Bitmap Vanilla Shader
This shader is a post-processing shader.
**It only works when graphics is set to _Bitmap_** (Bitmap gets turned on).
This vanilla shader is a resource pack and works with vanilla Minecraft; _no mods needed_!
The whole world of Minecraft is shown in a bitmap style (only black and white pixels). Different shades are interpreted by you with dithering. This vanilla shader adds an interesting and artistic style to the game. You can even use this shader to add a little bit of difficulty and fun to building because it removes the big need for color and instead pushes more for shapes and shading!
My video on this shader: [https://www.youtube.com/watch?v=5AhbD0TNWCQ](https://www.youtube.com/watch?v=5AhbD0TNWCQ)
AxolotlShaders
[](https://www.youtube.com/@GlacierServicesMC)
**ABOUT**
AxolotlShaders brings a bright, vibrant, and natural look to Minecraft while staying smooth and lightweight.
Designed for players who want beautiful skies, clean lighting, and colorful visuals without losing FPS, this shader enhances the world with soft atmospheres, realistic sun glow, gentle fog.
With boosted vibrance, natural blue skies, and optimized performance, AxolotlShaders makes your world feel alive—perfect for survival and cinematic gameplay.
Features
Natural blue sky with smooth gradients and atmospheric scattering
Bright, realistic sunlight with improved glow
Enhanced fog and atmospheric depth
Increased color vibrance while maintaining natural tones
Improved water shading with reflections
Optimized lighting for day and night
FPS-friendly performance suitable for PvP and low-end PCs
Smooth ACES tonemapping to remove dull colors
Instant sky and sun rendering without dela
**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)
Aurora’s Shaders
## What are Aurora’s Shaders?
Based on Complimentary Unbound
[https://github.com/ComplementaryDevelopment](https://github.com/ComplementaryDevelopment)
Aurora’s Shaders offer a unique look for your game. Beautifully colorful lighting makes the game look incredible while maintaining good performance and the vanilla feel.
While most shaders try to make Minecraft something that it isn’t, Aurora’s shaders focus on purely enhancing Minecraft’s visuals. It’s not realistic or fantasy-themed, it’s just Minecraft but better.
The overworld, nether and end all look the best they ever have, all 3 dimensions are fine-tuned to be stunning.
### Support me
I’m not going to ask for money, but I do have a YouTube channel 🙂
You know what to do
[https://www.youtube.com/@CrafterAurora](https://www.youtube.com/@CrafterAurora)
## Compatibility and technical details
These shaders are meant for Iris, I’m not sure how well they work on OptiFine or Canvas.
Some user config options may not work as intended or at all. The built-in config works though.
AstraLex Shaders

# ABOUT THE SHADERS
AstraLex Shaders is a shaderpack for Minecraft: Java Edition with very high
customization. This shader includes:
* Realtime Shadows
* Water / Clouds
* Volumetric Light
* Ambient Occlusion
* Bloom
* Dof / Chromatic Aberration / Distance Blur
* MotionBlur
* Aces ToneMap
* TAA/FXAA…
Additional effects are available, such as:
* Celshading
* Constellations
* Shooting Stars
* Drawing Child Birds
* Planet / Majora’s Mask Moon
* Nebula
* Reticle
* Entities Flash
* CRT Effects
* Refractions for Biome
* Realist Rain Drops on Screen
and many more !
# AGREEMENT
You’re allowed to…
* Use this shaderpack for taking screenshots and videos.
* Modify the shaderpack for personal use.
* Redistribute the shaderpack for modpack / server with my permission.
* You can only share the direct link of the archive
You’re not allowed to…
* Redistribute the shaderpack without my permission.
* Distribute shaders link other than Curseforge/Modrinth link.
* Claim (and rename) the shaderpack (or its code) as your own.
* Use monetized URL shorteners to my site or files.
*My shader and myself (the author) should be credited clearly, add link to my site if possible.
# INSTALLATION
* Download and install Optifine or Iris
* Download the shaderpack
* Put the shaderpack inside .minecraftshaderpacks
* Launch Minecraft
* Open Options, Video Settings, Shaders
* Choose AstraLex Shaders
# QUICK LINKS
* [AstraLex Shaders](https://lextermina7.wixsite.com/astralex) – Official site.
* [shaderLABS Discord](https://discord.gg/yrBbR6G) – Discuss everything about Minecraft shaders here.
ARTShade

