drunk-n-high
**Drunk-n-High** is a lightweight novelty challenge shader designed to intentionally distort visual clarity and make Minecraft harder to play in a “cursed” but controlled way. The shader focuses purely on screen-space visual effects and does not modify gameplay mechanics, world data, or player state.
The shader introduces visual disorientation through a combination of optional screen mirroring, time-based wobble distortion, and hue rotation using YIQ color-space manipulation. These effects interfere with spatial awareness, color perception, and visual comfort, making routine tasks such as navigation, combat, and building more difficult over time.
**Drunk-n-High** is intended for short challenge sessions, experimental gameplay, and content creation rather than extended play. All effects can be enabled or disabled instantly by toggling the shader.
**Installation:**
Install Iris for Minecraft Java Edition, then place the Drunk-n-High shader folder or ZIP into your `shaderpacks` directory and enable it from the in-game shader menu.
> **⚠ Warning:**
> This shader intentionally applies visual distortion and color shifting. Some users may experience discomfort or disorientation. Use for short sessions and **disable immediately if discomfort occurs**.
Drift POV
# ⚡ DRIFT POV – The Ultimate Motion Blur
**Experience Minecraft like never before.** DRIFT POV is a custom-engineered motion blur designed specifically for high-intensity PVP, SMP gameplay, and cinematic content.
### ✨ Features:
* **🚀 Zero Lag:** Optimized for maximum FPS even on low-end PCs.
* **🌀 Cinematic Smoothness:** Professional-grade blur that makes every move feel fluid.
* **🛡️ PVP Ready:** Designed to enhance visibility during combos and fast turns.
* **🎨 Cyan Aesthetic:** Perfectly tuned for a modern, electric gaming vibe.
### 🛠️ Requirements:
* **OptiFine** OR **Iris/Oculus** Shaders.
### ⚙️ Recommended Settings:
For the best experience, set your **Motion Blur Strength** to **0.5 – 0.7** in the shader options.
—
*Created with ❤️ by Parth POV*
DreamLight Shaders
ABOUT
DreamLight Shaders is a fantasy-inspired, dreamy shader pack designed to bring soft, cinematic lighting and vibrant color tones to Minecraft. Built for both beauty and performance, it transforms your world with warm sunsets, glowing reflections, smooth water, and enhanced skies — all while keeping gameplay fluid and immersive.

