Hey, I posted a bug report on the Planet Minecraft forum post, but I'm not sure if you saw it there. Just to be sure, here's my comment from there:
I found a bug in Enhanced Default v1.09: refractions (when manually enabled) also apply to stained glass and stained glass panes. Makes it look like they're made out of jello, which is kinda funny.
It's not a crash or error message, so I didn't attach the .log.
am trying to use your shaders but everything is way too dark like its all ways night but i cant really see any blocks except the the sky and placeing a torch doesnt add light cant see the torch and this was take at day
Hi, thank you very much for creating these amazing shaders. I appreciate very much the fact that your shaders allow you to see with total clarity at night through adjustments in the configuration, which other shaders lack, thanks for this incredible work.
Your shaders (specifically those I am talking about are the Sildrus Vibrant Shaders) only present some inconveniences that I would like to know if it is possible to fix it in another update, these are the errors:
With the Weather Storms & Tornadoes mod it presents an error that changes the color of the rain and the tornadoes to an orange color and also makes its correct visibility a bit difficult. In addition to the particles of falling tree leaves they see transparent in some circumstances, such as looking at a falling tree leaf if you have a lake in front of where you are looking.
Another inconvenience of the mod is that it affects the floating HUDs of certain mods to show the life of the Mobs, such as the floating life indicators on the Mobs of one of the Toro Healt mods (I don't remember the exact name), in In summary, it affects all floating interfaces within the 3D stage of the game.
In addition, the mod affects the display of certain portals such as the mod themidnight, which from a certain angle is not observed and from another if, or sometimes the portal is semi-transparent and intermittent.
Another thing is that the mod affects the interface of the indicators of placing the objects on the anvil in the vanilla immersion mod, as well as coal when it is inside the oven which looks totally white.
Another inconvenience is that I would like the mod not to interfere with the textures packs that add custom skies because sometimes these textures packs are not observed if you have the shaders activated even deactivating the minecraft default clouds.
And finally, I would like the shader to have better visibility under the water, both with the option of the Optifine mod of activated or deactivated crsitaline waters.
If all these problems were solved, the Sildrus Vibrant Shaders would be super amazing!
PD: I almost forgot, I also liked the sildrus enhanced defaul shaders because I noticed them very fluid and with a great performance, you could create a version that had integrated the realistic water of the vibrant shaders or that at least the water looks pretty good and that Doesn't affect the performance of these shaders? I don't like the appearance of minecraft water by default, it would only be that which would improve it, thanks
" Don't wish death on your enemies.
Wish geese on them. Wish thousands of geese
into their life. Geese in their yard, Geese
in their car. Geese in their workplace, Geese in their bed,
Tiny geese in their hair, Geese in their food, JPEGs of angry geese overtaking their computer, Turn their whole family into geese. Awful hissy mean geese everywhere. A fate worse than death. "
Hello, I am having a problem with water when using Optifine and Sildur's Vibrant shaders. This versions are both 1.12.2. I googled but there are so many results not sure which one applies to me. Can anyone tell me a setting that may fix this? Thank you.
I was not using the latest Sildur's Version. All better and looking wonderful. Sorry to bother.
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PIXIE TWO
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Hi,
I have just got your shaders installed on my PC Windows and I think they look amazing. I would like to make videos with your shaders on but I find that my shadow showing on the ground as I fly around is a bit off-putting. Is there any way to turn off just my shadow (asking a lot I know)?
Hope you can advise me and thanks in advance. PIXIE TWO
I've got a question regarding mod compatibility. By default the End Dimension doesn't use the shaders as far as I know. With a mod that adds a new dimension, the Twilight Forest, there are some issues with the shaders. Most noteably, it seems the shader picks a random time of the day and projects the according light (most often it appears as if the non existing 'sun' is low). A long while back ago if I recall correctly I got an answer to a solution for this issue: by creating an (empty?) folder for the dimension's id. For the Twilight Forest that is world7.
My question is, could it be possible to make the shaders work in the Twilight Forest, and 'tricking' it into continuely thinking it is the overworld during midnight (time 18000)? The moon itself shouldn't have to render, but maybe the Twilight Forest sky could project as the overworld's midnight sky.
Hey Sildur, I'm not sure if this is a glitch with your vibrant shaders, or an Optifine issue. I tried replicating this with other shaders in the video and didn't notice any issues (including with enhanced default), only in your vibrant shader.
In Minecraft 1.14.4 and the latest Optifine 1.14.4 preview (HD_U_F4_pre5), when looking at water through stained glass, your water isn't loaded -- no reflection/blue color/animation, it just looks like there isn't anything there. When you look at water through normal glass, it looks like your water should look, with the vivid blue reflections.
You can see what I mean in the attached screenshot. to the left is how the water should look, through the normal glass, and to the right is how the water looks through stained glass.
Here's a video that is easier to demonstrate. I start with your shader, then tested some different ones in the video to see if it was still an issue.
I have just got your shaders installed on my PC Windows and I think they look amazing. I would like to make videos with your shaders on but I find that my shadow showing on the ground as I fly around is a bit off-putting. Is there any way to turn off just my shadow (asking a lot I know)?
Hope you can advise me and thanks in advance. PIXIE TWO
I'm not the creator of these shaders, but I do have an easy solution for you! If you give yourself the "invisibility" effect, your shadow should disappear too. Make sure you're not wearing any armor/elytra and that your hands are empty.
Ran into this and I tried updating my drivers. 19.9.2 seems to not have this issue. I have been playing for about an hour without issues. Love the shaders!
Update: 4 hours without issues today.
Awesome, hope it stays fixed with those new drivers.
Is there anything that can be done if it says my drivers are up to date? I have an Intel GPU that's from years back, so I don't think there have been updates for it in years.
am trying to use your shaders but everything is way too dark like its all ways night but i cant really see any blocks except the the sky and placeing a torch doesnt add light cant see the torch and this was take at day
Shouldn't look like that, make sure optifine and gpu drivers are up to date.
Hi, thank you very much for creating these amazing shaders. I appreciate very much the fact that your shaders allow you to see with total clarity at night through adjustments in the configuration, which other shaders lack, thanks for this incredible work.
Your shaders (specifically those I am talking about are the Sildrus Vibrant Shaders) only present some inconveniences that I would like to know if it is possible to fix it in another update, these are the errors:
With the Weather Storms & Tornadoes mod it presents an error that changes the color of the rain and the tornadoes to an orange color and also makes its correct visibility a bit difficult. In addition to the particles of falling tree leaves they see transparent in some circumstances, such as looking at a falling tree leaf if you have a lake in front of where you are looking.
Another inconvenience of the mod is that it affects the floating HUDs of certain mods to show the life of the Mobs, such as the floating life indicators on the Mobs of one of the Toro Healt mods (I don't remember the exact name), in In summary, it affects all floating interfaces within the 3D stage of the game.
In addition, the mod affects the display of certain portals such as the mod themidnight, which from a certain angle is not observed and from another if, or sometimes the portal is semi-transparent and intermittent.
Another thing is that the mod affects the interface of the indicators of placing the objects on the anvil in the vanilla immersion mod, as well as coal when it is inside the oven which looks totally white.
Another inconvenience is that I would like the mod not to interfere with the textures packs that add custom skies because sometimes these textures packs are not observed if you have the shaders activated even deactivating the minecraft default clouds.
