Musk Rose Shaders
About
Musk Rose Shaders is a shader pack for Minecraft Java edition, works on OptiFine and Iris. It is designed for natural beauty without unnecessary effects.
- Latest version: 4.1
- Recommended game version: 1.17+
Donation
This project is free, but if you support me through your donations, I would be very pleased and would like to make them motivation in the future.
Donate
MCPT
**What is MCPT?**
MCPT is a Minecraft shader meant for taking high quality, photorealistic screenshots. It is a brute-force spectral volumetric path tracer that makes use of hardware raytracing through Vulkanite. These shaders are not meant for gameplay as they require you to stand still and wait for the image to render.
**Features**
– Spectral Rendering
– Volumetric Path Tracing
– Atmosphere Simulation
– Water Parallax Mapping
– Refractive/Reflective Caustics
– Path Traced Anti-Aliasing
– Path Traced DoF
– Full Lens System Simulation
– Bloom
– Configurable settings for all of the above.
### _**WARNING**_
MCPT requires Vulkanite, which is currently in a very unstable and buggy state, so there is no gaurantee that these shaders will work on your system (specifically AMD cards). For the best chances of getting these shaders to run, **follow these requirements exactly:**
**Requirements**
– A hardware raytracing capable GPU
– Minecraft 1.20.1
– [Sodium 0.5.2](https://modrinth.com/mod/sodium/version/mc1.20.1-0.5.2)
– [Iris 1.6.8](https://modrinth.com/mod/iris/version/1.6.8+1.20.1)
– [Vulkanite 0.0.3 pre-alpha](https://modrinth.com/mod/vulkanite-mod/version/0.0.3-pre-alpha)
– A LabPBR resourcepack that supports Minecraft 1.20.1 or later (I use AVPBR Retextured R5).
### **IMPORTANT: restart the game whenever you change resourcepacks or the textures will appear glitched (Vulkanite bug).**
### **IMPORTANT: If your game crashes on startup, try adding this to your launch arguments: `-Dorg.lwjgl.system.stackSize=8192`**
**How to Use**
Press F1 to begin a render, and F2 to take a screenshot.
**Feedback**
As Vulkanite is very unstable, you’ll find a lot of bugs in the shader. There’s a 99% chance that a bug you find is due to Vulkanite and not the shaders. For reporting non-Vulkanite issues and requesting features, feel free to DM me on discord: johnpayne.
Lyrae Shaders
Lyrae • Physically-Based Real-Time Path Traced Shaderpack
📌 **NOTICE:** This project is currently in _very early_ alpha stages. Expect issues, visual artifacts and varying performance. I have a huge roadmap. I’d appreciate any kind of feedback and your support!
## Features
– **Real-Time Voxel Path Tracing**
– Monte Carlo global illumination with multiple light bounces
– Fast voxel traversal via DDA algorithm
– AABB tracing for detailed sub-voxels
– **Sampling & Image Stability**
– Low-discrepancy blue noise sampling
– Flexible SVGF denoiser pipeline
– Next Event Estimation (NEE) for explicit sun sampling
– **Physically-Based Materials**
– Unified physically-based shading pipeline
– Support for **LabPBR** resource packs
– **Post-Processing**
– Filmic tonemapping
– Color grading
– Auto exposure adjustment
– Chromatic aberration
## Community
If you enjoy my shaderpack, you can support me & my studies here: [Buy Me a Coffee](https://buymeacoffee.com/kadir014) ❤️
You can join the [discord server here](https://discord.gg/eS7MzZHmWq), share screenshots or provide feedback and report issues.
## Attributions
– [Kirilpro6284](https://github.com/Kirilpro6284): 0th ray optimization to start in fragment position.
## PBR Support
Lyrae supports **LabPBR 1.3** standard. So make sure to use a resourcepack with **LabPBR** material support, here’s a [list of resourcepacks](https://shaderlabs.org/wiki/LabPBR_Supported_Packs#Resource_Packs) on shaderlabs site.