🌙Features DreamLight Shaders
●Dynamic lighting with realistic sunrises and sunsets
●Smooth reflections and gentle water waves
●Enhanced skies and soft clouds for a dreamy look
●Colored global illumination that enhances atmosphere
●Balanced brightness and shadows for natural scenes
●Optimized performance for mid to high-end systems
●Cinematic tone mapping for screenshots and videos
●Glowing nights with subtle ambient lighting
## Requirements
* Minecraft Java Edition
* Iris Shaders or OptiFine
## Credits
Based on code from the Mellow Shader by TheCMK.
Made by **HoneyStudios**.
DrDestens Minecraft Shaders
# DrDestens MinecraftShaders
DrDestens MinecraftShaders is a shaderpack for Minecraft: Java Edition. It features water effects with reflections, ambient occlusion, bloom, realistic depth of field, motion blur, TAA and many other things. The shaderpack supports the LabPBR and OldPBR/SeusPBR standard, and you can use it with PBR texturepacks for added detail.
## Feature Overview
– Screen Space Reflections
– Depth of Field
– Screen Space Ambient Occlusion (SSAO)
– Temporal Anti-Aliasing (TAA)
– Physically Based Rendering
– Various Water Effects
– Godrays
– Bloom
– Motion Blur
– Realistic DoF Chromatic Aberration
– Custom sky gradient
– Improved Fog with Sunsets
– Improved Dynamic Lighting
– Directional Lightmaps
– Outline
– Custom Block Selection Outline
## Full Feature List
### Lighting
– PBR
Enables Physically Based Rendering
Make sure you enable Normal and Specular mapsm in the OptiFine shader options
– PBR Format – *LabPBR 1.3, SeusPBR / OldPBR*
– **Physically Based Rendering**
– Height as AO
Uses the Height information for Ambient occlusion
– Normal Mapping Fix
With newer OptiFine versions this might not be necessary
Enable this if normal maps do not show on entities or handheld objects
– Use Hardcoded Metals
If disabled, the shader will use the color for the reflectance data
LabPBR only
– Subsurface Scattering
– Parallax Occlusion Mapping
Adds additional detail to blocks using the height map
Low performance impact
Can create artifacts at screen borders
– POM Depth
Specifies how deep the POM goes
Higher values will create artifacts
– POM Distortion
Exaggerates the height map
Helps create more depth with small POM Depth values
Creates artifacts when used with high POM Depth values
– Smooth POM
Smooths out the height map
Significantly reduces artifacts
– 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**
– Nether Ambient Brightness
– 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)*
### Depth Of Field
– Depth of Field
Blurs non-focused objects, like a real camera
– Bokeh Samples
Quality of the blur
Higher is better
Significantly affects performance
– DoF Intensity
Intensity of the Depth of Field effect
Low performance impact
– Maximum Blur – *High, Unlimited*
Limits the strength of the DoF blur
Helps reduce artifacts when using lower sample counts and is better for gameplay
– DoF Downsampling Amount
Amount of Downsampling that takes place for the Depth of Field effect
Reduces DoF artifacts, increases pixelation artifacts
No/Low performance impact
– Far Blur Only
Only blurs far away things
– Sample Rejection
Improved DoF Quality by (mostly) removing color bleeding
Can have a significant performance impact
– Focus Delay
Sets how long the focus takes to adjust
### Reflections
– Reflection Mode – *OFF, Sky, Flipped Image, Raytraced*
– Raytracing Quality
Number of raytracing iterations
Lower is faster
– Thickness Estimation Modifier – *Infinite*
Increase this if the reflection blind spots annoy you
Influences assumption about how thick a pixel is
No performance impact
– Fade Edges
– Reflection Threshold
PBR only
Sets the minimum required reflectiveness in order for SSR to enable
Higher values may introduce reflection cutoffs
– Screen Space Refraction
Distorts things seen through water
– Refraction Strength
– Glass Reflections
Adds reflections to tinted glass blocks
### Water
– Waving Water
”Physical” Waves
Moves the water surface
– Wave Height
– Wave Normals – *OFF, Noise, Sine*
– Normals Strength
Fake Waves, pretending to be real ones
Added detail
– Normals Scale
– Water Absorption Density
– Water Absorption Bias
Adds a constant to the water fog distance
Can help in making water more visible
– Water Texture
Enables the vanilla water texture
– **Water Color Options**
– Water Absorption *(RGB Color Picker)*
– Absorption Color Multiplier
### Camera and Tonemapping
– Exposure
– Tonemapping – *Custom Reinhard, Unreal*
– Contrast
– Vibrance
– Saturation
– Brightness
– Vignette – *OFF, Round, Square*
Darkens screen borders
– Vignette Strength
### Post Processing
– TAA
Temporal Anti-Aliasing
Smooths edges at the cost of a slightly blurrier image
Might cause problems with OptiFine’s high-res screenshot feature
– **TAA Options**
– TAA Blending Constant
Controls the opacity of the current frame
Set this value lower for smoother TAA
– TAA Sharpening
Changes the strength of the sharpening effect
– Bloom
Creates a glow around bright objects
Looks nice 😉
– Bloom Strength
– Motion Blur
– Motion Blur Intensity
– SSAO
Screen Space Ambient Occlusion
Makes cavities dark
High performance impact
– SSAO Quality – *Low, Medium, High*
– SSAO Strength
### Atmospherics
– Fog – *OFF, Normal, Border*
– Fog Amount
– Morning Fog
Increases fog amount during sunsets
Only works with fog in “Normal” mode
Requires fog and sunsets to be enabled
– Morning Fog Strength
– Cave Fog
– Cave Fog Brightness
– Godrays
– **Godray Colors**
– Godray Sun *(RGB Color Picker)*
– Godray Moon *(RGB Color Picker)*
– Godray Strength
– Godray Radius
– Godray Samples
– **Sky Colors**
– Sky Noon *(RGB Color Picker)*
– Sky Sunset *(RGB Color Picker)*
– Sky Midnight *(RGB Color Picker)*
– End Sky Upper *(RGB Color Picker)*
– End Sky Lower *(RGB Color Picker)*
– Sun Angle
### Weather
– Rain Detection – *Temperature, Color*
– Rain Opacity
– Rain Refraction
– Rain Refraction Strength
### Other Stuff
– Outline – *OFF, White, Black, Rainbow*
– Outline Distance
– Block Selection Outline – *Black, White, Rainbow*
**Only works with newer OptiFine versions (G7 or higher)**
– Block Selection Outline Opacity
– Wavy Blocks
– Wavy Leaves
– World Curvature
– World Radius
– Hand Invisibility Effect
Distorts handheld objects when invisible
– White World
– Directional Lightmaps
Applies normal mapping to dynamic lights
Requires a ressource pack with PBR support
– Directional Lightmap Strength
– Dynamic Light Brightness
Changes the brightness of light from emissive blocks
### Optimisation
– Flat Vertices
Disable when using custom models with smooth surfaces
## 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
DOShader
This Minecraft shader simulates the **8bit effect** from old _MSDOS games_
**Features:**
– 8bit blocks
– VHS Effect
– This shader will work even on a VERY weak PC

