I'm having an issue where water behind glass is very opaque. Is this supposed to happen? Is it a bug? Can I fix it somehow?
Using the latest version of enhanced default.a
This is a shadersmod issue with rendering transparency, the side that faces away from while switching shaders will alway be kinda broken. I told Sp614x about it awhile ago. (This also happens if you select internal)
I'm not sure why vibrant shaders is completly black for you. If you run any mods try it with just optifine. As for those strips, that's caused by shadows. Increasing the shadow resolution should help with that.
I figured it out today. I noticed that I have turned off some settings in the "Details" section previously, like sky, fog, sun and some others.
Just did a video settings reset, and now everything is working fine. The strange strips is also gone.
Hi everyone, lately I have run into a bug with the fonts of the signs using the "Sildurs Enhanced Default v1.071" version. Fonts appear distorted.
Trying for a while between the settings I found that the active "Normal Maps" are the problem (even without an active resource pack this bug remains).
While using the "Sildurs Vibrant Shaders v1.20 Extreme-VL" (as per Screenshot) the bug does not occur (even changing the RP resolution).
So the question is:
Is there a solution for this problem? I tried changing the normal map settings but it doesn't work. Could it be the RP that has incorrect normal maps on the signs? The bug only appears on them.
Thanks in advance
ATTACHMENTS
Bugged Text SH V1.071
Bug Text Normal Mapping on
Bug Text Normal Mapping off
Bug Text NM ON Size 64 "Sildurs Vibrant Shaders v1.20 Extreme-VL"
Hi everyone, lately I have run into a bug with the fonts of the signs using the "Sildurs Enhanced Default v1.071" version. Fonts appear distorted.
Trying for a while between the settings I found that the active "Normal Maps" are the problem (even without an active resource pack this bug remains).
While using the "Sildurs Vibrant Shaders v1.20 Extreme-VL" (as per Screenshot) the bug does not occur (even changing the RP resolution).
So the question is:
Is there a solution for this problem? I tried changing the normal map settings but it doesn't work. Could it be the RP that has incorrect normal maps on the signs? The bug only appears on them.
Thanks in advance
Not sure why this happens in enhanced default, it's the same code as in vibrant shaders. Although I use a check to only apply it to blocks in enhanced default, maybe font is being affected by this aswell.
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Hello. Big fan of the Enhanced Default shader. It's the best playable shader for large modpacks out there, all things considered. I have a suggestion if the devs are still updating this one and are interested in ideas. I like the cel shader option on a 4k display, but mostly close-up. It goes great with connected textures.
In the distance, it feels a little off with the clear lines in the fog. It can also overpower blocks in the distance once they get too busy, especially the sides of hills and mountains. Would you consider adding an option to choose a distance limit? Is that even feasible?
The sky works in enhanced default because it's using the default mc sky and it's overall rendering system is rather basic and well, based on default mc. Most shaders use more advanced stuff and create their own sky, so mod support for different sky color per biome would have to be done in the shader itself.
I don't visit this place as often so this is the first time I am seeing this comment. My question is what input does the Shader (Vibrant) take to know what color of sky to use? Is this hard-coded based on vanilla values or does it get a color somewhere. My mod is used on a cubic chunks server so that the owner can set the sky color to be different up in space or below -0. I would like to be able to use it with Vibrant Shaders if possible.
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I am the current maintainer of the Forge Essentials mod for Minecraft and long time gamer!
Hello. Big fan of the Enhanced Default shader. It's the best playable shader for large modpacks out there, all things considered. I have a suggestion if the devs are still updating this one and are interested in ideas. I like the cel shader option on a 4k display, but mostly close-up. It goes great with connected textures.
In the distance, it feels a little off with the clear lines in the fog. It can also overpower blocks in the distance once they get too busy, especially the sides of hills and mountains. Would you consider adding an option to choose a distance limit? Is that even feasible?
Either way, thanks!
Enhanced default is still being updated yeah. Also cel shading has some issues, it's on the todo list.
I don't visit this place as often so this is the first time I am seeing this comment. My question is what input does the Shader (Vibrant) take to know what color of sky to use? Is this hard-coded based on vanilla values or does it get a color somewhere. My mod is used on a cubic chunks server so that the owner can set the sky color to be different up in space or below -0. I would like to be able to use it with Vibrant Shaders if possible.
Sky rendering is not based on vanilla in vibrant shaders, it's all custom code with some hardcoded values. I think you have to use enhanced default instead.
Sky rendering is not based on vanilla in vibrant shaders, it's all custom code with some hardcoded values. I think you have to use enhanced default instead.
Why can't it grab an input color instead of hard coding that input? I know my mod is not the only mod that changes sky color. Mystcraft has changed the sky color in dimensions for ages.
Why can't it grab an input color instead of hard coding that input? I know my mod is not the only mod that changes sky color. Mystcraft has changed the sky color in dimensions for ages.
It's not that much like hardcoding, it's more like overwriting/replacing the vanilla sky with my own one. If you remove my code your sky will be black, because vanilla sky isn't rendered at all in vibrant shaders.
Would be cool to have an option to enable default sky instead, for people that want it... im not talking about the night sky, but the vanilla skybox, that way maybe resource packs custom sky would work.
What I am talking about is the ability to take the input color (that is used to create the sky in vibrant) and modify it. I really like the vibrant sky but I want the ability to choose what input color it uses to generate the sky.
If that is not possible, at least having the sky brightness not be full bright below -0 would be fine as normally, vibrant causes the effect of godrays shining deep underground in a completely enclosed area.