## Performance Tips
– I tried to write detailed descriptions for all settings, so you can hover over them in-game for more detailed performance tips.
– `Samples` is one setting with the most impact on the performance, because it increases the path complexity exponentially. Try to keep this at 1 if you want to enjoy real-time.
– You can try changing the `Resolution Scale` setting, lowering this from 100% will make the lighting quality lower.
– For most scenarios 3 bounces is enough. 2 bounces will not have indirect lighting, so GI will look less accurate.
– If you are in a *completely isolated* room where no sunlight is visible, you can try disabling NEE. Note that disabling NEE will break sun light.
– You generally shouldn’t mess with SVGF settings unless you know what you’re doing. If you are okay with noisy image you can disable spatial filtering.
Lux V1
# Lux V1






Lux is a high fidelity Minecraft Java Edition shader pack based on [Capt Tatsu’s BSL Shaders](https://bitslablab.com “Takes you to the BSL Website”).
By default, Lux is meant for mid- to high-end users, however offers a wide range of settings to make the shader truly yours.
While trying to be highly compatible across different hardware & software specification, aesthetically pleasing and gameplay-friendly, Lux also incorporates experimental and rarely-seen features.
It is getting updated frequently and still new to the game, but is accordingly using more modern tech to produce good looking visuals making it a shader pack definitely not to miss out on.
## Bug Reports
If you encounter any issues, please use the [GitHub issue tracker](https://github.com/TechDevOnGitHub/Lux-Shader/issues).
Lux V1: BrickCraft Edition
# Lux V1: BrickCraft Edition 🕊️

Lux is a high fidelity Minecraft Java Edition shader pack based on Capt Tatsu’s BSL Shaders.
With this exclusive Lux version, you get to play Minecraft with the popular BrickCraft resourcepack as the creator intended. I’ve been fortunate to have worked with Alex before he passed away and want to hereby honour his legacy and impact on the Minecraft community.
I am working closely with the BrickCraft team to allow for the best possible experience. Feel free to get in touch for any inquiries. For more information on BrickCraft please check here: https://brickcraft.de/.
## Bug Reports
If you encounter any issues, please use the [GitHub issue tracker](https://github.com/TechDevOnGitHub/Lux-Shader/issues).
Lumina Shader – Event Horizon
Lumina Shaders is a complete visual overhaul for Minecraft, specifically engineered for users with high-performance hardware who refuse to compromise on realism.
Why Lumina?
Unlike basic edits, Lumina introduces custom-coded features that provide a distinct cinematic identity:
Procedural Atmospheric Flicker: A custom time-based light flickering effect for immersive environments.
Cinematic Grain System: A dynamic noise generator that enhances the filmic texture of the game.
Artistic Post-Processing: Unique desaturation and vignette curves designed for Lumina’s visual style.
Optimized Lighting: Fine-tuned shadows and global illumination for high-end setups.
📜 Credits & License
Developed by Benjiaa.
IMPORTANT: This shader is based on Complementary Shaders by EminGT. Special thanks for his incredible work.
Original Project: https://modrinth.com/shader/complementary-reimagined
Support the Project If you enjoy Lumina Shaders, consider supporting my work! You can find dev logs and early previews here:
👉 Support benjiaa on Ko-fi: https://ko-fi.com/lumina_dev/goal?g=0
💬 Join our community on Discord: https://discord.gg/JK6rTQ9T
Youtube Channel: www.youtube.com/@LuminaShadersDev
LSD Sshader
LSD Shader v1.3 is a Minecraft Java shader inspired by the visual phenomena commonly associated with LSD experiences, creating an intense, psychedelic, and surreal atmosphere in-game. Instead of preserving the classic “vanilla” look, it transforms the world into a pulsing, colorful vision filled with dynamic distortions and fluid color transitions.