<3
DMS – Depth Map Shaders
A shader pack that makes your world into a depth map.
The controls include a max distance in chunks along side a falloff curve to control the fade of the depth map.
This is useful for thumbnail artists, graphic designers, and video editors.
Dithering3D
# 🎨 Dithering3D – Surface-Stable Fractal Dithering




—
## 🖼️ Screenshots

—
## ✨ A Revolutionary Visual Experience
Transform your Minecraft world with **Surface-Stable Fractal Dithering** — a groundbreaking rendering technique where dither dots **stick to 3D surfaces** instead of the screen, creating a unique manga/comic book aesthetic that feels alive.
> 🎬 *Based on the innovative work by Rune Skovbo Johansen* — **Watch the explainer video**
—
## 🖼️ What Makes This Shader Special?
### 📌 **Surface-Stable Dots**
Unlike traditional dithering where patterns “swim” on screen, Dither3D anchors each dot to the actual 3D surface. Walk around blocks, and the dots stay perfectly attached!
### 🔄 **Fractal Scaling Magic**
As you move closer or farther from surfaces, dots dynamically split or merge to maintain **constant screen-space density**. It’s mesmerizing to watch!
### 🎨 **Three Color Modes**
| Mode | Description |
|:—-:|:————|
| **Grayscale** | Classic black & white dithering — clean, minimalist, timeless |
| **RGB** | Each color channel gets its own dot layer — vibrant and unique |
| **CMYK Halftone** | Authentic newspaper/comic print simulation with rotated dot angles |
—
## ⚡ Features at a Glance
| Feature | Description |
|:——–|:————|
| 🎯 **Precision Dithering** | SVD-based frequency analysis for mathematically perfect dot placement |
| 🌀 **Anti-Stretch Technology** | Anisotropic smoothing keeps dots circular even on oblique surfaces |
| 🎥 **Camera Stable** | Radial compensation prevents dot swimming during camera rotation |
| ⚙️ **Highly Configurable** | 10+ parameters to fine-tune your perfect look |
| 🚀 **Performance Optimized** | Efficient 3D texture sampling for smooth gameplay |
| 📱 **Universal Compatibility** | Works with OptiFine AND Iris on virtually any Minecraft version |
—
## 🎛️ Customization Options
Fine-tune every aspect of the dithering effect with our intuitive in-game sliders:
### 🔧 Dither Settings
| Parameter | Range | Effect |
|———–|:—–:|——–|
| **Dot Scale** | 2 – 10 | Control overall dot size (exponential) |
| **Size Variability** | 0 – 1 | 0 = Bayer pattern, 1 = Halftone style |
| **Dot Contrast** | 0 – 2 | Sharpen or soften dot edges |
| **Stretch Smooth** | 0 – 2 | Combat stretched dots on angled surfaces |
### 💡 Input Controls
| Parameter | Range | Effect |
|———–|:—–:|——–|
| **Exposure** | 0 – 5 | Brightness multiplier |
| **Offset** | -1 to 1 | Brightness offset adjustment |
### 🎮 Additional Options
– **Inverse Dots** — Flip dot colors for a negative effect
– **Radial Compensation** — Stabilize during camera rotation *(recommended!)*
– **Quantize Layers** — Prevent dot morphing for a more “classic” look
– **Debug Mode** — Visualize fractal layers for development
—
## 📦 Installation
### For OptiFine Users
1. Download and extract the shader pack
2. Place the `shaders` folder in `.minecraft/shaderpacks/`
3. Launch Minecraft → Options → Video Settings → Shaders
4. Select **Dithering3D** and enjoy!
### For Iris Users (Fabric/Quilt)
1. Install Iris Shaders mod (1.2.0+)
2. Download and extract the shader pack
3. Place the `shaders` folder in `.minecraft/shaderpacks/`
4. Press **O** in-game to open shader menu
5. Select **Dithering3D**
