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
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
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
FAQ
Will you add shadows?
No, I won't. Shadows are performance intensive and will decrease the performace of my shader significantly.
Parts of the shader are glitchy / there are errors in chat
My shader does not support Intel Macs at all.
M1 Macs will break some features, and that is something I can't fix. You can try disabling the features that cause problems.
What now?
If none of these things apply to you: please create an issue describing your problem or join my Discord and describe your problem there.
These things apply to you, but you still want to use my shader? I am unable to properly debug these issues, so I won't be able to fix them. If you are fine going without the features that break, disable them. If you can't disable them, contact me and I can probably add an option for that.
Performace is bad
Select the "Low" Profile in the options.
Try to disable these features: PBR, Godrays, DoF