Hey you! Since you made it here, yes this is an official source for my shaders. Beware of fishy "shader websites". Also be sure to check this thread every now and then for updates and news! (Or Twitter, Facebook)
What is "Sildurs shaders"?
It's various shaderpacks for optifine with it's inbuild shadersmod. The goal is to create performance friendly shaders that run on any system, while still offering great visuals. The most lightweight shaderpack being enhanced default. They are also highly customizable using the available ingame shader options. So be sure to check them out!
Vibrant shaders screenshots:
Enhanced Default screenshots:
Fabulous shaders screenshots:
Basic shaders screenshots:
Videos: (More videos are welcomed!):
Minecraft Cinematic - SILDUR'S VIBRANT EXTREME V1.19 | 4K60fps (v1.19):
Minecraft 1.12 - BEAUTIFUL GRAPHICS! by JerenVids (vibrant shaders v1.166):
Review/Showcase by PythonGB (v1.153):
EthosLab taking a look at my shaders (v1.153):
Cinematic by XDanielcrafter1X (v1.141):
Me, showing of some new settings that can be tweaked ingame - while playing. (there are more tweakable features by now)
Agreement:
(read this before downloading, you accept it by downloading!)
You are not allowed to:
- Rename any shaderpack and upload them as yours.
- Modify my shaderpacks and upload them with your name on.
- Provide mirrors by reuploading my shaderpacks.
- Copy and paste code or whole files, (like gbuffers_water.vsh) into your shaderpack.
You are allowed to:
- Create videos of it, linking this thread or my fb page would be great!
- Modifiy it for your own only - without sharing it online.
Downloads and changelogs are available on my website:
https://sildurs-shaders.github.io/downloads/
https://sildurs-shaders.github.io/changelogs/
Consider supporting me on Patreon and get early access to updates!
https://www.patreon.com/Sildur
Vibrant shaders features:
(Latest update: August 8th, 2022)
- Pretty much everything, it's my main pack. It also has alot of ingame options, so be sure to check them out.
Lite and medium preset should be used on Macs, Intel gpus and low end gpus. While high and extreme should be fine on most modern gpus.
Enhanced Default features:
(Latest update: August 8th, 2022)
- Full support for default minecraft, meaning things like night vision work fine!
- Temporal anti-aliasing (TAA), Shadows, colored shadows, underwater shadows, godrays, bump and parallax mapping, reflections, cel-shading, color boost, crossprocess(color filer), tonemapping, motionblur, depth of field and distance blur, all while still maintaing a very vanilla like look.
Everything listed above can be tweaked ingame, so be sure to check out those shader options!
Basic shaders features:
(Latest update: August 8th, 2022)
- Full support for default minecraft, meaning things like night vision work fine!
- Temporal anti-aliasing (TAA), bump and parallax mapping, cel-shading, color boost, crossprocess(color filer), tonemapping, motionblur, depth of field and distance blur, all while still maintaing a very vanilla like look.
Everything listed above can be tweaked ingame, so be sure to check out those shader options!
Shaderpack using Mojangs inbuild shader function, supported version: 1.16.1
Fabulous shaders for 1.16.5:
(Latest update: June 28, 2020)
- This is a shaderpack using the inbuild mojang shader functions. It requires the fabulous shader option to be turned on.
- Features: Antialiasing, Bloom, Celshading, Depth of Field, Tonemapping and ported mojang shaders Bumpy and Blobs.
See the installation guide on my website for how to use it and for changelogs:
https://sildurs-shaders.github.io/install/
https://sildurs-shaders.github.io/changelogs/
Reporting Bugs or Problems:
Example:
Getting error final.fsh and composite.fsh plz help me
Nvidia GTX 960, driver 362.00
Windows 10 Pro x64
Here's my log output:
.....
Please post your log output in a spoiler by doing this (spoiler)your text(/spoiler) replace () with [].
