Eclipse

[![](https://img.shields.io/modrinth/dt/eclipseshaders?logo=modrinth&label=&style=flat&color=242629&labelColor=00AF5C&logoColor=white)](https://modrinth.com/shader/eclipse)
[![CF](https://cf.way2muchnoise.eu/full_1328330.svg)](https://curseforge.com/minecraft/shaders/eclipse)
## Eclipse
Eclipse is a Revamped Version of EclipseLite, in Cooperation with Gamer Ben.
### About
Eclipse is a Shader Pack that gives a Solar Eclipse feel to the skies during the day! It is based on EclipseLite, but has many distinct features that set it apart.

Eclipse aims to give a dark and moody feel to your world, but still keeping it vanilla.

Our shader may looks similar to vanilla, but thats the whole point! We want to keep Eclipse close to standard gameplay, yet with a new vibe.

### Team
Eclipse is a project founded and developed by **GamesOfDev**, but Owned and tweaked by **Gamer Ben**.

EchoShift

EchoShift is a Minecraft Java shader focused on making the game look more immersive, atmospheric, and detailed while still keeping the Minecraft feel. It improves sunlight, shadows, reflections, glow, foliage movement, clouds, glass, and dimension visuals to create a world that feels richer and more realistic.

In the Overworld, EchoShift adds cleaner lighting, better sharpness, improved reflections, moving grass and plants, and a more natural sky. Water feels smoother and more realistic, glass looks clearer, and ores and special blocks catch light in a more satisfying way.

In the Nether, EchoShift gives lava, fire, and glowing materials a stronger visual presence while keeping the dimension darker and more dramatic. Nether structures and blocks look better under the improved lighting, and reflective materials stand out more without becoming too bright.

In the End, EchoShift replaces the plain look with a deeper star-filled atmosphere that feels more cinematic and mysterious. The result is a cleaner and more memorable final dimension while still fitting Minecraft’s style.

EchoShift is designed for players who want a shader that looks beautiful, feels alive, and makes exploration, building, and screenshots more impressive
### Go to Gallery to see Images
[CurseForge]
(https://www.curseforge.com/minecraft/shaders/echoshift)

Ebin Resurrected

[![purchase me a beverage](https://cdn.jsdelivr.net/npm/@intergrav/devins-badges@3/assets/cozy/donate/kofi-singular_vector.svg)](https://ko-fi.com/jbritain)
[![discord](https://cdn.jsdelivr.net/npm/@intergrav/devins-badges@3/assets/cozy/social/discord-plural_vector.svg)](https://discord.gg/b9SHNcvs6c)

Shader development is hard and takes a lot of time. If you enjoy my shaders, please consider supporting my work!

# Ebin Resurrected
Ebin Resurrected is a vibrant and performant Minecraft shaderpack.

[Ebin](https://github.com/BruceKnowsHow/Ebin-Shaders) began with the goal of being fast, beautiful, configurable, feature-rich, and having a base of well-written code. It was developed by [BruceKnowsHow](https://github.com/BruceKnowsHow) from 2016-2020. [jbritain](https://github.com/jbritain) resumed development of the shader in 2024 under the name ‘Ebin Resurrected’. This is a fork of Ebin which brings compatibility with modern versions of Minecraft, and significantly improves upon aspects of the shader, such as PBR.

## Community
If you would like to discuss Ebin Resurrected, or other Minecraft shaderpacks, join my [Discord server](https://discord.gg/b9SHNcvs6c). Alternatively, in the [shaderLABS](https://discord.gg/RpzWN9S) discord, you can head over to `#ebin-resurrected-jbritain`.

## Features
– Multicoloured Blocklight
– Sunlight Shadows / Shading
– PCSS ‘Variable Penumbra’ Shadows with transparency.
– Bloom / Glow
– Procedural 2D/3D Clouds
– Procedural Water Waves
– Deferred Shading Pipeline – Everything is correctly shaded, even behind semi-transparent blocks
– Terrain Deformation – “Animal Crossing” and “Acid” deformations
### LabPBR Compliant
– Rough Screen Space Reflections – accurate specular reflections on all blocks.
– Normal Mapped Lighting.
– Terrain Parallax (POM).
– Material Ambient Occlusion.
– Hardcoded Metal Support.
– Porosity – materials look ‘wet’ in the rain.

