As for updating drivers, I did all that but no change. I tried a different shader, and it didn't do what your's does. It's really strange.
What I posted was for enhanced default, not vibrant shaders. You shouldn't really mess with the lighting in vibrant shaders since it's way more complex.
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Enhanced Default v1.02:
- Fixed an issue with normals, resulting in an overall performance increase of about 30%!
- Code optimizations and cleanup, further increasing the overall performance
- Added debugging options in misc, depthbuffer isn't really used but might be neat for some screenshots
- Added block.properties support, allowing you to easily add waving and reflections support for new blocks (modded blocks)
- Removed individual reflections options, they are now grouped together due to block id mapping using block.properties (see below for more on that one)
- Reduced shadow acne
For best performance use the latest optifine version available! (currently C8)
What's up with that block.properties?
Optifine now allows shaderpacks to include said file in order to map various IDs to one. <shaderpack.zip>/block.properties
So when you run a mod that adds new water and you want that to be reflective aswell, all you need to do is add it's ID to the existing water id (8, 9) in block.properties.
To get a better sense of it, this is how block.properties looks like in enhanced default:
If any mod authors want to copy that and add support for their blocks, making it easier for their users, feel free todo so.
#Forge mods may add custom block mapping as "assets/<modid>/shaders/block.properties" in the mod JAR file.
#Format "block.<id>=<block1> <block2> ..."
#Only one line per block ID is allowed.
# Short format
#block.31=red_flower yellow_flower reeds
# Long format
#block.32=minecraft:red_flower ic2:nether_flower botania:reeds
# Properties
#block.33=minecraft:red_flower:type=white_tulip minecraft:red_flower:type=pink_tulip botania:reeds:type=green
# Block ID, Metadata (backwards compatibility)
#block.34=38:6 38:7 83
#==================================================================================================================
#WAVING ENTITIES
# Small grass(31)
#block.31 =
# Tall grass(175)
#block.175 =
# Small entities like wheat(59), sapplings(6), dandelion(37), rose(38), carrots(141, 142), beetroot(207)
block.59 = 6 37 38 141 142 207
# Leaves(18, 161)
block.18 = 161
# Lava(10, 11)
block.10 = 11
#REFLECTIONS
# Water reflections (8, 9), also used for waving water
block.8 = 9
# Transparent reflections, ice(79), stained glass(95, 160), slimeblock(165)
block.79 = 95 160 165
Installing the shaders isnt a problem. I see the Shader pack in my video settings and then in Shaders. But when I use them there are no blocks! Nothing just no world at all! No mobs, no water, no lava NOTHING!
Could you please help me with this problem?
Chris
Try it without your mods, mc 1.12.2 + optifine only. Also update your gpu drivers.
Hi! Is it possible for you to make a version of your shaders like the one seen in this video?
The shader pack looks so simple yet so beautiful!
But it would be so much faster if it had no water effects and clouds. So it's basically like regular Minecraft but with a prettier, more vibrant atmosphere.
I'm just basically trying to say that it'd be so cool to have a version of your v1.141 Shader but in a form similar to 'Chocapic13 No Shadows Lite RC1'
That's just vibrant shaders v1.141 lite without shadows. You can remove them by opening composite.fsh and replace everything from line 386 to 418 with float shadow_fade = 1.0;
If you want a faster pack download enhanced default and activate the crossprocess and color boost (ingame options).
Hey, me again, I was just wondering if I have to delete everything from line 386 to 418 and just replace them with 'float shadow_fade = 1.0;'?
- M
Exactly, as for clouds you can just comment out the line that draws them by adding 2 slashes infront of it, in composite1.fsh line 280.
Should look like this after adding 2 slashes: //if(land > 0.9 && cosT > 0.)color.rgb = drawCloud(tfpos.xyz,color.rgb);
Thanks again! I got to disable the clouds, but everytime I load a version of 1.141 Lite where I edited everything from line 386 to 418, everything (except the sky) turns black. There's also a message saying:
Thanks again! I got to disable the clouds, but everytime I load a version of 1.141 Lite where I edited everything from line 386 to 418, everything (except the sky) turns black. There's also a message saying:
[Shaders] Error: Invalid program "composite"
That means you broke something in composite.fsh while editing the code, it should look like this.
What I posted was for enhanced default, not vibrant shaders. You shouldn't really mess with the lighting in vibrant shaders since it's way more complex.
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I did download the shaders from here, I think the problem is that I use mac.
im almost positive its astral sorcery
remove the 0 form skySupportedDimensions in astralsorcery.cfg
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Enhanced default v1.02 released!
Changelog:
What's up with that block.properties?
Optifine now allows shaderpacks to include said file in order to map various IDs to one. <shaderpack.zip>/block.properties
So when you run a mod that adds new water and you want that to be reflective aswell, all you need to do is add it's ID to the existing water id (8, 9) in block.properties.
To get a better sense of it, this is how block.properties looks like in enhanced default:
If any mod authors want to copy that and add support for their blocks, making it easier for their users, feel free todo so.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Try it without your mods, mc 1.12.2 + optifine only. Also update your gpu drivers.
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The link for Enhanced Default v1.02 doesn't seem to be working.
Works fine for me, sent you a PM.
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It's possible to add liquids from mods to the Enhanced Default shader?
Yeah, scroll up abit, I explained how. It's done in block.properties.
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Hi! Is it possible for you to make a version of your shaders like the one seen in this video?
The shader pack looks so simple yet so beautiful!
But it would be so much faster if it had no water effects and clouds. So it's basically like regular Minecraft but with a prettier, more vibrant atmosphere.
I'm just basically trying to say that it'd be so cool to have a version of your v1.141 Shader but in a form similar to 'Chocapic13 No Shadows Lite RC1'
- M
That's just vibrant shaders v1.141 lite without shadows. You can remove them by opening composite.fsh and replace everything from line 386 to 418 with float shadow_fade = 1.0;
If you want a faster pack download enhanced default and activate the crossprocess and color boost (ingame options).
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Thanks for replying!
Hey, me again, I was just wondering if I have to delete everything from line 386 to 418 and just replace them with 'float shadow_fade = 1.0;'?
- M
also if there's a way to disable clouds?
Thanks!
- M
I just need a little help ;-; I don't know anything about GLSL codes and how to do 'em.
Exactly, as for clouds you can just comment out the line that draws them by adding 2 slashes infront of it, in composite1.fsh line 280.
Should look like this after adding 2 slashes: //if(land > 0.9 && cosT > 0.)color.rgb = drawCloud(tfpos.xyz,color.rgb);
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Thanks again! I got to disable the clouds, but everytime I load a version of 1.141 Lite where I edited everything from line 386 to 418, everything (except the sky) turns black. There's also a message saying:
[Shaders] Error: Invalid program "composite"
That means you broke something in composite.fsh while editing the code, it should look like this.
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Thank you so much for all your help! It is greatly appreciated!
Also, for Enchanced Default, you can add the translation file into your published 1.02.
For zh_cn.lang, see https://minecraft-zh.gamepedia.com/index.php?title=User:SolidBlock/沙盒&oldid=244759&variant=zh-cn
For zh_tw.lang, see https://minecraft-zh.gamepedia.com/index.php?title=User:SolidBlock/沙盒&oldid=244759&variant=zh-tw
that users using Chinese can use your shader better. Thanks and looking forward to your reply.