## ABOUT
**This shaderpack is currently a Work In Progress
and aims to bring a stylized, bright fantasy atmosphere.**
### Main Features:
– **Massive Cloud Rework** & high-fidelity graphic upgrade.
– **Dynamic Wind Gusts** affecting grass, plants, and foliage.
– **Stylized Water** featuring custom sparkles and toon shading.
– **Centralized Weather System** (unified wind speed and angle controls).
– **Stylized Bloom & Glow** with full support for emissives and underwater effects.
– **Dynamic Rim Lighting** reacting to the sun, moon, and world light sources.
– **Procedural Speculars** for realistic metallic and polished block surfaces.
– **Dynamic Wet Ground** reflections during rain.
– **Multiple Visual Presets**: Bright Fantasy, Dark Fantasy, Realistic, and Cartoon.
– **Mod Compatibility**: support for Voxy and RenoDX (HDR).
Join my Discord for updates and community chat : https://discord.gg/h95y7sTR4q
Please be patient, the shaderpack is in progress. I take note of all feedback.
Animtr
A customizable Minecraft shaderpack that transforms the game into a polished anime aesthetic. eatures crisp white sticker borders with soft edges, vibrant pastel color grading, and smooth toon shading with configurable cel levels. It includes material-dependent palette corrections for water, sand, and dirt, plus optional glow effects for glowing entities and ore blocks. You can toggle on extra detail to preserve texture clarity, or enable Candy Mode for biome-specifc color boosts on foliage and water. Everything is adjustable from border thickness and opacity to hand-drawn grain and warmth—fully configurable from Minecraft’s shader settings menu.
AlternateCraft
### AlternateCraft
Transform your Minecraft world into a surreal, dreamlike dimension with AlternateCraft – a shader that makes reality itself pulse, warp, and shift before your eyes.
**Features**
Hypnotic Pulsation – All textures pulse with multi-layered frequencies, creating a mesmerizing visual rhythm
Reality Distortion – Surfaces undulate and shift in fluid, wave-like patterns
Dynamic Patterns – Subtle flowing patterns weave through textures creating depth
Atmospheric Tint – A distinctive color shift adds to the altered reality feel
Subtle Glow – Pulsing areas emit a faint luminescence enhancing the dreamlike state
Performance Optimized – Carefully crafted to maintain good FPS even on mid-range systems
**Perfect For**
Surreal and psychedelic building projects
Experimental adventure maps
Trippy content creation
Liminal space exploration
Unique streaming content with a twist
Players seeking an alternative, mind-bending Minecraft experience
aesyin’s shaders


# About
aesyin’s shaders is a shaderpack that aims to cartoonify and stylize Minecraft’s look, developed for Minecraft: Java Edition. It’s bright and vibrant.
_Resource Pack used is Bare Bones_
This shader includes:
– Realtime Shadows
– Bloom
– Motion Blur
– Entity Outlines
– and Customisable Water.
_**This shader supports [Voxy](https://modrinth.com/mod/voxy)**_
# AGREEMENT
This shaderpack is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0).
You are free to share and modify the pack as long as you:
– Credit the original creator (aesyin)
– Do not use it for commercial purposes
– License modified versions under the same terms
# INSTALLATION
– Download and install Optifine or Iris
– Download the shaderpack
– Put the shaderpack inside .minecraftshaderpacks
– Launch Minecraft
– Open Options, Video Settings, Shaders
– Choose aesyin’s shaders
Aerosol
Aerosol is a very minimal shader that improves visuals with
– Sharp shadows
– Low cost reflections
– Custom sky and fog
– Basic subsurface scattering
– Basic filtering (exponential tonemapping, gamma correction, purkinje effect)
Adaptive Outline
### This is a vanilla shader with a stroke.
The stroke brightens the light areas and darkens the dark areas.

шейдер изменём только в final.fsh
“`
#version 330 compatibility
uniform sampler2D colortex0;
uniform sampler2D depthtex0;
in vec2 texcoord;
layout(location = 0) out vec4 color;
void main() {
vec2 texel = 1.0 / vec2(textureSize(colortex0, 0));
vec4 scene = texture(colortex0, texcoord);
float d_center = 1.0 – textureLod(depthtex0, texcoord, 0.0).r;
vec2 offsets[2] = vec2[](
vec2(texel.x, 0),
vec2(texel.x * 3.0, 0)
);
float gradients[4];
for(int i = 0; i < 2; i++) {
float d_right = 1.0 - textureLod(depthtex0, texcoord + offsets[i], 0.0).r;
float d_left = 1.0 - textureLod(depthtex0, texcoord - offsets[i], 0.0).r;
gradients[i] = abs(d_right - d_left) / (offsets[i].x * 2.0);
vec2 vertical_offset = vec2(0, offsets[i].x);
float d_up = 1.0 - textureLod(depthtex0, texcoord + vertical_offset, 0.0).r;
float d_down = 1.0 - textureLod(depthtex0, texcoord - vertical_offset, 0.0).r;
gradients[i + 2] = abs(d_up - d_down) / (vertical_offset.y * 2.0);
}
float gradient_ratio_h = gradients[0] / (gradients[1] + 0.0001);
float gradient_ratio_v = gradients[2] / (gradients[3] + 0.0001);
bool is_real_edge_h = gradient_ratio_h > 2.0;
bool is_real_edge_v = gradient_ratio_v > 2.0;
float edge = 0.0;
if(is_real_edge_h || is_real_edge_v) {
float max_gradient = max(gradients[0], gradients[2]);
edge = max_gradient * 500.0;
}
float depth_precision = 0.001 + d_center * 0.01;
if(edge < depth_precision * 100.0) {
edge = 0.0;
}
float threshold = 0.15;
if(edge > threshold && (is_real_edge_h || is_real_edge_v)) {
float edge_strength = clamp((edge – threshold) * 2.0, 0.0, 1.0);
vec4 color_up = texture(colortex0, texcoord + vec2(0, texel.y));
vec4 color_down = texture(colortex0, texcoord – vec2(0, texel.y));
vec4 color_left = texture(colortex0, texcoord – vec2(texel.x, 0));
vec4 color_right = texture(colortex0, texcoord + vec2(texel.x, 0));
vec4 avg_color = (color_up + color_down + color_left + color_right) * 0.25;
float neighbor_brightness = dot(avg_color.rgb, vec3(0.299, 0.587, 0.114));
float brightness_factor;
if(neighbor_brightness > 0.35) { // here we change the change threshold
brightness_factor = 1.0 + edge_strength * 0.2; // we’re changing it here brightens
} else {
brightness_factor = 1.0 – edge_strength * 0.2; // we’re changing it here darkens
}
color.rgb = scene.rgb * brightness_factor;
color.a = scene.a;
} else {
color = scene;
}
}
“`