performance loss
* Wide compatibility with other mods and modpacks, including support for
high-performance rendering pathways in mods like Create (through the
Colorwheel add-on mod)
## Platform compatibility
Steadfast supports the following hardware and underlying platforms:
* NVIDIA, AMD, and Intel GPUs
* macOS, including Apple Silicon
* Linux, including most hardware supported through the open-source Mesa graphics
drivers, such as the Raspberry Pi and the Steam Deck.
* Minecraft 1.18.2 and above using the Iris shader mod (Iris 1.5 or newer).
## Current limitations
Steadfast has some notable limitations that I hope to resolve in the future:
* Steadfast does not currently support any version of OptiFine.
* Steadfast offloads a ton of calculations to the CPU, but the feature used
to do this (“custom uniforms”) works a bit differently in OptiFine compared
to Iris and porting will take a lot of effort as a result.
* Steadfast lacks support for any dimension other than the Overworld, which
includes a lack of any well-tuned support for the Nether and End.
* To support another dimension basically requires making a new visual style
for the shader. This can take months of work to get right.
* The current Nether / End appearance is entirely playable and lacks the
same serious bugs you might normally expect from shaders lacking dimension
support, but not optimized or tweaked to the same level of quality as the
Overworld dimension. In other words, it basically just works on accident.
* Steadfast does not currently support colored lighting.
* This is really hard to implement in a high-performance and high-quality
way, but I am looking into it and fortunately there is prior art in the
community.
* The current default profile has some issues when underwater and lacks clouds.
* This profile is mostly playable otherwise, and you can enable existing
cloud options if you prefer. Fixes for both are under development.
## Support policy
* I aim for a high standard of quality in my software, and the goal of the beta
testing phase is to find and fix any bugs, stylistic issues, and similar
defects.
* Please try to avoid duplicate bug reports, and use your best judgement when
trying to find out if a bug is in Steadfast, Iris, Minecraft, another mod, or
your graphics drivers / system, but if you aren’t sure, please feel free to
submit a report.
* We aren’t able to help you get Steadfast working properly on phones and mobile
devices running Android or iOS, even with software like PojavLauncher, due to
widespread correctness issues and bugs in the graphics drivers and required
compatibility layers.
## Credits
* Steadfast takes heavy visual inspiration from Sonic Ether’s Unbelievable
Shaders (SEUS), especially SEUS Renewed, as well as some of Chocapic13’s
shaders. SEUS is a great shader pack, and I hope you enjoy this implementation
of a similar visual style!
* Steadfast would not be possible without the Iris shader loader, in particular
the continued development & maintenance by IMS212 allows Steadfast to work on
many Minecraft versions with minimal fuss on the side of Steadfast.
* I would also like to thank my dedicated testers who helped highlight and
uncover many of the bugs and issues fixed in the development of Steadfast!
Star Shaders
### ABOUT
Star Shaders is a lightweight shader pack designed for low-end devices, delivering improved visuals without sacrificing performance. It features enhanced clouds, reflective water, gentle wave motion, and subtle lighting effects to create a smoother and more immersive Minecraft experience while maintaining high FPS. The shader focuses on balanced quality and optimization, making it ideal for players who want better graphics on weaker hardware.
[](https://www.youtube.com/@GlacierServicesMC)
### Perfomance
**Specs used for FPS Testing**
– Ryzen 5 3600
– RX6600
– 16GB DDR4

### Features
Features:
Star Shaders includes support for Distant Horizons, fancy volumetric-style clouds, customizable post-processing sliders, and many more visual enhancements. It offers reflective water, gentle waves, improved lighting, and multiple settings for performance tuning, giving players a smooth and customizable experience even on low-end devices.
### How to report BUGS!!
Our GlacierDevelopment Discord server is Live you can report bugs and Chat with other GlacierShaders users, report bugs, get help with issues, and join exciting giveaways — all in one place!
[](https://discord.gg/TpsGTtTnSm)
### OFFER!!

