DrDestens Minecraft Shaders
A High Performance Shaderpack with great shadowless Visuals and PBR support
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About
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.
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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
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