## Planned Features
– Distant Horizons support
– End skybox

## Compatibility
### Minecraft
– Optifine and Iris are both supported, however some features only work on Iris. Older Optifine or Iris versions may have issues, as the shader is developed on the latest versions of either.
– Minecraft 1.17.1 is the earliest tested version. The shader may work on older versions but this is not guaranteed.
### Hardware
– OpenGL 4 compatible hardware is required. This boils down to Nvidia GeForce 400, AMD Radeon HD 5000, Intel HD 3rd gen **or later**. Any modern device should work fine.
– The Raspberry Pi is not supported as it does not support OpenGL 4.
– Intel GPUs are untested and you may encounter issues. If you do encounter issues, please report them, as Intel is intended to be supported.
### Operating System
– MacOS is **NOT SUPPORTED**.

## If you run into problems
Having problems? Join my [Discord Server](https://discord.gg/b9SHNcvs6c) and create a thread in `#support`. Alternatively, if you are experiencing a problem with Ebin you consider to be a bug, create a new [issue](https://github.com/jbritain/Ebin-Shaders-Resurrected/issues). Please read the issue guidelines before creating one and make sure somebody else hasn’t raised the same issue already. **You are likely to get a faster response on Discord**.

## Team
– [jbritain](https://github.com/jbritain): Maintainer
– [BruceKnowsHow](https://github.com/BruceKnowsHow): Original Developer (no longer involved in the shader)

## Contributors
– [dotModded](https://github.com/dotModded), [DethRaid](https://github.com/DethRaid), [zombye](https://github.com/zombye)

## Thanks
– [The shaderLABS Discord](https://discord.gg/RpzWN9S) members, for answering the many questions I’ve had in my time developing shaders, some of which were even constructive. Particularly:
– Balint
– Jessie
– Null
– TimeTravelBeard
– Quadro
– BuilderB0y
– NinjaMike
– CyanEmber
– [Capt Tatsu](https://bitslablab.com/), whose shader, [BSL](https://bitslablab.com/bslshaders/) I ported the multicoloured blocklight and FXAA code from.
– [Sonic Ether](https://www.facebook.com/SonicEther/), creator of SEUS and inspiration for Ebin
– [daxnitro](http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272365), original creator of the Shaders Mod
– [karyonix](http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286604), longtime maintainer of the Shaders Mod
– [sp614x](https://twitter.com/sp614x), Ebin would not be possible without #include.
– [IMS](https://github.com/IMS212), for maintaining Iris and Sodium, which are really cool mods.
– [chocapic13](http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293898) & [Sildur](http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291396), various code references and help over the years

## Evidence of written permission from BruceKnowsHow to distribute this shaderpack
![evidence](https://github.com/jbritain/Ebin-Shaders-Resurrected/assets/50422789/0cca45b6-dd21-4718-a271-80afe12f0546)

Dusk

# Dusk 0.1
This is a shader with semi-PBR support and directional lighting.
Right now it is in very early development and expect _some_ bugs.
Currently it doesn’t support animated textures.

Features (so far):
– Directional illumination from the sun,
– PBR normal suppor,
– PBR reflectiveness,

Note: The shaderpack does not have built-in PBR and will need a resource pack.

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

Dirt RT

A path tracing shaderpack for vulkanite mod,better than demo pack

github:[Dirt RT](https://github.com/sjrsjz/Dirt-RT)

use SVGF to denoise,support bloom,Tyndall effect,auto exposure

**YOU NEED TO LOAD A PBR RESOURSEPACK AND USE VULKANITE 0.0.4 TO MAKE THE SHADER WORK CORRECTLY**

**WARNING:Make sure that your resourcepack fit your game version. Otherwise, you will get a black world!!!**

Despatra’s CRT

Designed to look like you’re playing Minecraft on a CRT Features bloom, a reflective digital CRT rim, and customizable resolution

Complementary Shaders – Unbound


[![Patreon Banner](https://www.complementary.dev/assets/img/other/patreon_support_banner.png)](https://patreon.com/emingt)

### About
Complementary Shaders is a shader pack for Minecraft Java Edition with exceptional attention to detail, high standards of quality, and top tier optimisation. It offers a ton of high quality effects, two default visual style choices, custom effects for almost every block in the game, profiles ranging from Potato to Ultra and it’s designed to never be obstructive during gameplay. It started as an edit of BSL Shaders in 2018, and it received countless major updates including a complete rewrite to meet the standards of our community. Complementary Shaders is dedicated to be shaped by user feedback over anything else, and it still receives regular updates to this day.

