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
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






Solas Shader
### **Showcase**
————————————
### **About**
+ Solas is a fantasy stylized shaderpack aiming to provide stunning visuals at a moderate performance cost. Screenshots showcasing the shader can be found in the **Gallery** section.
————————————
### **Important links**
+ **Discord** / **Boosty** / **GitHub** / **Solas Website**
[](https://discord.gg/HEw9DbQwuM) [](https://boosty.to/septonious) [](https://github.com/Septonious/Solas-Shader) [](https://solasshader.com/)
+ Looking for a **unique**, **high quality** vanilla RPG **server**? Check out my new project – **Ardonia**!
[](https://ardonia.xyz/)
————————————
### **Main features**
+ **Advanced lighting**
– Colored block lighting
– Realtime shadows without light leaking in caves
– Cloud shadows
– Subsurface scattering on certain blocks
+ **High quality volumetrics**
– 3D Clouds, crepuscular rays, fireflies, Nether smoke, Ender protoplanetary disk
+ **Beautiful sky effects**
– Aurora, Milky Way, Ender Nebula and Black Hole, rainbows
+ **Customizable post-processing**
– Fine-tuned tonemapping, bloom, lens flare, chromatic aberration, depth of field, motion blur, tilt-shift
+ **Realistic water**
– Procedural waves, caustics, light absorption and refraction
+ **Integrated PBR resourcepack**
– Emissive textures, reflective materials and procedurally generated normals
+ **PBR resourcepacks support**
– Both **LabPBR** and **OldPBR/SeusPBR** formats are supported
– Turn on “**PBR Resourcepack**” in shader settings!
+ **Mod compatibility**
– Voxy
– Distant Horizons
– Iris Shaders (Preferred loader)
– OptiFine (Custom skyboxes and colored block lighting are **not supported**)
————————————
### **Credits**
+ **EminGT** and **gri573** for improved shadow sampling.
+ **SixthSurge** for voxelization & light propagation algorithm.
+ **Capt Tatsu** for antialiasing and a few other pieces of BSL’s code.
+ **Community members** for contributing to Solas in different ways.
Soft Voxels Lite
[](https://youtu.be/RwGXOxF3DsM “Soft Voxels Showcase”)
## **What is Soft Voxels Lite?**
This is the free edition of my Soft Voxels Shaderpack, which intends to be a minimalistic and rather performant shaderpack that relies on voxels and path-tracing to give you some fast yet good looking lighting. This obviously also includes proper colored lighting from various emitters. As there is no actual shadowmap the direct light from sun and moon is rather soft, giving the pack its signature overcast outdoor-looks.
## **What features does it offer?**
* path-traced lighting
* temporal upscaling (TAAU), at 50% by default
* dynamic fog
* screenspace godrays
* screenspace reflections
* waving foliage
* resourcepack specular support (according to labPBR specification)
## **Any Requirements?**
* Optifine for 1.16 or newer/Iris 1.5.0 or newer
* GTX 1050/RX 560 or similar/better (has to support OpenGL 4.3)
* GTX1660/RX 5600XT or better recommended for 1080p at default settings
* Windows/Linux
* **Intel HD 5000 Graphics and older are NOT supported!**
## **External Links:**
* My Website: [Link](https://rre36.com/soft-voxels)
* My Discord Server: [Link](https://discord.gg/y5xzQ6H)
[](https://www.patreon.com/bePatron?u=19790203)
Soft Memory
# **Soft Memory**
**I have changed my username from McDonaldsWIFI_ig to IslandAggravated,why? Well nothing bad happened but I wanted to stay safe from potential issues… Anyway don’t worry it is the same dev, same updates!!**
## Recover what they took from us!
**Miss those memories where things were more colorful, brigther and there were no problems?, well… I have studied hundreds and hundreds of nostalogic images and tried several patterns to create something that feels safe… something that can resemble a childhood memory!**
**This is an edit from [Mellow Shader](https://modrinth.com/shader/mellow) by The CMK. I challanged myself to edit it on an intel igpu and it had to run so I am sure that you can run the shader in any device. Special thanks to The CMK, you are the GOAT.**
## Update 1.13
**Version 1.13 comes loaded with new post processing effects such as: Light Shafts underwater, Heat Shimmering in the distance( resembling a hot summer day), Water Refraction and the overall base color of the water improved!**


(Water Refraction is disabled in this shot, but the distortion is also visible from the outside!)
## And Also: Improved Clouds!