> 💡 **Tip:** Press `F3 + T` to quickly reload shaders after making changes!
—
## 🎨 Preset Profiles
Choose from pre-configured profiles for instant results:
| Profile | Color Mode | Dot Scale | Best For |
|:——-:|:———-:|:———:|:———|
| 🟢 **LOW** | Grayscale | 4.0 | Performance, retro feel |
| 🟡 **MEDIUM** | Grayscale | 5.0 | Balanced experience |
| 🟠 **HIGH** | RGB | 5.0 | Colorful, artistic |
| 🔴 **ULTRA** | CMYK | 6.0 | Maximum visual impact |
—
## 🌟 Perfect For
| 📸 Screenshot enthusiasts | Create unique, artistic captures |
|:————————:|:——————————–|
| 🎬 **Content creators** | Stand out with a distinctive visual style |
| 🎮 **Retro lovers** | Relive the charm of 1-bit graphics |
| 🎨 **Artists** | Manga, comic book, and newspaper aesthetics |
| 🧪 **Tech enthusiasts** | Experience cutting-edge rendering techniques |
—
## ❓ FAQ
**Q: Does this work with other shaders?**
> Dithering3D is a standalone shader pack. Combining with other shaders may cause conflicts.
**Q: Why do some surfaces look different?**
> The sky and some special effects may appear different as surface-stable dithering reveals flat geometry.
**Q: Performance impact?**
> Moderate. The 3D texture sampling is optimized but more demanding than vanilla rendering. Most GPUs handle it smoothly.
**Q: Can I use this in my modpack?**
> Yes! Under MPL-2.0 license. Credit appreciated.
—
## 🔬 The Science Behind It
Dithering3D uses **Singular Value Decomposition (SVD)** to analyze UV coordinate derivatives in real-time, determining the exact frequency and direction of surface textures. This mathematical approach enables:
“`
✅ Perfectly uniform dot density regardless of distance
✅ Seamless fractal transitions between detail levels
✅ Circular dots even on extremely angled surfaces
✅ Rotation-stable patterns that don’t “swim”
“`
—
## 📚 Credits & Resources
| Resource | Link |
|:———|:—–|
| 🔗 **Original Algorithm** | Rune Skovbo Johansen |
| 🎥 **Technique Explanation** | YouTube Video |
| 💬 **Technical Discussion** | FAQ Thread |
—
## 📄 License
“`
Mozilla Public License 2.0 (MPL-2.0)
“`
—
🎨 Transform your world. Experience Dithering3D. 🎨
If you enjoy this shader, consider leaving a ⭐ and sharing this shader page !
Dithered Shader
# Dithering Shader
A Minecraft shader aimed to stylize your game using dithering effects
## Features
– 6 dithering styles:
– Ordered (Bayer)
– Blue Noise
– Triangular Noise
– IGN Noise
– Random Channels
– Halftone
– 6 Ordered Dithering (Bayer) Styles
– Monochrome
– Per-Channel
– Original Color
– Adjusted Threshold
– Hue-Preserving
– Smooth Gradient
– Multiple Bayer matrix sizes: 2×2, 4×4, 8×8, 16×16, 32×32
– Adjustable posterization
– Adjustable scaling factor (pixelation)
## Pictures
Ordered (Bayer) Dithering
– 3× scale, Original Color, 8×8

– 3× scale, Monochrome, 8×8

– 3× scale, Adjusted Threshold, 8×8

– 3× scale, Per-Channel, 8×8

Blue Noise Dithering
– 3× scale

Triangular Noise
– 3× scale

IGN Noise
– 3× scale

Random Channels
– 3× scale


Halftone
– 3× scale

– 6× scale

### Installation
1. First you need to install either OptiFine or the Iris mod to be able to load shaderpacks. (Choose Iris if you are unsure)
2. Then you need to launch the game, and get to the Shaderpacks/Shaders menu in Video Settings.
3. Open the shaderpacks folder by clicking the button in the menu. Download the Dithered Shader and put it in the shaderpacks folder.
4. Get back in the game, and choose Dithered_Shader in the shaderpacks menu. (Refresh the menu if it doesn’t appear)
Dither