And finally, I would like the shader to have better visibility under the water, both with the option of the Optifine mod of activated or deactivated crsitaline waters.
If all these problems were solved, the Sildrus Vibrant Shaders would be super amazing!
PD: I almost forgot, I also liked the sildrus enhanced defaul shaders because I noticed them very fluid and with a great performance, you could create a version that had integrated the realistic water of the vibrant shaders or that at least the water looks pretty good and that Doesn't affect the performance of these shaders? I don't like the appearance of minecraft water by default, it would only be that which would improve it, thanks
Well mod support is very difficult, as you mentioned you should use enhanced default if you're running mods. Not sure about another water update for it tho.
I've got a question regarding mod compatibility. By default the End Dimension doesn't use the shaders as far as I know. With a mod that adds a new dimension, the Twilight Forest, there are some issues with the shaders. Most noteably, it seems the shader picks a random time of the day and projects the according light (most often it appears as if the non existing 'sun' is low). A long while back ago if I recall correctly I got an answer to a solution for this issue: by creating an (empty?) folder for the dimension's id. For the Twilight Forest that is world7.
My question is, could it be possible to make the shaders work in the Twilight Forest, and 'tricking' it into continuely thinking it is the overworld during midnight (time 18000)? The moon itself shouldn't have to render, but maybe the Twilight Forest sky could project as the overworld's midnight sky.
Hm, not really, unless you use the ingame mc command to stop day and night cycle.
Hey Sildur, I'm not sure if this is a glitch with your vibrant shaders, or an Optifine issue. I tried replicating this with other shaders in the video and didn't notice any issues (including with enhanced default), only in your vibrant shader.
In Minecraft 1.14.4 and the latest Optifine 1.14.4 preview (HD_U_F4_pre5), when looking at water through stained glass, your water isn't loaded -- no reflection/blue color/animation, it just looks like there isn't anything there. When you look at water through normal glass, it looks like your water should look, with the vivid blue reflections.
You can see what I mean in the attached screenshot. to the left is how the water should look, through the normal glass, and to the right is how the water looks through stained glass.
Here's a video that is easier to demonstrate. I start with your shader, then tested some different ones in the video to see if it was still an issue.
Known issue, rendering transparency through transparency isn't fully supported in vibrant shaders, it's also very tricky to pull of without tanking performance to much.
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!
Minecraft Shader Cinematic - Sildur's shaders by RedRose (v1.166):
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.
Issues with downloading? Send me DM on twitter or here.
Site can't be reached? Try disabling your antivirus.
Vibrant shaders features:
(Latest update: September 1, 2019)
- 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.
If you don't see rain reflections make sure optifine is up to date. Still nothing? Disable the biome check in the ingame options.
Enhanced Default features:
(Latest update: September 6, 2019)
- Full support for default minecraft, meaning things like night vision work fine! - Shadows, colored shadows, underwater shadows, godrays, bump and parallax mapping, reflections, cel-shading, color boost, crossprocess(color filer), 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!
Run the optifine jar file you just downloaded, it's an installer. (if you want to use forge don't run it and put it into your mods folder instead)
Launch the game using the newly created optifine profile, unless you use forge, in that case run it using the forge profile.
Goto options -> video settings -> shaders and click on the "shaders folder" button.
Download my shaderpack, put the .zip file in the shaderpacks folder and choose it from the ingame shaders list.
Vibrant shaders changelog:
Vibrant shaders v1.23:
- Reworked water ripples / waves to be more natural.
- Reworked water refractions.
- Reworked waster caustics.
- Water caustics are now visible while in/underwater.
- Reworked underwater fog.
- Adjusted water color.
- Adjusted reflections strength.
- Added an ingame option to toggle caustics.
- Added an ingame option to adjust caustics strength.
- Added various debug options
- Improved water visibility in caves.
- Improved water rendering in the distance / visible chunk border.
- Improved sun/moon angle option, it's now alot more adjustable.
- Fixed and improved rain reflections (small performance hit)
- Increase buffer accuracy for normals to prevent reflections issues. (small performance hit)
- Fixed volumetric lighting
- Fixed lecterns rendering, no more black sides/borders!
- Fixed refractions option, it will now disable all distortions underwater.
**Known issues:
- Underwater fog is abit broken in caves / lowlight areas.
- Handheld transparency is affected by caustics/refractions. (ice, stained glass)
- Caustics are visible on land while looking through water (from underwater)
Vibrant shaders v1.22:
- Added various ingame options to tweak lighting colors! Found in the colors section. (daytime only for now)
- Added an ingame option to tweak water alpha to the colors section.
- Added an ingame option to toggle grass shadows to the shadows section. Also includes tallgrass, flowers and wheat etc.
- Added an ingame option to adjust the speed of all animations (waving grass etc) to the waving section.
- Fixed flickering shadows at certain times, like tick 6000.
- Expanded parallax mapping resolution option, now supports 1024 and 2048
- Minor code optimizations.
Vibrant shaders v1.21:
- Added support for MC 1.14+ (waving entities, new emissive blocks)
- Updated shadows code and reduced shadow acne. This might improve performance on lower end systems slightly.
- Added an ingame option to adjust the volumetric clouds height, found in the sky and lighting section. (yes you can also fly through them)
- Updated water color slighty, made it a bit more blue.
- Added a new ingame options section called Colors.
- Added an ingame option to adjust water color found in the new Colors section.
- Added an ingame option to adjust color contrast, found in the new Colors section.
- Added an ingame option to adjust color brightness, found in the new Colors section.
- Removed ingame option colorboost. Contrast and brightness allow you to fine tune colors better.
- Added waving water and an option to toggle it.
- Added an ingame option to adjust the amplitude (height) of water waves.
- Updated waving lilypads to be in sync with waving water.
- Added an ingame option to adjust the noise amount of rain reflections. Higher values mean less noise.
- Added a new ingame options section called Shading.
- Moved Ambient occlusion to the new shading section.
- Added an ingame option to adjust the ambient occlusion strength/amount.
- Moved Celshading to the new shading section.
- Updated celshading code.
- Added an ingame option to adjust the border thickness of celshading.
- Added an ingame option to adjust the search radius of celshading.
- Moved option Moonlight to the Sky & Lighting section.
- Reduced buffer accuracy resulting in a small perfomance increase!
- Expanded values range of option minlight. (0.002 - 0.02)
- Fixed broken reflections on MacOS with amd cards.
- Fixed broken parallax mapping on amd cards running linux drivers
- Updated overworld fog color slighty, gave it some of that blue color back, like it used to be in older versions.
- Volumetric lighting now auto disables godrays since they're not compatible.
Vibrant shaders v1.20:
- Added a reflections section to the option menu.
- Added rain reflections, wetness effect while and after raining. Enabled in high and extreme by default. (WIP)
*Note: This requires optifine 1.13.2 E7 pre2 for now, if you don't use that version disable the biome check, see below. Upcoming optifine updates for older versions should fix that.
- Added an ingame option to disable the biome check for rain reflections / wetness. Turn off the biome check if rain reflections / wetness won't show up.
- Added an ingame option to disable water reflections (all reflections actually)
- Merged lite and main branch, meaning that lite users can now enable water reflections if they want to. Let me know of any performance regressions!
- Various code optimizations and refactoring
- Moved ice and glass reflections to the new reflections section.