SSRE Shader

# Scripty Shader: Re-coded Edition (SSRE)
**Balanced performance and visuals for low-end devices.**
—
## 💥 Key Features
### Terrains
– Half Lambert & Dot Shading [T] [M]
– Cloud Shadows [T] [H]
~~- Procedural Stars [T] [L]~~ (currently unavailble)
– Enchanced water with sun specular [L]
– Selectable water type [C] [D]
– Selectable fog type [C] [D]
### Post Processings
– Grain [T] [L]
– Dithering [T] [L]
– Bloom (5 taps cross blur) [T] [H]
– Sun glow with 0 performance impact [T] [L]
**[T]** Toggleble in shaderpack setting.
**[C]** Choosable/Selectable in shaderpack setting.
**[L]** Low impact.
**[M]** Medium impact.
**[H]** High impact.
**[D]** Depend on your ajustments.
—
## 🌄 Performance-to-Visual Balance
SSRE is optimized by:
– **Using cheap functions, logic & calculation:** Avoids harmful calculation techniques like heavy if-statements, complex loops, and high-sample composites.
– **FPS:** Experience smooth gameplay without sacrificing the shaders signature vibrant color cycles.
—
### 🛠️ Hardware Compatibility
You can confidently run this shader across a wide variety of hardware with following requirements:
| Platforms | GL version | A Must |
| :— | :— | :— |
| Android | GLES 3.2+ | 1.1+ Vulkan |
| PC | OpenGl 2.1+ | AMD graphics cards and up (Low end – High end) |
Example comparison for androids. (Based on tested devices)
| Feature | Samsung Galaxy A10 (2019) | Samsung Galaxy A06 (2024) | Status |
| :— | :— | :— | :— |
| **GPU** | Mali-G71 MP2 | Mali-G52 MC2 | A10 Incompatible / A06 Compatible |
| **Architecture** | Bifrost (1st Gen) | Bifrost (2nd Gen) | A10 Incompatible / A06 Compatible |
| **Vulkan Version** | Vulkan 1.0 / 1.1 | Vulkan 1.1+ | A10 Incompatible / A06 Compatible |
| **Android OS** | Android 9 (Upgradable to 11) | Android 14 | A10 Incompatible / A06 Compatible |
—
### ☕ Platforms Compatibility
Current compatibility status.
| Platforms | Driver | Status |
| :— | :— | :— |
| **Every Pc** | Any | ✓ Full Support |
| **Pojav/Zalith & Other Mobile Launcher /w Iris & Sodium** | Zink | ✓ Full Support |
| **Pojav/Zalith & Other Mobile Launcher /w Iris & Sodium** | Virgl | ✓ Stable|
| **Pojav/Zalith & Other Mobile Launcher /w Iris & Sodium** | MobileGlues | ✓ WIP/Testing RC0.1 |
—
### 📌Future plans
– Distant Horizon support
– Improvement on water (in progress)
– Improve the look, feels and atmosphere of shader.
– Dimensions shader.
– Biome specific atmosphere.
—
### 📈 Project Status
[I] In progress
[R] Ready but did not release yet
[B] Im on the break
[D] Done (Released)
**[I]** Working on RC0.4
Spoiler

– More customizable
– More soon
—
### 📝 Author’s Note
*For optifine: Is currently untested. (and appear to be very broken on old versions of minecraft).*
*It is best to use mc versions with official support of **Iris & Sodium** for best compatibility and stability*.
*Shader is still in alpha stage. Bugs can be reported via [SSRE Telegram](https://t.me/SSRERC)*
[See progress (Via GitHub)](https://github.com/808scripty/Scripty-Shader-Re-coded-Edition)
Spring Shaders (Chun)
# Introduction
“Spring” sets a tone of freshness and nature, using soft and bright colors to create a tranquil and harmonious atmosphere. As the harsh winter melts away and all living things recover, who is it that plucks the strings of the season and plays the movement of life? The brand-new shader work, **Spring v2**, will take you into a dreamlike utopia.
## Shader Information
This shader is a practice work I wrote while studying the course *Games202 – High Quality Real-Time Rendering*. I consider it a sequel to the “Spring” series of shaders; you can view it as a refactored/completed version of *Spring v1*. “Spring” is the codename I used when creating texture packs ten years ago, and I have continued to use this designation.
Below are the effects included in this shader:
### Lighting System
* Path Traced Global Illumination (PTGI) and Ray-Traced Colored Lighting (Requires Iris, disabled by default).
* Reflective Shadow Maps (RSM) with denoiser and screen space light leak suppression.
* PCSS Soft Shadows, Cloud Shadows, Colored (Glass) Shadows, and Screen Space Shadows supporting both near and far distances.
* Ground Truth Ambient Occlusion (GTAO).
* Handheld Dynamic Lighting with colored light support (Syncs with Ray Tracing/Colored Lighting settings).
### Atmosphere System
* Physically Based Atmospheric Scattering and Atmospheric Fog.
* Volumetric Fog, 2D Planar Clouds, Volumetric Clouds, and Screen Space Godrays.
* Unique sunrise and sunset hues.
* Celestial bodies (Sun, Moon, Stars).
### Water and Translucency
* Three wave patterns and Wave Parallax.
* Water Fog, Underwater Volumetrics, and Immersive Underwater Effects.
* Water Refraction simulation and Screen Space Reflections (SSR).
* Water Caustics and Dispersion effects.
* Translucent Object Shadows, PBR Reflections, and Translucent Refraction simulation.
### Material Rendering
* Supports Normal Mapping, Smooth Parallax, and Voxel Parallax.
* Physically Based Rendering (PBR) for reflections, specular highlights, and material interactions.
* Rain puddles, ripples, and wet surface reflection effects.
### Post-Processing
* High-quality Bloom, Auto Exposure, Simple Filters, Tone Mapping, Motion Blur, Depth of Field (DoF), Vignette, and Lens Occlusion.
* Temporal Anti-Aliasing (TAA), Robust Contrast Adaptive Sharpening (RCAS), and Anisotropic Filtering.
### Others
* Exclusive effects for Night, Rain, The End, and The Nether.
* Natural foliage waving animations.
* Full English shader settings interface.
* Supports Distant Horizons, Voxy (Basic/Partial support), Kaleidoscope Cookery, Farmer’s Delight, and Biomes O’ Plenty.
## Ray Tracing Comparison
**Top:** Ray Tracing / Colored Lighting Enabled.
**Bottom:** Standard Rendering





