WEM – White Entities Mask
Turns all entities completely white, allowing for overlaying screenshots later and easily masking out entities.
Turns all entities completely white, allowing for overlaying screenshots later and easily masking out entities.
– ## 🎞️ Warped Memory
> **Warped Memory** – is a shader that gives the game a dark, distorted atmosphere with the effect of an old VHS tape. It is inspired by the style of “_Bendy and the Dark Revival_” and is great for creating creepy screenshots or just playing with a horror-effect.
– ## ✨ What does a shader do?
> – 📼 Gives the picture the effect of an old VHS tape with noise, interference and distortion;
> – 🎨 Makes colors dull and slightly faded, like old film;
> – 🖼️ Adds split image and glitches as if the recording is corrupted;
> – 🧩 Makes the image slightly blurred and “shaky” as if it were a recording from a damaged film.
– ### ℹ️ How was the shader created?
> I partially used AI to generate the code, but then rewrote it manually to achieve the desired effect 🫠.
– ## 🛠️ Do you have any ideas or have you found a bug?
> Then – welcome to my **[Discord server](https://discord.gg/MTrpNxymZe)**.
# Vulkanite Demo Pack
This is a demo shaderpack for https://modrinth.com/mod/vulkanite-mod. It needs an RT capable GPU (10 series and up on Nvidia, 6000 series and up on AMD).
## Warning
This pack is only a demo, meaning it’s not really intended for gameplay purposes, but as a future reference for developers and a technical showcase. Please don’t report issues related to the look of the pack.
You _have to_ use a PBR capable resourcepack, otherwise the shader won’t work properly.
## Features
The following features were implemented
– Path traced lighting with configurable bounce amounts
– Reprojection and Infinite standby accumulation options
– Rudimentary PBR texture support
– (Bad) auto exposure
– Water reflection, refraction and fog support
## Contributions are welcome
[](https://discord.gg/XgH4EpyPD2)
***Bored of plain Minecraft? This will change everything.*** **[Support the project on Patreon →](https://patreon.com/lamapi)**

**Vanilla Enhanced — Minecraft, but better.**
Vanilla Enhanced is a **lightweight shaderpack** made to elevate the way Minecraft feels — not to remake it.
Cleaner light, richer color, and subtle motion make your world more immersive while keeping the classic look you love.
**What you’ll notice right away**
– **More presence:** Light and shadow add depth so environments feel tangible.
– **Natural movement:** Leaves, water, and reflections react smoothly to motion.
– **Focused polish:** Small details (grass, stones, torchlight) gain subtle realism.
– **No compromise:** Optimized to run well on modest systems.
### Highlights in action

**Golden skies that sell the scene.**
Sunsets become a moment worth pausing for — gentle gradients, richer highlights, memorable horizons.

**Biomes with personality.**
Color grading and contrast are tuned so forests, mountains and plains feel distinct and cohesive.


**Caves that invite you in.**
Subtle glows and realistic shadowing turn spelunking into an atmospheric experience.


**Light that moves with you.**
Shadows soften and shift; reflections follow your motion — the world reacts, not just sits pretty.
—
### Why players love it
– **Feels faithful:** Keeps Minecraft’s identity intact while upgrading visuals.
– **Builds shine:** Your creations get natural highlights and better depth.
– **Exploration rewarded:** Every walk, dive or mine feels more cinematic.
– **Low overhead:** Designed to be light on performance so more players can enjoy it.


**Underwater wonder.**
Light refracts, caustics ripple, and water gains believable motion — diving finally looks the part.


**A unified aesthetic.**
Everything from deserts to snow peaks shares a consistent, polished tone — your world looks like it belongs together.

**Ready to upgrade your game?**
**Download Vanilla Enhanced** and see Minecraft in a new light — subtle, smooth, and surprisingly magical.