- Moved cloud reflections and cloud reflections quality to the new reflections section.
- Adjusted the raytracer used for all reflections, very slight decrease in quality but about a 10% performance increase!
- Added an ingame option to adjust the default sun and moon angle to the sky options section.
- Fixed various amd drivers bugs. Latest amd driver (19.2.3) should work fine now. Thanks to Tinyds for testing! (tested on a RX580)
- Fixed lighting on entities underwater / in water.
- Fixed emissive lighting on rain/weather, ingame changes to emissive lighting will now affect it correctly.
- Fixed blurred hand in nether if depth of field was enabled
- Fixed various issues with water and sky rendering
- Fixed/removed beacon beam shadows
- Fixed entities rendering while raining
Vibrant shaders v1.19:
- Added support for blindness (effect blindness, black fog)
- Added support for nightvision
- Added lava fog while under/in lava
- Reworked and improved bump and parallax mapping
- Replaced option section Parallax mapping with Normal map
- Replaced option parallax mapping with RP support, toggles between off/bumpmapping/parallax
- Added ingame option RP Resolution, set it to your resourcepack resolution or higher to make pom smoother.
- Added parallax mapping support for x32 textures.
- Added ingame option POM Depth, adjust to your liking.
- Added ingame option POM Distance, adjust the distance at which parallax mapping renders.
- Moved option water texture to the new Normal map options section.
- Improved volumetric clouds color-blending while raining
- Fixed flashing water on amd cards, introduced in driver 18.8.1+ (workaround)
- Fixed weird outlines on amd cards. (workaround, cloudsblur will blur distance land abit, only on amd cards)
- Fixed black sky while raining and being underwater
- Fixed broken sky while raining when looking through stained glass (transparent blocks)
- Minor code optimizations
**I know rain reflections, puddles, wetness was requested alot, there's a wip version in lite, it doesn't have reflections yet.
Just letting you guys know, that I'm working on it..**
Vibrant shaders v1.18:
- Improved sky during sunrise and sunset (transition from sun and moon, ticks 12250 and 23000)
- Improved water refraction and caustics.
- Minor code optimizations.
- Added custom stars and an ingame option to toggle them. (ty robobo1221)
- Added ingame option default skybox/stars to the sky options screen, causes some lighting issues with the sky during sunset and sunrise.
- Disabled support for default stars / skybox by default.
- Disabled alternative weather angle by default, you can still turn it back on if you want to.
- Fixed a bug caused by optimizations which caused certain particles to not render against the sky - firework particles finally work!
- Fixed option shader moon, it will now enable the default moon once it's disabled.
- Fixed tallgrass / doubleplants from waving out of sync in 1.13+ (top and bottom half)
- Fixed a bug with the horizon while underwater.
- Found the cause of broken block animations, fixed in optifine pre6 and newer.
- Removed default underwater texture overlay
Vibrant shaders v1.173:
- Added ingame option cloudsblur, blurres the sky abit, making volumetric clouds less "noisy", enabled by default, very low performance hit. Unfortunately it won't work with MB or DoF enabled.
- Now works with 1.12.2 and below. 1.13+ requires optifine E3 pre4.
- removed basic end shaders.
Vibrant shaders v1.172:
- Added ingame option minlight to the emissive lighting options, allowing you to tweak the brightness / min light inside caves etc.
- fixed connected textures being reflective / textures with translucent layers
want your custom block to be reflective? Add it to ice in block.properties
- fixed depth of field blurring your hand
- fixed underwater shadows
- various code improvements
Vibrant shaders v1.1712 Lite:
- Fixed water for 1.13/1.13.1
Vibrant shaders v1.171 alpha:
- Updated underwater fog color, it's now based on sky color and changes based on time of day
- Added support for underwater fog color per biome, it's now greenish in swamp biomes. (experimental)
- Added options screen Emissive Light, containing sliders for red, green and blue - you're now able to change torch/glowstone/whatever color ingame.
- Added support for block.properties, check it out if you want to add new IDs to waving entities or reflective blocks.
- Updated parallax mapping code and fixed weird "warping" issues
- Fixed underwater shadows
Currently broken:
Water and lava, their new nominal IDs won't work in the shadersmod, wait for optifine update
Going inside underwater plants or certain underwater effects will break a function called IsEyeInWater, which in return breaks everything that uses this function, wait for optifine update
Tall grass/Tall flowers, top half out of sync ..again
Vibrant shaders v1.17:
- Added volumetric clouds (They are faster than 2D clouds! ~15% performance increase)
- Expanded cloud options in sky & lighting options screen.
- Improved motionblur quality
- Improved blending between sky and land if volumetric lighting is enabled (still prefer godrays)
- Various code improvements and cleanup based on enhanced default resulting in minor performance boost
- Removed an outdated ingame option previously required for mc 1.8.x
- Increased texture visibility of water if watertex is enabled
- Updated legacy code to new optifine standards (1.7.10+)
Previous changes which you might missed:
- Updated water visuals
- Added ingame option water height found in parallax option screen.
- Added ingame option water texture, it blends your resourcepack texture with the water color, so it might not be that visible.
Vibrant shaders 1.166:
- Fixed lighting on transparent blocks during night time
Vibrant shaders 1.165:
- Downported water from upcoming v1.17
- Added ingame option water height found in parallax option screen.
- Added ingame option water texture, it blends your resourcepack texture with the water color, so it might not be that visible.
Vibrant shaders 1.164:
- Fixed bloom in nether
- Ported improved colored shadows from enhanced default to vibrant shaders!
Vibrant shaders 1.163:
- Fixed weird color issues on newer nvidia drivers (381.65, 381.78)
- Added waving tallgrass
Vibrant shaders 1.162:
- Added water parallax mapping (medium - extreme, can be toggled in parallax mapping option, disabled by default in medium)
- Added support for User friendly options. Update optifine to one of the many preview versions to make use of this: http://optifine.net/downloads
The preview version for 1.8.9 no longer requires you to enable the ingame MC1.8 option! (OF author backported shadersmod improvements from 1.11.2)
- Various code improvements
- Improved water visuals, adjusted colors
- Volumetric lighting now automaticly disables godrays
- Fixed flashing black square caused by bloom
- Fixed white border caused by bloom for fermi nvidia gpus and some intel gpus
Vibrant shaders 1.161:
- Fixed rendering of non moving entities (like chests, signs etc)
- Fixed lines in water, thanks to Builderb0y
- Fixed End shaders
- Improved lighting on chests, signs etc.
Vibrant shaders 1.16:
- Reworked rendering system to fix a bunch of issues, see below:
- Fixed stained glass colors near lightsources
- Fixed entities rendering (players etc)
- Fixed hand rendering
- Fixed translucent blocks rendering (stained glass etc)
- Fixed rendering of enchanted items (armor, weapons etc)
- Fixed distance dof/blur, blurring your hand
- Fixed motionblur blurring your hand
- Fixed underwater shadows
- Fixed block selection color (leads are a bit broken because of this)
- Fixed rain on water/translucent blocks
- Fixed light bleeding in caves
- Fixed weird color issues on certain systems
- Fixed lines in water thanks to BuilderB0y
- Code optimizations to reduce potential errors on certain systems. (Like weird colors)
- Improved support for translucent blocks, mods that add translucent blocks should work better now.
