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DrDestens MinecraftShaders

Requires Optifine or Iris.
Supports Minecraft versions 1.8.9 and newer.

labPBR and OldPBR/SeusPBR support

  • Supports Normals, Roughness, Reflectance, Emission, AO, Hardcoded Metals, Subsurface Scattering, Height (LabPBR)
  • Supports Normals, Roughness, Emission, Metalness, Height (OldPBR/SeusPBR)

Images:

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 Options
      • 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

About

A high performace gameplay-oriented shader. Very configurable.

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  • GLSL 100.0%