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DrDestens Minecraft Shaders

作者:DrDesten

A High Performance Shaderpack with great shadowless Visuals and PBR support

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介绍

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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

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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