- Improved bloom
- Improved lens flare
- Improved water caustics
- Improved water ripples
- Improved lighting
- Improved motionblur
- Improved ambient occlusion (it's now only enabled in extreme, because it causes huge slowdowns with lots of entities nearby)
- Added Volumetric lighting (based off chocapics beta release, WIP)
- Added an ingame option to toggle volumetric lighting, found in sky options. Disable godrays before enabling it.
- Added waving beetroot
- Added an ingame option to adjust the motionblur strength
- Added an ingame option to adjust the bloom strength
- Added an ingame option to toggle ice and stained glass reflections
- Adjusted water colors
- Adjusted colors, they were abit over the top.
- Color boost can now be adjusted ingame:
0.04 = old color boost set to off.
0.2 = new adjusted colors
0.35 = old color boost set to on.
- Removed dynamic handheld light due to rendering issues. Use the inbuild "Dynamic Lights" option from Optifine.
Found in options -> video settings -> quality. Or options -> video settings.
Known issues:
- Bloom on torches can become to strong if they are next to each other because they light themself up.
Vibrant v1.153:
- Improved lighting on mobs in caves.
- Fixed transparent mobs in nether for some intel and amd gpus.
- Fixed hand flickering on some amd gpus. (tested on hd6870, driver 16.2.1)
- Fixed nether sky being rendered ontop of transparent blocks.
- Applied a temporary fix for transparent blocks in nether for all systems. It depens on your GPU how well it works / looks.
- Applied a temporary fix for enchanted stuff, it shows the effect on some items but the colors are abit off. (requires optifine shadersmod, so 1.8+)
Thanks to Vico, Turtac and Digitalshadowhawk for testing.
*Know issues: Colors of stained glass and ice in nether might look abit off depending on the GPU (mostly amd and intel). Still released this patch because they are no longer invisible.
Temponary fixes will be resolved in the future, I have to rework the way things are rendered to fix everything correctly.
Vibrant v1.152:
- Improved sky while raining on lite preset.
- Fixed flickering on hand / handheld items (for intel gpus). Thanks to Vico for testing.
- Fixed fog rendering in nether.
- Fixed fog rendering through transparency in nether.
- Fixed pixelated screen if bloom is disabled.
- Fixed bloom option in nether.
*Know issues:
Transparency isn't rendering correctly in nether for Intel gpus, not sure why.
Vibrant v1.151 hotfix:
- Fixed issues with compiling the shaderpack on intel gpus.
- Fixed text on signs if parallax mapping is enabled.
Some undocumented changes, missing from the previous changelog:
- Moon is now also drawn by the shaderpack, like the sun.
- Added an ingame option to toggle the shader moon.
If it overlaps with the default moon either disable it in video settings -> details -> Sun & Moon. Or disable the shader moon.
Vibrant v1.15:
- Improved shadow distance.
- Shadows go through water now.
- Shadows can be disabled now. (added an ingame option to disable shadows)
- Added an ingame option to toggle shadows.
- Light from emissive blocks now goes through water instead of ontop.
- Almost full transparency support. (stained glass, ice etc)
- Improved godrays.
- Improved sky and general lighting colors.
- Improved sun glow.
- Improved water transparency.
- Improved water visuals for all presets (lite - extreme)
- Adjusted water colors.
- Changed rain/snow angle, it no longer falls straight down.
- Added an ingame option to toggle the alternative weather angle.
- Fixed issues with particles and transparency.
- Added subtile ice reflections.
- Added subtile stained glass reflections.
- SSAO replaced with SSDO, it's faster and more accurate. (Ambient occlusion)
- You don't like how colorful everything is? No problem, added an ingame option to toggle the color boost.
- Added a new option called whiteworld which makes replaces every color with white. Screenshot -> https://i.imgur.com/xziUB8O.png
- Added an ingame option to toggle mobs flashing red when hurt
- Added an ingame option to toggle underwater fog
- Added an ingame option to adjust the view distance of distance-blur (dof)
- Added parallax mapping. (parallax mapping depth is based on what your pom res is set to)
- Added an ingame options for parallax mapping and it's resolution.
- Added waving water
- Added an ingame option to toggle waving water
- Optimized water code, reduced if statements since they are somewhat slow.
- Improved red flashing mobs while hurt, thanks to Sp614x.
- Reduced noise texture resolution from 1024 to 512, this will increase the overall performance by quite a bit!
- Optimized code to reduce visual differences caused by lower noise texture.
- Fixed leashes.
- Improved overall performance of vibrant shaders.
- Added colored shadows! (if going through stained glass).
- Added an ingame option to toggle colored shadows.
- Added bump mapping. (it's tied to parallax mapping)
- Optimized both bump mapping and parallax code alot.
- Added an ingame option to toggle clouds (in sky options)
- Added an ingame option to toggle cloud reflections. (in sky options, only enabled in extreme)
- Clouds move slower now.
- Renamed sun effects to sky options
- Added nether shaders!
- The End now makes use of my basic shaders (until I work something out for them)
***
Know issues and more:
- Transparency can sometimes look abit off
- Entities (players, mobs and such) can look a bit off at times. (Applied a temporary fix to prevent issues with transparency on entities)
- Lens flares is applied to everything bright (intended by chocapic), but it's rather annoying for gameplay. So disabled by default until recoded. Also requires bloom to be enabled.
- Bloom is not final, but the current one should be faster compared to v1.141.
- Motionblur affects your hand / handheld items, same for depth of field.
- Lite preset is no longer that cut down, the only thing that's missing are reflections.
Vibrant 1.141:
- Added an ingame option to change the amount of blur used by bloom.
- Reduced the amount of blur used by bloom a bit. Reducing blur makes the bloom effect abit weaker.
- Added an ingame option to adjust the lighting strength of emissive blocks, like torches.
- Lighting strength of emissive blocks is NO LONGER AFFECTED BY MOONLIGHT.
- Bloom strength is NO LONGER AFFECTED BY MOONLIGHT.
- Increased the max. allowed value for moonlight to 0.10.
- The whole lighting system has been rewritten, it's way better and less hardcoded now. (To allow tweaks)
- Alot smoother transitions between lighting states. No more jumpy lighting switches between day/night/inside
- Cleaned and optimized code(small performance boost), no more double defines @Sp614x
- Fixed and improved handheld items that cast light. Their light range is no longer nearly infinite.
- Mobs now flash red again when hurt.
Vibrant 1.14:
- New, much better bloom.
- Godrays are no longer visible while raining.
- Nights are now a bit brighter.
- Everything is now less dark while raining.
- Shadows are now a bit darker, to increase contrast and compensate for increased brightness caused by bloom.
- Overall some minor lighting changes, improvements and bugfixes.
- Emissive blocks now look better even if bloom is disabled.
- Motionblur works way better with the new bloom, I can only recommend it.
Vibrant 1.13:
- NEW, simple water caustics, also slightly changed transparency of water
- NEW, added more options that can be tweaked ingame is using Optifine 1.8.9 G9 or higher.
For example: Brightness during night time can be adjusted ingame now. Also things like shadow distance and resolution can be changed while playing.
Vibrant 1.12
- FIXED, Depth of field, thanks to Skate702 for indirectly reporting this issue.
Vibrant 1.11
- FIXED, Cel shading, thanks to Apechief for pointing that out!
