A very lightweight vanilla style shader with colored lights. Focuses on adding some nice features that go hand in hand with vanilla. It is highly configurable and lets you craft your own personal vanilla experience.
Feature Highlights
Colored Lighting
Stracciatella adds multi-lightsource colored lighting to Minecraft with excellent performance. Light emitting blocks glow bright and tint and shade the environment.
Beautiful Distance Fog
The Overworld and the Nether have highly optimized volumetric-like fog effects that look especially beautiful with Distant Horizons, such as dynamic fog based on height aswell as patches of dense fog that sweep the landscape.
Many Bells and Whistles
Stracciatella is packed with many subtle but important visual improvements and quality of life features that improve Minecraft's look, such as rain refraction, puddles, shooting stars and much, much more!
Configurable
Make it yours! Stracciatella puts you in the driver's seat. All of Stracciatellas effects are highly customisable, so you can dial in the look exactly as you like it.
Full Feature List
Fog and Sky
Fog - OFF, Border, Auto, Advanced
Border:
Simple, comparable to vanilla
Auto:
Enables "Advanced" fog when Distant Horizons is present
Advanced:
Border fog aswell as configurable exponential distance and height based fog
Advanced Fog
Global Fog Density
Constant fog density applied to exponential fog
Overworld, Nether and End densities are relative to this value
Overworld Fog Density
Density of constant Overworld fog
Relative to "Global Density"
Overworld Noise Fog
Overworld
Height Scale Multiplier
Multiplier applied to the scale factor used to calculate height fog
Higher values correspond to a harsher density falloff
Height Density Multiplier
Multiplier applied to the density calculated from world height
Dynamic Density Start Height
Fog density starts to increase with player height after the selected world height
Set to the default value, this acts as a correctional factor to keep the fog density (visually) constant
Dynamic Density Multiplier
Controls how much player height influences fog density
Anisotropic Sunset Fog
Fog density at sunset and sunrise increases more in direction of the sun
Sunset Fog Anisotropy
Amount of Anisotropy
Sunset Fog Multiplier
Controls how much the fog changes during sunset and sunrise
Wind Speed
Noise Fog Scale
Noise Fog Fade
Noise Fog Density Multiplier
Nether Fog Density
Density of constant Nether fog
Relative to "Global Density"
Nether Noise Fog
Nether
Wind Speed
Noise Fog Scale
Noise Fog Fade
Near Fog Density Multiplier
End Fog Density
Density of constant End fog
Relative to "Global Density"
End
Fog Start
Sets where the fog starts appearing
Relative to render distance
Fog End
Sets where the fog reaches its maximum
Relative to render distance
Cave Fog and Sky
Cave Fog
Fog changes to a different color when you are underground
Cave Sky
Sky changes to a different color when you are underground
Cave Sky Height Threshold
Controls which world height is necessary for the sky color to change
Cave Fog (RGB Color Picker)
Color of fog inside of caves
Sun and Moon
Change Sun and Moon Size
Sun and Moon Size
Changes the size of sun and moon
Sun Angle
Tilts the rotation axis of sun and moon
Vanilla is 0
Hide under Horizon
Sun and moon start disappearing under the horizon
Transition Height
Lower: sun and moon appear lower
Higher: sun and moon appear higher
Shooting Stars Only works with "Custom Stars" enabled
Direction
Density
Speed
Trail Length
Trail Thickness
Custom Sky Color
Sky Color Configuration
Custom Sunset
Sky Sunset (RGB Color Picker)
Sky Day (RGB Color Picker)
Sky Day Rain (RGB Color Picker)
Night Sky Brightness
Sky Night (RGB Color Picker)
Sky Night Rain (RGB Color Picker)
Custom Fog Color
Fog Color Configuration
Fog Day (RGB Color Picker)
Fog Day Rain (RGB Color Picker)
Night Fog Brightness
Fog Night (RGB Color Picker)
Fog Night Rain (RGB Color Picker)
End Sky
End Sky Upper (RGB Color Picker)
End Sky Lower (RGB Color Picker)
Lighting
Lightmap - Simple, Default
Default:
All Features
Simple:
Reduced features (only "Adaptive Blocklight Reduction" and "Minimum Light")
Lightmap Settings
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
Adaptive Blocklight Reduction
Reduces blocklight when the sky is bright to avoid clipping
If the blocklight is too bright during daytime, increase this slider
Nether Ambient Brightness
End Ambient Light
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)
Colored Lights
Enabled colored lighting on blocks
Colored Light Settings
Vibrance
Accumulation Rejection - Low, Default, High
Sets how temporal history information is discarded
Higher corresponds to history being discarded more easily
Acc. Blend Factor
Sets how temporal history information is merged with new information
