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DrDestens Minecraft Shaders

A High Performance Shaderpack with great shadowless Visuals and PBR support

Modrinth pbr potato

Описание

# 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