- Updated whole shaderpack to support new optifine features better (Requires optifine 1.8.9 G9 or newer)
Vibrant 1.10
- NEW, simple HDR, your "eyes" now adjust to the lighting, for example: if you go out of a cave everything will be bright for a few seconds.
- NEW, Water has changed again, can be seen in the screenshot!
- FIXED, Bloom no longer gets cut of by the sky.
- FIXED, Leaves in the distance are no longer bright.
- IMPROVED, Bloom is less pixelated now, without a loss of performance!
- CHANGED, Turned bloom a bit down, as suggested a few times.
Important notes:
Lite and medium should experience a boost in performance, about 10-20fps more compared to v1.09!
High and extreme are now a bit more performance tanking in areas with water, before everyone starts to cry, it's only about 5fps worse compared to v1.09.
Vibrant 1.09:
- FIXED, Ice blocks in water.
- FIXED, Stars, they are visible at night again!
- FIXED, Maps, they are displayed correctly now.
- ADDED, Workarround to disable Minecraft's Pseudo lighting system. You can disable my workarround if you like the default MC lighting which darkens sides of blocks.
- ADDED, Cloud "distortion" for a more realistic movement.
- CHANGED, Sun glow at night no longer has the same redish color like daytime. It's now more blue-ish. (Moon glow)
- CHANGED, Godrays are now located in final.fsh and have been merged with lens flare code to reduce duplicated code.
- Code has been cleaned up A LOT, also lots of optimations being made. Performance should've increased for about 5-15frames!
Vibrant 1.08:
- FIXED almost all bloom issues, see bloom changes below
- NEW Bloom is now only active in dark areas, like caves or certain houses. (Based on the lightlevel arround your character)
Bloom is also enabled during raining and night time.
- FIXED Vines are no longer glitching through blocks
- FIXED weird-redish lighting in caves / dark areas
- FIXED Distance blur, it no longer affects the sky.
- FIXED Fog in caves and houses while raining
- NEW Lens flare from newest chocapic branch has been ported over for more customization in the future
- FIXED New Lens flare caused a blackscreen while looking at the moon / away from the sun.
- NEW Fog now has it's own color in caves / dark places
- NEW Water has been reworked, looks pretty awesome!
Vibrant 1.07 (beta) - Updated to newest chocapic version, read his updated agreement / rules!
- NEW Fog color now adjust according to world lighting
- NEW Subsurface scattering, can be seen while raining.
- OPTIMIZED Clouds are no longer calculated twice for sky and water.
- OPTIMIZED Sun, it's no longer just a huge white spot.
- IMPROVED World lighting and colors
- FIXED Distance blur no longer affects the sky.
- REMOVED Wetness while raining, it will come back tho. Don't worry
----Know issues----
- Bloom causes blending from sky into ground / objects. It's only enabled in extreme because of that.
- Bloom can result in overbrightness
- Lighting in dungeons is to bright / redish
Vibrant 1.06
- NEW Motionblur, it's working well
- NEW Underwater fog
- NEW Lens flare
- NEW Water ripples
- NEW Water "lighting"
- IMPROVED Fog
- IMPROVED Overall lighting
- REWORKED lighting system from torches
- AND MUCH MUCH MORE, GO CHECK IT OUT INGAME YOURSELF!
Vibrant 1.053
- TWEAKED Water waves
- Minor code optimations
- REMOVED PoM and Specular mapping for now..(to fps draining)
Vibrant 1.052
- NEW Motion blur!
- NEW HDR effect! Thanks to DeDelner
- NEW Water refraction
- TWEAKED Water waves (ripples)
- TWEAKED Lighting from torches etc.
- CHANGED Ultra version now uses DoF as in older releases
Vibrant 1.051
- CHANGE Bloom got another rework
- CHANGE Torches etc are now brighter and got a new color tone
- NEW Added a workarround for macs with very low fps, can be enabled in composite.fsh
Vibrant 1.05
- NEW Bloom method
- NEW Colors (Tonemapping and such)
- NEW 2D Clouds, taking almost no fps.
- NEW Bokeh DoF and distance blur
- NEW Water ripples
- NEW Water reflections
- NEW Reflections when raining / wetness
- NEW Sun
- NEW Torchlight color
- NEW/BETTER Godrays
- NEW FOG finally!
- NEW Underwater is now kinda foggy
- FIXED black night
- FIXED flickering
- FIXED SSAO
- FIXED a hell lot more bugs
- More optimized
Probably way more changes, but I can't remember them all.
Works with PC's and Mac's with Nvidia and some AMD cards (plz report your result if it doesnt work, by also posting the devlog from the minecraft launcher into a spoiler. This helps me the most, I still need to know at least your OS and graphic card)
Vibrant 1.03
- Fixed specular mapping (reflections)
- Added parallax mapping (pom, requires adjusted TP)
- Way better night can be disabled in composite.fsh
- Sharper shadows without fps hit
- White screen caused by lens flare probably fixed
- Added version for Intel cards
- Better sun and sky
- probably some more changes which I forgot
Vibrant 1.02
- Added new waving objects from 1.7.2
Vibrant 1.01
- fixed blurred hand when using depth of field
Vibrant 1.0
- Bunch of bugfixes and improvments
- All versions works with any Nvidia drivers now. (Im on the latest beta for ex.)
- Motionblur added, currently overlapping with Godrays, so you can only use one. (Found in composite1.fsh, but dont use it yet, requires more work)
- No depth of field pre-configured download added
* TODO *
- Fog
- Better glowing effects
- Parallax mapping
- ...
Vibrant Pre9.
- fixed weird white transparent "screen"
- fixed black ground while looking away from the sun
- Activated Ice and Netherportal reflections in max and max+celshading (May be tweaked and optimized in future update)
- Added handeld items casting light ~ from Chocapics WIP9. Can be activated in composite.fsh
- Darker nights added
- Optimized even a little bit more
Vibrant Pre8.3
- fixed weird looking ice (reworked how I changed the water color)
- Specular mapping is kinda fixed - can look weird sometimes
Vibrant Pre8.2
- Godrays
- Handheld items like torches cast light (enable in composite.fsh)
- New water color WIP *Ice is a bit buggy
- Screen gets brighter while looking at the sun WIP
- Basic function for a better night added
- Fixed SSAO
There will be a few other bugs maybe, its a preview
Vibrant Pre7.1
- Fixed specular mapping
Vibrant Pre7
- Added basic lens flare
- Merged with chocapics rain flares
- Added specular mapping back (broken, fixed in 7.1)
- Reworked water shader again
- Ssao currently broken
Enhanced Default changelog:
Enhanced Default v1.09:
- Ported water ripples changes from vibrant shaders to enhanced default (doesn't include caustics)
- Improved water reflections and removed water reflections quality option.
- Improved transition between reflections and water.
- Added refractions and an ingame option to toggle them (off by default)
- Added an ingame option to adjust the waves amplitude of water.
- Added an ingame option to adjust the overall animation speed of waving entities.
- Added an ingame option to toggle grass shadows.
- Increased parallax mapping texture size option to 2048.
- Improved sun/moon angle option, it's now alot more adjustable.
- Reduced noise texture resolution due to the water changes, this might improve performance on Intel HD gpus / low end systems.
- Minor code cleanup / optimization.
- Removed beam shadows.
Enhanced Default v1.081:
- Reverted emissive lighting changes due to various issues.