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– ⚡ **High Efficiency:** From compact 1B models to powerful 70B reasoning engines.
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Our Community Discord: [Klick me](https://discord.ogcraftnet.vip/)
TrueLightFX Shader for Minecraft
TrueLightFX is a custom Minecraft shader based on the open-source Prismarine Shader. This shader aims to enhance the visual experience of Minecraft by adding realistic lighting, shadows, and atmospheric effects while maintaining good performance. With TrueLightFX, players can enjoy immersive gameplay with improved light dynamics, smooth water reflections, and vibrant colors—perfect for both low-end and mid-range systems. Credits to Septonious: [Source Project ](https://github.com/Septonious/Prismarine-Shader)
# ✏️ **SketchBound Shader**
Transform your Minecraft world into a **living sketchbook**! This unique stylized rendering shader brings an artistic pencil-drawn aesthetic to your gameplay, featuring hand-drawn style outlines and dynamic sketch-like hatchwork that makes every block look like it was sketched by an artist.
—
## 📺 **Trailer**
—
## ✨ **Features**
✏️ **Pencil-style outlines** – Give everything a hand-drawn appearance
🎨 **Dynamic hatching** – Mimics traditional sketching techniques
🌈 **Triple visual modes** – Choose between grayscale, vibrant color, or blue pen presets
⚙️ **Extensive customization** – Tweak settings to match your artistic vision
—
## 💬 **Community & Support**
Share screenshots, suggest features, or get help with the shader! Your feedback helps make **SketchBound** even better.
—
## 🙏 **Credits**
Special thanks to **XorDev** for allowing the use of block model distortion, Voronoi texture effects, and water glare techniques from the [Unsquare Shaderpack](https://github.com/XorDev/Unsquare-Shaderpack) that help bring this artistic vision to life!
# 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
# Rethinking Voxels
This shader is an edit of [Complementary Reimagined](https://www.complementary.dev/reimagined) that aims to be decently fast (when compared to path tracing shaders) while having block lights cast sharp shadows.
### Notes
The lighting system is not perfect. Occasional sudden brightness changes are a side-effect of the way it works and cannot be completely removed without hurting performance or removing sharp shadows from light sources. To do the latter, disable `Per-Pixel Lighting` in the `Rethinking Voxels Settings`.
This shader is developed on Iris, using an AMD graphics card on linux, and it is also tested on an NVidia graphics card on linux. While it usually works on other platforms, bugs that appear only there are not caught by my testing and hence they take longer to fix. To use this shader pack, the Iris shader loader is required. Beta 18d and older versions also work on OptiFine.
### Contact
If you need support, please join the [shaderLabs discord server](https://discord.gg/8wT5KxF4TZ), where this shader has a channel (#rethinking-voxels-gri573).
### Partnership
I have entered a partnership with Ember, a Minecraft server hosting provider. This is because Ember hosts the complementary SMP server and has provided a better hosting experience / customer support than the previous hosting service, and because they reached out asking about it. If you need to host a Minecraft server and wish to support Rethinking Voxels’ development at the same time, do check them out! Using the promotional code `RETHINKING` in a first-time purchase will redirect 70% of the first month’s fee to me as well as give you a 10% discount.
[](https://billing.ember.host/aff.php?aff=13)
### Media
Video by youtube user iambeen that showcases rethinking voxels beta 18d (with custom settings), compared to the original reimagined:
# Modern, lightweight shaders for Iris