Want my signature? Here's the code:
<a href="http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1291396-1-6-4-1-12-2-sildurs-shaders-pc-mac-intel-vibrant" target="_blank" rel="noopener noreferrer"><img src="https://i.imgur.com/WLlEhKf.png"></a>
You can find me here to be always up to date on whats going on:
My other projects:
Enhanced Skyrim Special edition
Enhanced Elder Scrolls Online
Enhanced Monster Hunter: World
Witcher 3 Improved antialiasing
Nioh 2 Improved antialiasing
Credits\Thanks:
Chocapic13 & Alexei, Vibrant shaders based on them.
Karyonix - Maintains and updates the GLSL mod, which without my shaderpack would not work.
Sp614x - Updating and including the shadersmod in optifine.
Skype/Discord Testers - Helped me solve common bugs and problems.
N3rdFall, for this awesome signature!
~Sildur
1
Full support. I think this would make many things a lot easier.
I think /heath having subcommands like others have mentioned is best. /health set [int] would set the health to an explicit amount, and /health change would add or subtract an amount of health from the entity.
Perhaps macros like min and max would also be beneficial? For instance, /health set max would set the entity back to full health. This would mean we wouldn't have to know what the maximum health value of the target is, or set the value to something ridiculously high. It would also integrate nicely with the feature someone else suggested that would allow us to change the max health of the entity.
1
Minecraft's AI is already incredibly basic, and as a whole the game uses very little CPU (it only uses maximum 5% of my CPU). Also, based on the OP's suggestions, Mojang would be adding a few more basic AI routines that could leverage existing ones. For example, Creepers targeting structures when they can't find the player, skeletons targeting obstacles when needing to reload, etc. This shouldn't be any more taxing than the game already is.
Minecraft's "difficulty" mostly changes how hard mobs hit you. That's where the OP's suggestion comes in. Instead of having mobs simply one-shot you, they would become smarter and therefore harder to defeat.
1
Minecraft doesn't accept the § symbol for colored text. Some server plugins add that as a shortcut.
For vanilla, however, you will need to use JSON. https://www.minecraftjson.com/ is a good site to generate text JSON. It works well with modern versions so you'll have to check that it's still compatible with a version as old as 1.7.10.
1
Support
Currently to defeat "hard" mode, you just need to avoid getting one-shotted or swarmed. I think smarter AI would benefit the game.
1
I think it would be cool to be able to turn witches into potion-selling villagers. However, you need to provide more information.
1) How would I convert the witch? Perhaps a similar method to converting zombie villagers?
2) What potions would this villager sell? How much would they cost?
3) Does this villager have any other special traits?
Partial support.
1
I think the only people who are debating it are the most vocal among the PVP community. Based on a survey of about 180,000 servers, the vast majority of servers are running versions newer than 1.8, with 1.8 holding only 10%.
Contrary to PVPer's popular belief, you can pvp on newer versions. You just have to do it differently.
The newer versions open up worlds of opportunity for creativity within the game. At some point it's time to move on. 1.8 turned 4 years old last month.
1
Also check to make sure your laptop doesn't have secondary actions bound to the function row with FN.
I've used a few laptops where both F3 and FN+F3 did operating system things and wouldn't trigger in game. Sometimes Alt+FN+F3 will work in this case.
2
Check controls to make sure you don't have something else bound to F3
1
So basically you want something like this?
I made this quickly, so not the best model in the world.
Here is a link to a screen recording of the lamp working, unfortunately the forums don't allow embedding video from a non-youtube source.
https://streamable.com/xavip
I support this idea, but I think it might be a little hard to implement due to the janky and laggy way Minecraft calculates lighting. They could, of course, rework the lighting system but you might not get the result you want without a raytracer.
In addition, maybe this could be a toggle-able light source using redstone?
1
Either this, or when the boomerang hits a block it wobbles off and lands somewhere else instead of returning to the player.
A question, what happens if the boomerang hits something on the return journey, such as a mob or a block? Does it deal damage or just bounce off? It'd be cool if you could hit multiple things with one throw.