A lower value places less emphasis on history and will cause colors to update faster at the cost of more flicker
Flicker Reduction
Increase this slider if you experience frequent spots of color blinking into existence
Higher values will decrease the speed at which new color spreads and appears
Acc. Regeneration Speed
Sets how fast empty regions (with no color information) are filled up
A high value will cause colors to appear faster initially, but may introduce flicker in disoccluded regions
Sample LOD Bias
Controls the detail level at which colors are sampled
A higher value will make colors smoother but may cause small lights to be skipped
A lower value will sample at higher detail but will decrease smoothness and introduce flicker
The shader does its best to calculate the appropriate LOD itself
Directional Lightmaps
Directional Lightmap Strength
Normals - Generated, Texture
Normals Resolution Multiplier
Auto-Generated Normals may have a different resolution than your resource pack
This slider allows you to select a higher resolution for the normals
No performance impact
HDR Emissives
HDR Emissive Brightness
Weather
Rain Detection - Temperature, Color
How the shader detects if rain is present
"Color" is generally the better option
Select "Temperature" if:
Rain does not receive rain effects
Things that are not rain receive rain effects
Rain Opacity
Rain Refraction - OFF, Fast, Fancy
Rain Refraction Strength
Angled Downfall
Angled Downfall Amount
Angled Downfall Rotation Speed
Rain Puddles
Rain Puddle Color
Rain Puddle (RGB Color Picker)
Rain Puddle Coverage
Rain Puddle Size
Rain Puddle Opacity
Rain Puddle Parallax
Parallax Refraction
Parallax Depth
Waving Blocks
Waving Blocks
Waving Blocks Amount
Waving Blocks Speed
Waving Leaves
Waving Lilypads
Controlled by "Waving Liquids Amount" and "Waving Liquids Speed"
Waving Lanterns
Waving Fire
Waving Liquids
Water and Lava
Waving Liquids Amount
Waving Liquids Speed
Camera and Color
FXAA
Enables Anti-Aliasing
Improves quality of edges
High Quality Upscaling
Switches to bicubic sampling
Internally enables FXAA
Can be useful with lower render quality settings
LUT
Applies a custom color LUT to the image Only works for Optifine G8 and higher!
How to add your luts:
Extract the .zip
Go to: shaders/lut
Put your LUT in this folder and name it "lut[number].png"
You can then select the file using the slider
Up to 6 luts can be loaded this way
Selected LUT
Default LUTs shipped with the shader are:
lut0.png: Neutral
lut1.png: Skyfall
lut2.png: A Summer Night's Adventure
lut3.png: Chrome
lut4.png: Admiral's Anime LUT
lut5.png: Green->Red Color swap (Infrared)
Use LOG Color
LUT Cell Size
Amount of cells on one side
Count the squares on the lut image along one side to figure this out
Water
Underwater Fog Density
Depth Influence
Higher: Depth will have a strong influence on fog density
Lower: Depth will have a weak influence on fog density
Zero: Depth will have no influence on fog density
Fog Brightness Influence
Higher: Underwater fog will be darker at night
Fog Brightness Influence
Higher: Underwater fog will get darker faster when you dive deeper
Utilities and Effects
Blinking Ores
Blinking Ores Settings
Blink Brightness
Diamond
Ancient Debris
Iron
Gold
Copper
Redstone
Lapis Lazuli
Emerald
Coal
Nether Quartz
Nether Gold
Damage Effect
Damage Effect Redness
Damage Effect Displacement
Damage Effect Cell Size
Speed Effect
Adds streaks when moving fast
Speed Effect Strength
Speed Effect Streak Length
Other
Distant Horizons
Fade Terrain
Smoothly fades out Minecraft terrain, reducing the transition between Distant Horizons' terrain and Minecraft's terrain
Discard DH Terrain
Terrain Discard Tolerance
Chunk Discard DH Transparents
Transparents Discard Tolerance
Dithering - None, Smart, Full
Removes Banding
Smart: Enables dithering in select programs
Full: Enables dithering in all programs
Time Mode - Realtime, Worldtime, Framecount
Sets which method the shader uses to determine the time
Time is used for driving animations, for example waving leaves and water
Realtime:
Uses the actual time
Worldtime:
Uses the ingame time
This can be useful for animation tools like replaymod
Framecount:
Uses the frame count based on a fixed framerate
This can be useful for animation tools like replaymod
Time Mode Framerate
Framerate used for calculating the time when "Time Mode: Framecount" is selected
Solid Block Outline
Line Thickness
Applies to all lines, for example block outline and hit boxes Only works from versions 1.17 and onwards Doesn't work on Iris
Block Outline Style - Black, White, Rainbow, Custom Color
Custom Color Configuration
Block Outline (RGB Color Picker)
Aggressive Optimization - OFF, On, Unsafe
Activates Optimizations that can break some visuals or might break in future versions of Minecraft
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