RenderPearl is an incredibly lightweight shader pack using the latest Iris features and optional extensions on various graphics drivers, aiming to deliver pleasant visuals with excellent performance on modern hardware.
If you want to report a bug or give feedback/suggestions, the best way to do so is by opening an issue on the [GitHub issue tracker](https://github.com/Luracasmus/renderpearl/issues). I rely heavily on user feedback in bug fixing and design.
This project started as a continuation of “Luracasmus Shaders” (which is why you might have seen it called “LS RenderPearl”), but modern versions share little to no code with the original project. The question remains as to whether the same shader pack remains throughout, when all parts are replaced.
The name “RenderPearl” is inspired by the Bedrock Edition [RenderDragon](https://minecraft.fandom.com/wiki/RenderDragon) engine.
## Features
“Yes” indicates support for per-texel data.
| LabPBR 1.3 required component | From resource pack | Configurable nonstandard channels | Included/procedural |
| —————————– | —————————————– | ——————————— | ———————– |
| Albedo | Yes | No | No |
| Smoothness | Yes, or as linear or perceptual roughness | Yes | Yes |
| f0/reflectance | No | | Constant |
| Normal | Yes | No | Yes |
| LabPBR 1.3 optional component | From resource pack | Included/procedural |
| —————————– | —————————— | ————————————– |
| Hardcoded metal | No | No |
| Porosity | No | No |
| Subsurface scattering | No | Constant, only on translucent geometry |
| Emmissiveness | No | Yes |
| Ambient occlusion | Binary, per-block (from model) | Yes |
| Height | No | No |
* Smooth, colored real-time shadows and volumetric light using distorted shadow mapping.
* Colored block light with physically based reflections using a light list combined with vanilla lighting and average texture color.
* Ray traced, per-hand hand light.
* A wide range of highly optimized post-processing effects, including compute shader implementations of [FidelityFX Contrast Adaptive Sharpening](https://gpuopen.com/fidelityfx-cas/), [SMAA](https://www.iryoku.com/smaa/) 1x from [SMAA-MC](https://modrinth.com/shader/smaa-mc), automatic exposure and a variety of tone mapping operators.
* Customizable waves and water opacity.
* Built-in utility features such as light level visualization and a compass overlay.
## Mod & Resource Pack Compatibility
Most built-in PBR information, including light colors, material normals and roughness, are almost entirely procedurally generated and should therefore work perfectly with most resource packs and mods.
Integration with Distant Horizons and Voxy is supported on the latest Minecraft version, but experimental and very basic. Complete support is planned for a future update.
Support for mods that modify the Iris shader pipeline, such as Chunks Fade In, is experimental and may have issues, such as the shader pack failing to compile.
## Requirements
> If you have a decently modern non-macOS device it probably supports everything you need, but you might have to update your Iris and graphics drivers.
* **Iris** with support for features:
* `BLOCK_EMISSION_ATTRIBUTE`
* `COMPUTE_SHADERS`
* `CUSTOM_IMAGES`
* `ENTITY_TRANSLUCENT`
* `PER_BUFFER_BLENDING`
* `SEPARATE_HARDWARE_SAMPLERS`
* `SSBO`
* **Graphics drivers** with support for **GLSL 4.60.8+**.
* **Minecraft** of a version that is listed as supported by the RenderPearl release. The latest supported version is usually the most stable.
| OS | Drivers | Support |
| ——- | —————– | ——— |
| Linux | Mesa RadeonSI | Perfect |
| Linux | Nvidia | Very Good |
| Linux | Mesa Zink/RADV | Good |
| Linux | Mesa Zink/Nvidia | Unstable |
| Windows | AMD Adrenalin | Good |
| Windows | Nvidia Game Ready | Very Good |
Only the latest stable versions are tested. All other drivers are untested. Please report any issues that occur.
## Tuning & The Compatibility Menu
The default configuration and all values selectable with profiles are intended to work on all systems that meet the shader pack’s **Requirements**, though you may be able to achieve higher performance and quality by changing some of these options. Beware that some values may cause the shader pack to not compile, in which case you simply have to reset the option. These are usually marked with a red ⚠.
> The usable values and effects of these options depend on your graphics drivers.
* **Light List Capacity** is limited by the amount of Local Data Share memory usable per work group on your GPU. Depending on your GPU and graphics drivers, and the features enabled by the 16/8-Bit Types option, you may be able to set this significantly higher than the maximum value selectable with profiles (though there is no reason to do so if the light list isn’t being filled completely, usually indicated by lights flickering, as it impacts performance negatively).
* **16/8-Bit Types** uses optional OpenGL/GLSL extension-provided half- and/or quarter-sized data types to reduce register, LDS and VRAM usage. Performance impact varies depending on hardware and drivers, as conversion between types has a cost, but operations with smaller types can be significantly faster.
* **Trinary Min/Max** performs trinary minimum and maximum operations in singular function calls using the optional `AMD_shader_trinary_minmax` OpenGL/GLSL extension, which may allow generation of more optimal instruction sequences. It’s recommended to use this whenever possible.
* **32×16-Bit Multiplication** performs multiplication between 32-bit integers and integers in the 16-bit-representable range using special functions provided by the optional `INTEL_shader_integer_functions` OpenGL/GLSL extension, that may be faster than regular 32-bit multiplication operators. It’s recommended to use this whenever possible.
* **Immutable Constants** marks all shader variables that can be immutable as constant, possibly enabling better optimizations. This feature is required by the GLSL specification, but still unsupported on some graphics drivers. It’s recommended to use it whenever possible.
## Design & Modding RenderPearl
RenderPearl’s source code is intended to be modifiable and re-usable. It’s written according to best practice to the best of my ability, but prioritizing performance over readability. If you have any questions about how it works, feel free to contact me on any platform.
Technical information can be found in [the GitHub repository](https://github.com/Luracasmus/renderpearl/blob/main/DEV.md).
—
**These are the only RenderPearl project pages made by me:**
* [Modrinth](https://modrinth.com/shader/renderpearl)
* [CurseForge](https://www.curseforge.com/minecraft/shaders/renderpearl)
* [Planet Minecraft](https://www.planetminecraft.com/mod/luracasmus-s-shaders/)
* [GitHub](https://github.com/Luracasmus/renderpearl)
If you want to distribute RenderPearl, or just spread the word of it, I would greatly appreciate if you would link to at least one of them, Modrinth being the most important one.
# Quarter
Ever dreamt of playing Minecraft in a miniature world, tucked away in the corner of your screen? The Quarter Shader Pack makes that dream a reality, transforming your entire Minecraft environment into a captivating, small rectangle.
