File Details
Vanilletix 1.2.0
- R
- May 11, 2026
- 437.55 KB
- 636
- 1.21.11+44
File Name
§9§lVanil§b§lletix §c[§f1.2.0§c].zip
Supported Versions
- 1.21.11
- 1.21.10
- 1.21.9
- 1.21.8
- 1.21.7
- 1.21.6
- 1.21.5
- 1.21.4
- 1.21.3
- 1.21.2
- 1.21.1
- 1.21
- 1.20.6
- 1.20.5
- 1.20.4
- 1.20.3
- 1.20.2
- 1.20.1
- 1.20
- 1.19.4
- 1.19.3
- 1.19.2
- 1.19.1
- 1.19
- 1.18.2
- 1.18.1
- 1.18
- 1.17.1
- 1.17
- 1.16.5
- 1.16.4
- 1.16.3
- 1.16.2
- 1.16.1
- 1.16
- 1.15.2
- 1.15.1
- 1.15
- 1.14.4
- 1.14.3
- 1.14.1
- OptiFine
- 1.14.2
- 1.14
- Iris
Vanilletix 1.2.0
It’s been over a year since the last update, so welcome to version 1.2.0! Before we dive into the changelog, I’d like to share a few personal thoughts.
Author's Personal Note
I want to start by saying how incredibly glad I am to see how much this project has grown. Two years ago, I couldn’t have even imagined it turning out like this :)
I used to keep a strict "To-Do" list of features I wanted to add, but I’ve decided to scrap that approach. Vanilletix has grown so much that it’s sometimes hard to remember it’s even based on Super Duper Vanilla. This latest version might have pushed it even further. It definitely doesn’t look like the original vision from Eldeston anymore, which was meant to recreate the Super Duper Graphics pack that was originally intended for the base game. I’m so grateful to Eldeston for creating such an amazing, high-performance foundation to build on.
Getting back to where I started: I don’t know exactly where this shader will go from here, but I truly believe Vanilletix will carve out its own unique path. Whenever an idea pops into my head, it just sticks with me, and I do everything I can to bring it to life. Sometimes those ideas come from nowhere, or even from happy accidents and bugs in other features where I’m just like, "Oh wait... that actually looks really cool."
Well, you get the idea...
I also want to mention that I often draw inspiration directly from you. You might not believe it, but I check social media pretty often to see new content featuring "Vanilletix." I’m genuinely curious about what the community thinks, and whenever I see a post or video about the shaders, it fills me with pride and really makes my day.
One last thing before the changelog: I’ve been heavily inspired by voxel games and graphics lately.
Changelog
Profiles
- New Profile: "Classic" – A balance of performance and visual features. (Set by default)
- ~ High – Basically the same as Classic, but with 2k shadows and an 8-chunk shadow distance. (Unchanged)
- ⭡ Low – 1k shadows.
Menu
- Completely reworked settings menu.
- "Performance Cost" indicators: I saw this in other shaders and really liked the idea—it looks super helpful!
◆ Red / Yellow / Green – High / Medium / Low (Zero) impact
◇ Pink – Variable impact - Shadow Distance: Changed from raw numbers (64.0, 128.0...) to chunk-based values (4 Chunks, 8 Chunks...).
- New sliders and buttons for new features.
Clouds
- New Volumetric Clouds: "Voxels" style.
- Removed "Modern" Clouds.
- Improved visibility for "Single-Layer" Clouds.
Water
- Introducing two completely new water styles: "Pixels" and "Realism".
Both have their own unique look and feel.
Misc
- Introducing Tonemapping Presets:
We now have "Realism" (set by default), "Fresh", and "Custom" for your imagination.
Tonemapping completely changes the look of the shader, and I really love how it turned out. - Slightly improved the look of SSR (no more sharp reflection cut-offs).
- Sunrays were added to the lensflares.
- Night Sky is more dark now
Integrated PBR
- Added command block support to I-PBR (for emission maps).
- Improved the look (and performance) of smooth blocks.
- Metallic features on all blocks by default now.
Gallery







Bug Reporting
If you encounter any issues, please report them via one of the following channels:
Your feedback helps improve Vanilletix for everyone.

