header
premium banner

Description

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
  • Basic Color Grading

Full Feature List

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 - OFF, Vertical, Full
  • 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

Physically Based Rendering

  • PBR Format - LabPBR 1.3, SeusPBR / OldPBR
  • Resource Pack Resolution
  • PBR
     Enables Physically Based Rendering
     Make sure you enable Normal and Specular mapsm in the OptiFine shader options
  • PBR Blend
     In order to stay closer to minecraft vanilla rendering, my shader blends between PBR and vanilla rendering
     If you increase this value, the PBR effect will be stronger
  • 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
  • Ambient light multiplier

Camera and Tonemapping

  • Exposure
  • Tonemapping - Custom Reinhard, Unreal
  • Contrast
  • Vibrance
  • Saturation
  • Brightness
  • Vignette - OFF, Round, Square
     Darkens screen borders
  • Vignette Strength
  • Chromatic Aberration - OFF
     Color Diffraction

Post Processing

  • 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