Enhanced Default v1.08:
- Added support for MC 1.14.x (waving entities)
- White plane bug is fixed in Optifine 1.14.3 F1 thanks to Sp614x.
- Improved raytracing code for reflections, even fast reflections should be pretty accurate now. Let me know of any performance regressions!
- Ported vibrant shaders tonemap to enhanced default. It slightly alters colors / color balance. Disable by default.
- Added an ingame option to toggle tonemapping to the colors section.
- Added an ingame option to adjust gamma of tonemapping to the colors section.
- Fixed a bug that caused a composite error when celshading was enabled but reflections disabled.
- Fixed broken handheld maps while using parallax mapping (probably fixed alot more)
- Fixed flickering shadows at certain times, like tick 6000.
- Improved emissive lighting code, emissive lighting should now be rendered just like vanilla mc.
- Various code improvements, might cause a small performance/framerate increase!
Enhanced Default v1.071:
- Fixed various amd driver bugs, latest amd driver (19.2.3) should work again. Thanks to Tinyds for testing! (tested on a RX580)
Enhanced Default v1.07:
- Added ingame option Water texture to the reflections screen, allows you to turn off the water texture, so it will just be color.
- Added new ingame options screen Normal map, contains the changes below:
- Added support for parallax mapping
- Replaced option bumpmapping with RP support, toggles between off/bumpmapping/parallax
- Added ingame option RP Resolution, set it to your resourcepack resolution or higher to make pom smoother.
- Added ingame option POM Depth, adjust to your liking.
- Added ingame option POM Distance, adjust the distance at which parallax mapping renders.
- Fixed composite error when turning off reflections while keeping godrays enabled.
Enhanced Default v1.06:
- Added godrays, disabled by default
- Added option menu Sky, includes options for godrays, godrays intensity and godrays quality.
*Fast godrays cause a low performance hit while fancy godrays cause a high performance hit.
- Added debug option draw bumpmap normals.
- Fixed and improved Bumpmapping, it's now fully working.
- Fixed a bug with the horizon being visible underwater.
- Fixed an issue with the sky being reflective at certain times.
- Minor code optimizations and the sky bug being fixed results in another performance boost!
- Removed the [redone] tag, should be clear by now that this is the rewritten version.
Enhanced Default v1.052:
- Fixed tallgrass / doubleplants again, my previous fix broke in the latest optifine preview 6.
Enhanced default v1.051:
- Adjusted lighting to prevent blocks from being overblown by light, like sand.
- Added ingame option lighting strength to the shadows screen.
- Added bumpmapping support, WIP, causes some lighting issues.
- Fixed tallgrass / doubleplants from waving out of sync in 1.13+ (top and bottom half)
- Fixed underwater fog!
- Now works with 1.12.2 and below. 1.13+ requires optifine E3 pre4 or newer.
Enhanced Default v1.04:
- Added support for 1.13/1.13.1, use v1.031 for 1.12.2 and below.
- Minor code changes/updates
Currently broken: Underwater fog
Enhanced Default v1.031:
- Added ingame option Fog
Enhanced Default v1.03:
- More code cleanup and optimization, should increase performance by 10-15%
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
Enhanced Default v1.01
- Improved performance, I get about 15-20fps more compared to v1.0. Make sure to update your optifine version, otherwise you might not gain that much of a boost.
- Fixed fog under/in lava. You might have to update your optifine version for this to work.
- Added ingame option Reflections Quality. (fast|fancy, default: fast)
Enhanced [redone] v1.0
- Initial release of rewritten enhanced default, everything has been improved.
Basic shaders changelog:
v1.051:
- Fixed compiling issues that happend on certain Intel gpus and macs.
- Code cleanup.
- Colorboost can now be toggled ingame if using optifine. (in regular basic shaders)
- Sun and moon angle can now be toggled ingame if using optifine (switch between default and shader sun/moon angle, in regular basic shaders)
- Waving objects can now be toggled ingame if using optifine (in regular basic shaders)
- Added waving support for beetroots.
1.05
- Updated to support 1.8(.8) blocks and entities.
- Removed none needed code
- Replaced most code with newer one from my latest build
- Vines should glitch less into blocks
1.04
- Improved compatibility
1.03
- fixed a mistake with bloom
- added colors from vibrant to basic shaders
- fixed for Intelcards
- changed sun angle to the new one
- added new waving objects
1.02:
- fixed an error, which made everything black/dark
1.01:
- New crossprocess
- Thaumcraft 4 and Aether 2 Support
- Cleaner code
- Waving potatoes and carrots added
- fixed a mistake in the DoF basic.
Reporting Bugs or Problems:
Pick the shaderpack from the shaders list, after that goto .minecraft/logs and attach the latest.log in your post.
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 [].
Like my work and want to support me? Feel free todo so here:
You can find me here to be always up to date on whats going on:
My other projects:
Enhanced Warhammer Age of reckoning: Link Removed
Enhanced Elder scrolls online: Link Removed
Enhanced Skyrim Special Edition: Link Removed
Enhanced Monster Hunter World: Link Removed
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
Hi, thank you very much for creating these amazing shaders. I appreciate very much the fact that your shaders allow you to see with total clarity at night through adjustments in the configuration, which other shaders lack, thanks for this incredible work.
Your shaders (specifically those I am talking about are the Sildrus Vibrant Shaders) only present some inconveniences that I would like to know if it is possible to fix it in another update, these are the errors:
With the Weather Storms & Tornadoes mod it presents an error that changes the color of the rain and the tornadoes to an orange color and also makes its correct visibility a bit difficult. In addition to the particles of falling tree leaves they see transparent in some circumstances, such as looking at a falling tree leaf if you have a lake in front of where you are looking.
Another inconvenience of the mod is that it affects the floating HUDs of certain mods to show the life of the Mobs, such as the floating life indicators on the Mobs of one of the Toro Healt mods (I don't remember the exact name), in In summary, it affects all floating interfaces within the 3D stage of the game.
In addition, the mod affects the display of certain portals such as the mod themidnight, which from a certain angle is not observed and from another if, or sometimes the portal is semi-transparent and intermittent.
Another thing is that the mod affects the interface of the indicators of placing the objects on the anvil in the vanilla immersion mod, as well as coal when it is inside the oven which looks totally white.
Another serious problem that shaders present is the great incompatibility in-game interfaces such as the waypoints of journeymap, etc.
It is also super incompatible with the textures of the avaritia mod, making the character look almost totally transparent when wearing all the armor of this mod, lighting problems also occur with the sword and other items of the mod, affecting the character and even others mods like the wings mod
Another inconvenience is that I would like the mod not to interfere with the textures packs that add custom skies because sometimes these textures packs are not observed if you have the shaders activated even deactivating the minecraft default clouds.
And finally, I would like the shader to have better visibility under the water, both with the option of the Optifine mod of activated or deactivated crsitaline waters.
If all these problems were solved, the Sildrus Vibrant Shaders would be super amazing!
PD: I almost forgot, I also liked the sildrus enhanced defaul shaders because I noticed them very fluid and with a great performance, you could create a version that had integrated the realistic water of the vibrant shaders or that at least the water looks pretty good and that Doesn't affect the performance of these shaders? I don't like the appearance of minecraft water by default, it would only be that which would improve it, thanks
Mhhh, regarding the Twilight Forest, and perhaps the End dimension if someone really wanted to, could it be possible to use all shader effects except the ones responseable for skylight/sun and moonlight?