“Unbound” is one of the two default styles Complementary Shaders r5 comes with. It is the less restricted style of Complementary that aims for a more realistic image. [**Learn more about the two styles here.**](https://www.complementary.dev/shaders/#style-section)

### Choose Your Style
Complementary Shaders comes with two distinct visual style options. The only difference between these two styles is the default settings. The Unbound style is designed for people looking for a more realistic experience, while the Reimagined style is made to reimagine Minecraft while preserving its unique visual elements. Please note that you can still customize everything after you download either style. You can switch to blocky clouds on the Unbound style, or use realistic water on the Reimagined style. All settings are located in Shader Options.

——————– [**Unbound Style**](https://modrinth.com/shader/complementary-unbound) —————————————- [**Reimagined Style**](https://modrinth.com/shader/complementary-reimagined) ——————–

![Style Comparison](https://www.complementary.dev/assets/img/editedScreenshots/styleComparison-notitle.png)

### Installation
**New:** You can just download the [**Complementary Installer**](https://www.complementary.dev/shaders/#download-section) and click Install to automatically do all the steps below.

**-** First you need to install the [**Iris**](https://irisshaders.dev/download) mod to be able to load shaderpacks.

**-** Then you need to launch the game, and get to the Shaderpacks/Shaders menu in Video Settings.

**-** Open the shaderpacks folder by clicking the button in the menu.

**-** Download Complementary Shaders and put it in the shaderpacks folder. (Please don’t unzip the file)

**-** Get back in the game, and choose Complementary in the shaderpacks menu. (Refresh the menu if it doesn’t appear)

### Other
**-** Check out the [**Complementary Development Website**](https://www.complementary.dev/) for more information.

**-** Join the [**Complementary Discord**](https://discord.gg/ck5htDSQPv) community if you have any questions, or just want to talk.

**-** If you would like to support the development of Complementary, you can do so on [**Patreon**](https://www.patreon.com/emingt).

Cinnamon Shader

## Overview
Cinnamon Shader enhances Minecraft’s visuals with cozy tones, natural lighting transitions, and atmospheric depth while keeping the image readable.

## About
Cinnamon Shader is a shader pack for Minecraft Java Edition built with a strong focus on visual cohesion and gameplay clarity. It delivers warm cinematic lighting, detailed atmospheric effects, and carefully tuned materials while remaining practical for everyday survival gameplay.
This Shader is designed to balance style and usability: visuals should feel immersive and polished, but never distracting or obstructive during play.

My first shader pack btw.

BSL Shaders – Classic

**Notice: BSL Classic is now discontinued. A config file with classic’s look is available [here](https://www.patreon.com/posts/classic-settings-146997444).**

![](https://capttatsu.com/img/bslshaders/projectcover-classic.png)

[![Check out BSL Shaders – Original](https://capttatsu.com/img/bslshaders/projectcheckout.png)](https://modrinth.com/shader/bsl-shaders)

[![Check out BSL Minipacks](https://capttatsu.com/img/bslminipacks/projectcheckout.png)](https://modrinth.com/resourcepack/bsl-minipacks)

## ABOUT
BSL Shaders – Classic is a shaderpack made exclusively for Minecraft: Java Edition. It’s oriented towards vanilla aesthetics. This shader includes realtime shadows, volumetric light, ambient occlusion, bloom, customizable clouds and water, and built in anti-aliasing. Additional effects are available, such as depth of field, motion blur, specular and normal mapping, celshading, world curvature, and more.

## QUICK LINKS
– [**capttatsu.com**](https://capttatsu.com/bslshaders/) is this project’s official site, read the detailed description, FAQs and changelog here.
– Follow me on [**Bluesky**](https://bsky.app/profile/capttatsu.com) and/or [**X/Twitter**](https://twitter.com/capttatsu) to get news on my shaderpack.
– [**Join my discord server**](https://discord.com/invite/ZJd7jjA) for discussion, question, feature request, and bug report.
– Like my shaderpack? Consider supporting on [**Patreon**](https://www.patreon.com/capttatsu).

## AGREEMENT
You’re allowed to…

– Use this shaderpack for taking screenshots and videos.
– Modify the shaderpack for personal use.
– Publish your heavily modified version of the pack.*
– Redistribute the shaderpack for modpack / server with my permission.*

You’re not allowed to…

– Redistribute the shaderpack without my permission.
– Claim (and rename) my 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 BSL Shaders