# Dither
Dither is a high-performance stylized shaderpack that aims to recreate hand-drawn pixel art graphics in minecraft. The pack is highly customizable and allows you to control almost every aspect of it.
Including per pixel dithering, custom palette posterization (it will use only the colors in a palette to display minecraft), edge detection for sharp outlines, as well as crisp downsampling for a low resolution look.

## Using Custom Palettes
In order to use custom palettes, we need to edit the files a little bit. Once you have a copy of the shaderpack, it will likely be zipped. Unzip it (shaderpack will work zipped and unzipped), and locate the shaders folder. Inside, there should be a `palette.glsl` file. This is a small file that contains only the palette information. You do not need to touch any other files.
Color palettes typically come in hex format, and this will not work with shader code! I’ve made a tiny tool that allows you to convert your favorite palettes to fully working code which you can just paste into that `palette.glsl` file. So you simply need to open up the file with your available text editor, make your changes, and save it.
https://snorfield.github.io/palette-to-shader/
After saving the file, make sure to **reload** the shaderpack. Alternatively if you don’t wish to find your own palette, there’s a text file named `palettes.txt` in the shaderpack from which you can copy some pre-generated palettes!

## FQA
Does this work with Iris?
Yes, this is written to be a fully Iris compatible shaderpack.
Does this work with Optifine?
It might. I haven’t proceeded with any testing on Optifine, so you’re free to try it out and report the results in my discord server.
How do I edit settings?
Navigate to your shader selection screen and click on “Shader Settings” for the options menu.
Why does the lighting look weird?
Iris currently has an issue with lightmaps which causes inverted lighting. Any version above and including 1.21.9 is affected as of now. It is recommended to use 1.21.8 to play with this shaderpack.
Why doesn’t this work?
– Check that you don’t have any other visual modifications
– Ensure your computer graphics drivers are up to date
– Check that you are using a supported version of Minecraft
– Make sure that you are using Iris
– Try restarting Minecraft
If the issue persists, open an issue on the github repository or join my discord server to report it. I will try to debug it as soon as possible.
Where can I find good palettes?
Lospec is a site that contains thousands of user-submitted palettes, it is what I use for all of my palette needs.
Where can I find the code?
The github repository contains all the code for this shaderpack, it should be linked on the side.
This looks like trash!
That’s quite possible. It does take a lot of fine-tuning to get visually appealing images, which is why I’ve provided so many options to tweak.
It’s too hard to change my palette!
Unfortunately that’s simply a limitation of Minecraft shaderpacks. I’ve made the process as simple as possible, even going so far as to write an entire web tool to quickly allow you to create compatible palette code.
I’ll keep looking into it and update the shader if I ever find an easier solution.

Disco Shaders
### ABOUT
**DiscoShaders is a futuristic neon-themed shader designed to transform Minecraft into a glowing digital world. Inspired by cyberpunk and vaporwave aesthetics, it brings intense emissive lighting, grid-style terrain highlights, and high-contrast visuals to create a unique “simulation-like” atmosphere.**
### Features
DiscoShaders introduces a fully stylized visual experience with strong neon lighting and digital effects across the world:
– Neon Emissive Lighting – Blocks and terrain glow with vibrant green, blue, and white highlights
– Grid Terrain Effect – Ground and surfaces feature a digital grid-like glow pattern
– Futuristic Atmosphere – Cyberpunk / vaporwave inspired visuals with high contrast
– Glowing Vegetation – Trees and grass emit soft neon edges for a surreal look
– Stylized Water – Water surfaces include reflective blue grid patterns
– High Brightness & Bloom – Strong bloom effects for a cinematic glow
– Clean Dark Sky – Deep contrast sky to enhance lighting visibility
– Performance Friendly – Designed to look high-end while staying smooth
### BUGS
**Found a bug? You can report it by creating a ticket under the bug category in our Discord server. Your feedback helps us improve Astral Core and fix issues faster. Every report means a lot to us and truly makes our day better!**

**OFFER!!**