Mostly to get the waving grass and clean water shaded in the Twilight Forest.
hello, been using this shader for a while, i noticed it does this to these doors added by a mod, the top half isn't supposed to be black or shadowed(?); tried it with all versions and its the same
does anyone know the cause for this?
Hey Sildur, I’d like to make some feature requests/suggestions, if that's alright.
I think some of this has been mentioned/asked before, but I’d like to suggest it again.
I like playing with the Depth-of-Field effect on because, well, it adds a sense of depth. But a small issue crops up when mining. The tools’ animation goes in front of the crosshair which causes the focus to rapidly go in and out of focus as you mine. So, I was wondering if you could you add a sort of smoothing to the focus change. This also could just be an all-around nice effect. It would be nice if the speed or amount of smoothing could be adjusted in the shader options.
I also like to play with the Distance Blur on, as it makes for a nice distance fog substitute (which is not present on the Vibrant Shaders). But one downside of using the Distance Blur option is you lose the changing focus that the normal DoF affect has, and thus some of the sense of depth you get for things that are close. You still get the sense of far away things being far, but you lose the effect of close things being close, if that makes sense. So, I was wondering if you could also add an option for the Distance Blur affect to behave like the DoF effect, in that when you look at things close to you, the distance blur also moves closer to you.
Thirdly, I was wondering if it was easily possible to make the sky come into focus when you look at it when using the Distance Blur affect. Some texture/resource packs have some really nice skies, and it would just be nice to be able to see them occasionally when using the distance blur. Maybe the distance blur effect reduces in amount depending on how far up into the sky you’re looking, so as not to just jump from being out of focus to being in focus (probably easier said than done).
(Side Note: Discovered the amount of blur is affected by the render distance, or at least the "Blur view distance" is. When the render distance is on the higher end, the sky is very blurry.)
Lastly, I’d like to ask if you could add some quality variables or options for the DoF effect in the Enhanced Default Shader. Right now, the effect looks a bit more like a smear, which I understand is probably far less “expensive”. But, If a system has the performance, It might be nice to have some options that would allow you to choose the amount of “fragments” and/or how many arms/directions there are in the blur, thus the quality (if I’m understanding it right or if it’s even a thing).
TL;DR :
------------------------------
- A smooth transition between focus points for the DoF effect.
- A dynamic "blur view distance" option for Distance Blur.
- An ability for the sky to be in focus when looking at it using Distance Blur.
- A quality option for the DoF effect in Enhanced Default.
Thank you for your wonderful shaders and the time and effort you’ve put into them as well as your patience and support. I’ve been using your shaders for years (like 5+), and they have become standard shaders of mine. I very much appreciate it. They add quite a bit to the Minecraft experience. Thank you again.
Is there a way of editing files to change the transparency of fog? Since fancy fog doesn't work on AMD GPU's and the underwater/blindness fog blocks eyesight well, I was wondering if I could apply something similar to normal overworld fog to help hide the edge of world chunks.
- Added an ingame option to adjust the wave size of caustics and refractions.
- Adjusted caustics and refraction wave size, waves are a bit smaller now.
- Improved caustics rendering.
- Improved "iswet" detection for rain reflections.
- Fixed handheld transparency blocks being affected by caustics/refractions.
- Fixed various transparency effects being affected by caustics/refractions.
- Fixed land being affected by caustics while in/underwater. (somewhat fixed)
- Fixed player name tags being affected by caustics/refractions.
Hey, I posted a bug report on the Planet Minecraft forum post, but I'm not sure if you saw it there. Just to be sure, here's my comment from there:
It's not a crash or error message, so I didn't attach the .log.
am trying to use your shaders but everything is way too dark like its all ways night but i cant really see any blocks except the the sky and placeing a torch doesnt add light cant see the torch and this was take at day
Hi, thank you very much for creating these amazing shaders. I appreciate very much the fact that your shaders allow you to see with total clarity at night through adjustments in the configuration, which other shaders lack, thanks for this incredible work.
Your shaders (specifically those I am talking about are the Sildrus Vibrant Shaders) only present some inconveniences that I would like to know if it is possible to fix it in another update, these are the errors:
With the Weather Storms & Tornadoes mod it presents an error that changes the color of the rain and the tornadoes to an orange color and also makes its correct visibility a bit difficult. In addition to the particles of falling tree leaves they see transparent in some circumstances, such as looking at a falling tree leaf if you have a lake in front of where you are looking.
Another inconvenience of the mod is that it affects the floating HUDs of certain mods to show the life of the Mobs, such as the floating life indicators on the Mobs of one of the Toro Healt mods (I don't remember the exact name), in In summary, it affects all floating interfaces within the 3D stage of the game.
In addition, the mod affects the display of certain portals such as the mod themidnight, which from a certain angle is not observed and from another if, or sometimes the portal is semi-transparent and intermittent.
Another thing is that the mod affects the interface of the indicators of placing the objects on the anvil in the vanilla immersion mod, as well as coal when it is inside the oven which looks totally white.
Another inconvenience is that I would like the mod not to interfere with the textures packs that add custom skies because sometimes these textures packs are not observed if you have the shaders activated even deactivating the minecraft default clouds.
And finally, I would like the shader to have better visibility under the water, both with the option of the Optifine mod of activated or deactivated crsitaline waters.
If all these problems were solved, the Sildrus Vibrant Shaders would be super amazing!
PD: I almost forgot, I also liked the sildrus enhanced defaul shaders because I noticed them very fluid and with a great performance, you could create a version that had integrated the realistic water of the vibrant shaders or that at least the water looks pretty good and that Doesn't affect the performance of these shaders? I don't like the appearance of minecraft water by default, it would only be that which would improve it, thanks
I like this shaders. This is the best shader that I always use. Though from last week I can no longer see rain reflections on the floor.
Hello, I am having a problem with water when using Optifine and Sildur's Vibrant shaders. This versions are both 1.12.2. I googled but there are so many results not sure which one applies to me. Can anyone tell me a setting that may fix this? Thank you.I was not using the latest Sildur's Version. All better and looking wonderful. Sorry to bother.Hi,
I have just got your shaders installed on my PC Windows and I think they look amazing. I would like to make videos with your shaders on but I find that my shadow showing on the ground as I fly around is a bit off-putting. Is there any way to turn off just my shadow (asking a lot I know)?
Hope you can advise me and thanks in advance. PIXIE TWO
I've got a question regarding mod compatibility. By default the End Dimension doesn't use the shaders as far as I know. With a mod that adds a new dimension, the Twilight Forest, there are some issues with the shaders. Most noteably, it seems the shader picks a random time of the day and projects the according light (most often it appears as if the non existing 'sun' is low). A long while back ago if I recall correctly I got an answer to a solution for this issue: by creating an (empty?) folder for the dimension's id. For the Twilight Forest that is world7.
My question is, could it be possible to make the shaders work in the Twilight Forest, and 'tricking' it into continuely thinking it is the overworld during midnight (time 18000)? The moon itself shouldn't have to render, but maybe the Twilight Forest sky could project as the overworld's midnight sky.
Hey Sildur, I'm not sure if this is a glitch with your vibrant shaders, or an Optifine issue. I tried replicating this with other shaders in the video and didn't notice any issues (including with enhanced default), only in your vibrant shader.