**Features:**
– Psychedelic color shifting and dynamic saturation changes.
– Waving, “breathing” landscapes that feel alive.
– Intense neon lighting with a surreal glow.
– Hallucinatory-style screen distortions.
– Dynamic lighting effects that enhance motion and depth.
– Configurable intensity settings for a customizable experience.
This shader is purely visual and does not alter gameplay mechanics — its goal is to deliver a bold, trippy experience for players who want something completely different from the standard Minecraft aesthetic.
Light-Shadow
# Light and Shadow
The name says it all: Light and Shadow focuses on the two elements that shape every Minecraft scene — light and darkness.
This shader improves lighting from blocks and the sky, while adding stronger shadow effects through shadow maps, global illumination, and ambient occlusion. The goal is to make Minecraft scenes feel deeper, more atmospheric, and more visually dynamic without losing the familiar look of the game.
## Features
– Enhanced block lighting
– Improved sky lighting
– Shadow-map based shadows
– Global illumination effects
– GI-based shadowing and occlusion
– Ambient occlusion
– LabPBR normal mapping
– LabPBR ambient occlusion support
– Emissive materials support
– Atmospheric fog
– Depth of field
– Cinematic post-processing effects
LBR-Enhanced
## About
A Shaderpack focused on enhancing vanilla.
Uses a stylized lighting model that blends vanilla lighting with dynamic shadows.
This pack is still in development, I will most likely rewrite most features in it, and add more.
It currently has no Options, Weather or Clouds, and the nether and end are not tested.
## Features
– A Stylised lighting model that improves vanilla without changing too much.
– Pixel Perfect PBR Lighting and Dynamic Shadows.
– Improved Water shaders.
## Why
Most Shaderspacks exist on a spectrum, from Vanilla+ packs that don’t do enough, to ones that are impractical for gameplay.
As packs add more features and effects, they tend to focus on things that diverge too much from the base game.
LBR Enhanced has the goal of being a middle-ground pack focused
## Screenshots
I used some extra mods while making the pack, screenshots contain some modded blocks and things.
– Alpine Highlands, Maple Woodlands, and Sugi Forest biomes from Nature’s Spirit.
– The structures are made from Create blocks.
– Bedrock Waters changes water colors, I have disabled both settings on it’s configuration menu.
– PBR Textures are from Embrace Pixels and Create LAB PBR.
## Planned Features
– Options
– FXAA and Texture Filtering
– Emmision and HDR
– Bloom (And other PostFX)
– Distant Horizons Support (Also Distant Fog)
– Mod Support and Compatibility
Kappa Shader
[](https://youtu.be/QWAb4RLTiMk)
## **What is the Kappa Shader?**
A shaderpack that aims towards a realistic, but also authentic look. So it is not plainly using physically accurate vales and equations like many other packs do. Instead, while still using many accurate calculations, it is tweaked to reproduce what you could observe in nature, which usually goes beyond just having equations to describe most phenomenons.
## **What features does it offer?**
* Dynamic soft shadows
* Screen-space path-tracing (SSPT)
* Temporal Anti-Aliasing and Upscaling (TAAU)
* Procedural realistic skybox with multiple cloud layers
* Screen-space reflections and optional offscreen environment reflections (when enabling the reflection capture)
* Volumetric fog
* Random per-day and daytime driven weather parameters controlling clouds and fog
* labPBR resourcepack support
* Various optional lens effects such as depth of field, lens flares and vignette
and many, many more.
## **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 4.0, something faster than those is recommended though)
* Windows/Linux
* **DUE TO REPEATED ISSUE-REPORTS: Intel HD 5000 Graphics and older are NOT supported!**
## **External Links:**
* My Website: [Link](https://rre36.com/kappa-shader)
* My Discord Server: [Link](https://discord.gg/y5xzQ6H)
[](https://www.patreon.com/bePatron?u=19790203)