DrDestens Minecraft Shaders
A High Performance Shaderpack with great shadowless Visuals and PBR support
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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* - NOT - 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) - NOT - 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 - Sky 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
must - 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