In Minecraft 1.14.4 and the latest Optifine 1.14.4 preview (HD_U_F4_pre5), when looking at water through stained glass, your water isn't loaded -- no reflection/blue color/animation, it just looks like there isn't anything there. When you look at water through normal glass, it looks like your water should look, with the vivid blue reflections.
You can see what I mean in the attached screenshot. to the left is how the water should look, through the normal glass, and to the right is how the water looks through stained glass.
Here's a video that is easier to demonstrate. I start with your shader, then tested some different ones in the video to see if it was still an issue.
I'm not the creator of these shaders, but I do have an easy solution for you! If you give yourself the "invisibility" effect, your shadow should disappear too. Make sure you're not wearing any armor/elytra and that your hands are empty.
Hi Nixel1324,
Thanks so much for this solution, it works a treat.
I have also found another solution which will work without showing the bubbles:
Type in the following:
/effect give (your user name) @s minecraft:invisibility 9999 255 true
I found this works a treat but I am grateful that you joined in to help me.
Awesome, hope it stays fixed with those new drivers.
Nope, not much you can do about it.
Known issue, should be fixed in the next update.
Shouldn't look like that, make sure optifine and gpu drivers are up to date.
Well mod support is very difficult, as you mentioned you should use enhanced default if you're running mods. Not sure about another water update for it tho.
Hm, not really, unless you use the ingame mc command to stop day and night cycle.
Known issue, rendering transparency through transparency isn't fully supported in vibrant shaders, it's also very tricky to pull of without tanking performance to much.
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Hi, thank you very much for creating these amazing shaders. I appreciate very much the fact that your shaders allow you to see with total clarity at night through adjustments in the configuration, which other shaders lack, thanks for this incredible work.
Your shaders (specifically those I am talking about are the Sildrus Vibrant Shaders) only present some inconveniences that I would like to know if it is possible to fix it in another update, these are the errors:
With the Weather Storms & Tornadoes mod it presents an error that changes the color of the rain and the tornadoes to an orange color and also makes its correct visibility a bit difficult. In addition to the particles of falling tree leaves they see transparent in some circumstances, such as looking at a falling tree leaf if you have a lake in front of where you are looking.
Another inconvenience of the mod is that it affects the floating HUDs of certain mods to show the life of the Mobs, such as the floating life indicators on the Mobs of one of the Toro Healt mods (I don't remember the exact name), in In summary, it affects all floating interfaces within the 3D stage of the game.
In addition, the mod affects the display of certain portals such as the mod themidnight, which from a certain angle is not observed and from another if, or sometimes the portal is semi-transparent and intermittent.
Another thing is that the mod affects the interface of the indicators of placing the objects on the anvil in the vanilla immersion mod, as well as coal when it is inside the oven which looks totally white.
Another serious problem that shaders present is the great incompatibility in-game interfaces such as the waypoints of journeymap, etc.
It is also super incompatible with the textures of the avaritia mod, making the character look almost totally transparent when wearing all the armor of this mod, lighting problems also occur with the sword and other items of the mod, affecting the character and even others mods like the wings mod
Another inconvenience is that I would like the mod not to interfere with the textures packs that add custom skies because sometimes these textures packs are not observed if you have the shaders activated even deactivating the minecraft default clouds.
And finally, I would like the shader to have better visibility under the water, both with the option of the Optifine mod of activated or deactivated crsitaline waters.
If all these problems were solved, the Sildrus Vibrant Shaders would be super amazing!
PD: I almost forgot, I also liked the sildrus enhanced defaul shaders because I noticed them very fluid and with a great performance, you could create a version that had integrated the realistic water of the vibrant shaders or that at least the water looks pretty good and that Doesn't affect the performance of these shaders? I don't like the appearance of minecraft water by default, it would only be that which would improve it, thanks
Glad to see, that you are keep on working on your shader, sildur
Beste Grüße
greetings
Zeeeeeek
Mhhh, regarding the Twilight Forest, and perhaps the End dimension if someone really wanted to, could it be possible to use all shader effects except the ones responseable for skylight/sun and moonlight?
Mostly to get the waving grass and clean water shaded in the Twilight Forest.
hello, been using this shader for a while, i noticed it does this to these doors added by a mod, the top half isn't supposed to be black or shadowed(?); tried it with all versions and its the same
does anyone know the cause for this?
Hey Sildur, I’d like to make some feature requests/suggestions, if that's alright.
I think some of this has been mentioned/asked before, but I’d like to suggest it again.
I like playing with the Depth-of-Field effect on because, well, it adds a sense of depth. But a small issue crops up when mining. The tools’ animation goes in front of the crosshair which causes the focus to rapidly go in and out of focus as you mine. So, I was wondering if you could you add a sort of smoothing to the focus change. This also could just be an all-around nice effect. It would be nice if the speed or amount of smoothing could be adjusted in the shader options.
I also like to play with the Distance Blur on, as it makes for a nice distance fog substitute (which is not present on the Vibrant Shaders). But one downside of using the Distance Blur option is you lose the changing focus that the normal DoF affect has, and thus some of the sense of depth you get for things that are close. You still get the sense of far away things being far, but you lose the effect of close things being close, if that makes sense. So, I was wondering if you could also add an option for the Distance Blur affect to behave like the DoF effect, in that when you look at things close to you, the distance blur also moves closer to you.
Thirdly, I was wondering if it was easily possible to make the sky come into focus when you look at it when using the Distance Blur affect. Some texture/resource packs have some really nice skies, and it would just be nice to be able to see them occasionally when using the distance blur. Maybe the distance blur effect reduces in amount depending on how far up into the sky you’re looking, so as not to just jump from being out of focus to being in focus (probably easier said than done).
(Side Note: Discovered the amount of blur is affected by the render distance, or at least the "Blur view distance" is. When the render distance is on the higher end, the sky is very blurry.)
Lastly, I’d like to ask if you could add some quality variables or options for the DoF effect in the Enhanced Default Shader. Right now, the effect looks a bit more like a smear, which I understand is probably far less “expensive”. But, If a system has the performance, It might be nice to have some options that would allow you to choose the amount of “fragments” and/or how many arms/directions there are in the blur, thus the quality (if I’m understanding it right or if it’s even a thing).
TL;DR :
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- A smooth transition between focus points for the DoF effect.
- A dynamic "blur view distance" option for Distance Blur.
- An ability for the sky to be in focus when looking at it using Distance Blur.
- A quality option for the DoF effect in Enhanced Default.
Thank you for your wonderful shaders and the time and effort you’ve put into them as well as your patience and support. I’ve been using your shaders for years (like 5+), and they have become standard shaders of mine. I very much appreciate it. They add quite a bit to the Minecraft experience. Thank you again.
Stop to Ponder every once in a while.
Hey these are my fav shaders.
Is there a way of editing files to change the transparency of fog? Since fancy fog doesn't work on AMD GPU's and the underwater/blindness fog blocks eyesight well, I was wondering if I could apply something similar to normal overworld fog to help hide the edge of world chunks.
Vibrant shaders v1.24 released!
Changelog:
Downloads:
https://sildurs-shaders.github.io/downloads/
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when the leaves waving on the floor the blocks behind them disapper, you know how fix that?
Set leaves to fancy in video settings.
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