## Childhood Summer mode :
### How it looks like:
This mode tries to resemble summer nostalogic memories. It hits its peak at sunrise and sunset. The combination of saturated and vibrant colors, bloom uneven grain and a tiny bit of color chanel splitting can bring what I call home.
## VHS mode :
### How it looks like:

This brings the “Mom said it is my turn on the xbox” memory. It oposed to Childhood summer in terms of colors as it is desaturaated and with less contrast. You can see most of the classic artifacts that VHS tapes caused. If you enjoy how VHS cameras worked this mode is the best for you
## Quality Presets:
– **Fast** – it is the most cut down version of all 4, I don’t recomend playing with this preset unless you want very simple effects and maximize your FPS;
– **Fancy (recomended for high FPS normal gameplay)** – has more effects than fast but not all of the effects that the shader packs. It is a perfect balance between quality and performance;
– **Fabulous (recomended for normal gameplay)** – this preset has all of the effects enabled at a reasonable quality,not as fast as fancy)
– **Ultra (recomended only for screenshots or renders)** – it doesn’t add more effects than fabulous. It only sets the quality to the max ensuring a crisp and detailed image.**It takes a lot of your FPS so BE CAREFUL**
## Features that this Shader brings:
– Very great performance as it was tested on an igpu;
– Nostalogic color grading;
– Shooting stars;
– Shadows;
– PBR and specular support;
– Realistic moon;
– Reflections;
– Godrays;
– VHS effects;
– Bloom;
– 2016 Clouds without frying your pc;
– Great end ambience;
– much more things it is worth giving a try 🙂
Simple Shadows
Basic Shadows
The Color options are 0 1 and 2, 0 means acts as block aka no color, 1 means color, 2 means color blocks are not shown.
Modify the settings till it seems right!
SillyWankerShader
# About
[Discord](https://discord.gg/QCDXyjzQeU)
Silly Wanker Shader is a minecraft shader which aims to bring the vanilla look of minecraft while still having “shader” features any other shaders have. We also have a big heart for having as much features as possible. If you liked the shader you should also check out [Escheridia](https://modrinth.com/shader/escheridia)
# Download
– [GitHub](https://github.com/bomba-cat/SillyWankerShader)
– [CurseForge](https://www.curseforge.com/minecraft/shaders/sws)
– [Modrinth](https://modrinth.com/shader/sillywankershader)
# Credits
– [QuirkyPlague](https://modrinth.com/shader/escheridia), Developer
– Explo_GR, Developer
– Victor, Playtester, @VIC_TOR_ on YouTube
– Yoon, Logo Creator and Artist, @yoon_gm on Discord
– YSS Community, Special love to them
Shrimple
A Minecraft Java shader that attempts to maintain a minimal “vanilla” aesthetic, while adding some optional features:
– Waving Plants.
– FXAA (anti-aliasing).
– Sharp/Soft Shadows.
– CSM (Cascaded Shadow Mapping). *****
– Dynamic colored lighting. *****
– Ray-Traced block-light shadows. *****
– Volumetric fog lighting.
– POM (Parallax Occlusion Mapping).
– Normal Mapping.
– Specular (shininess).
***** Feature only available with [Iris 1.6](https://discord.com/channels/774352792659820594/1093675994025566268) or later!
#### Special Thanks
– Fayer: _very_ extensive help with QA, support, repairs, and motivation.
– Builderb0y: help with optimized bit-magic supporting the core of voxelization.
– Bálint: Created the fancy Iris warning, as well as more help with bit-shifting madness.
– Tech: Helped implement improved soft shadow filtering & dithering.
Shader_vanilla
### ✨ Features
Improved lighting and shadows
Soft, dynamic shadows add depth to your world
Improved entity shadows with reduced error
Subtle ambient occlusion for realistic depth perception
Warm glow from light sources with gentle flicker
Waving plants
Trees, flowers, and crops sway in the wind
Particle improvements
Improved particle rendering and effects
Better integration of particles with the environment
Performance optimizations
Built with performance in mind
Minimal impact on game FPS
Compatible with a wide range of hardware
### 💻 Performance
Shader_vanilla is designed to be lightweight while still delivering beautiful visuals. It should run smoothly on mid-range hardware, though performance may vary depending on your configuration.
Recommended Specs:
GPU: GTX 1050 or equivalent (or integrated graphics with 2GB+ VRAM)
CPU: Intel i5 / AMD Ryzen 3 or better
RAM: 8GB+
____
[](https://discord.gg/PfknxDj2y)
Rose World Shader
**English version:**
Rose World Shader — See the World Through Rose-Colored Glasses 🌹
Transform your Minecraft into a dreamy, romantic world with a warm pink tint. Soft peach highlights, deep rose shadows, a gentle dreamy flicker, and a subtle vignette — like you’re literally wearing rose-colored glasses. Perfect for Valentine’s Day or just a more magical Minecraft experience.
**Features:**
– Warm pink tint across the entire world
– Deep rose shadows, soft peach highlights
– Subtle dreamy light flicker
– Gentle goggle-style vignette
– Beautiful pink sky and rose-tinted moon at night
– No performance cost
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:**
Rose World Shader — Смотри на мир через розовые очки 🌹
Превращает твой Майнкрафт в сказочный романтичный мир с тёплым розовым тинтом. Мягкие персиковые хайлайты, глубокие розовые тени, лёгкое мерцание и нежная виньетка — как будто ты буквально надел розовые очки. Идеально для Дня влюблённых или просто более волшебного Майнкрафта.
**Возможности:**
– Тёплый розовый тинт на весь мир
– Глубокие розовые тени, мягкие персиковые хайлайты
– Лёгкое сказочное мерцание света
– Нежная виньетка как через очки
– Красивое розовое небо и розовая луна ночью
– Никаких потерь производительности
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.