Hello! Is there any way to disable the underwater screen ripple effect in the vibrant shaders? I use Vivecraft and the effect doeesn't really work well in VR.
Would be cool to have an option to enable default sky instead, for people that want it... im not talking about the night sky, but the vanilla skybox, that way maybe resource packs custom sky would work.
That's planned for the rewrite, it requires the sky to be rendered in gbuffers_skybasic, which is used render the vanilla skybox.
What I am talking about is the ability to take the input color (that is used to create the sky in vibrant) and modify it. I really like the vibrant sky but I want the ability to choose what input color it uses to generate the sky.
If that is not possible, at least having the sky brightness not be full bright below -0 would be fine as normally, vibrant causes the effect of godrays shining deep underground in a completely enclosed area.
Most values for sky are found in various composite.vsh files also in gbuffers_textured.vsh, gbuffers_block.vsh, gbuffers_water.vsh.
Hello! Is there any way to disable the underwater screen ripple effect in the vibrant shaders? I use Vivecraft and the effect doeesn't really work well in VR.
Was it raining? I guess what you're looking for is the rain ripples, which can be disabled in the ingame shader options.
Thank you for all the work you are putting into these shaders. The game looks awesome with them.
I seem to be having an issue with FTB quest screens. When running any shader pack the blocks go almost fully dark unless I walk up to them with a torch in hand. Meaning anything displayed on the task screen is very hard to see. I'm thinking since it is a newer mod it may not have shader support? Is there anything I can do to fix or will it require waiting for that specify mod to have shader support.
Hello and thanks first of all for this amazing shader. Sadly I can't use it to its full extent and I don't know why.
Every time I run the Vibrant Extreme Shader with either 8GB or 4GB of RAM allocated via the JVM argument in the launcher, the game crashes after a few minutes. The same is happening when running the Vibrant High shader with 8GB of Ram but if I use only 4GB and the High shader it works.
My system is an Asus Zephyrus M Laptop with an i7 8750 6 core CPU, GTX 1070 and 16GB DDR4 2666mhz. Java 8u202 64bit is installed but the issue occurs when using this version as well as the version Minecraft comes with. The laptop is in graphics mode so the Intel HD graphics are shut down and Minecraft uses the GTX 1070. Performance while using the shader is fine, 100-140 FPS at 1080p/16 chunks, until it crashes under the environment described above.
Here is the first paragraph of the crash report, I've linked the full reports down below.
A fatal error has been detected by the Java Runtime Environment:
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000007d5f652, pid=7612, tid=0x00000000000030a8
JRE version: Java(TM) SE Runtime Environment (8.0_201-b09) (build 1.8.0_201-b09)
Java VM: Java HotSpot(TM) 64-Bit Server VM (25.201-b09 mixed mode windows-amd64 compressed oops)
Problematic frame:
C 0x0000000007d5f652
Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
Or:
A fatal error has been detected by the Java Runtime Environment:
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000085b0daa7, pid=5672, tid=13036
JRE version: Java(TM) SE Runtime Environment (8.0_51-b16) (build 1.8.0_51-b16)
Java VM: Java HotSpot(TM) 64-Bit Server VM (25.51-b03 mixed mode windows-amd64 compressed oops)
Problematic frame:
C 0x0000000085b0daa7
Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
Thank you for the wonderful shaders! I got this pack a few days ago and on the small multiplayer server I'm in, several of my chests will glow brightly if I look at them a certain way. Some will only glow at very specific angles, while one in particular will glow most of the time. Other people using this pack on the server see it too, and no amount of setting changes, driver updates, or reinstalling things has fixed it. I really love how the game looks with your shader pack and don't want to turn it off, but the glowing chests are driving me nuts.
This is a shadersmod issue with rendering transparency, the side that faces away from while switching shaders will alway be kinda broken. I told Sp614x about it awhile ago. (This also happens if you select internal)
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I figured it out today. I noticed that I have turned off some settings in the "Details" section previously, like sky, fog, sun and some others.
Just did a video settings reset, and now everything is working fine. The strange strips is also gone.
Again, thanks for the shaders!
Disabling waving water in the ingame shader options should help with that.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Hi everyone, lately I have run into a bug with the fonts of the signs using the "Sildurs Enhanced Default v1.071" version. Fonts appear distorted.
Trying for a while between the settings I found that the active "Normal Maps" are the problem (even without an active resource pack this bug remains).
While using the "Sildurs Vibrant Shaders v1.20 Extreme-VL" (as per Screenshot) the bug does not occur (even changing the RP resolution).
So the question is:
Is there a solution for this problem? I tried changing the normal map settings but it doesn't work. Could it be the RP that has incorrect normal maps on the signs? The bug only appears on them.
Thanks in advance
Not sure why this happens in enhanced default, it's the same code as in vibrant shaders. Although I use a check to only apply it to blocks in enhanced default, maybe font is being affected by this aswell.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Playing in survival I also noticed these other problems always only with the 1.071 version.
At this point I think it's a problem of the "RP".
Hello. Big fan of the Enhanced Default shader. It's the best playable shader for large modpacks out there, all things considered. I have a suggestion if the devs are still updating this one and are interested in ideas. I like the cel shader option on a 4k display, but mostly close-up. It goes great with connected textures.
In the distance, it feels a little off with the clear lines in the fog. It can also overpower blocks in the distance once they get too busy, especially the sides of hills and mountains. Would you consider adding an option to choose a distance limit? Is that even feasible?
Either way, thanks!
I don't visit this place as often so this is the first time I am seeing this comment. My question is what input does the Shader (Vibrant) take to know what color of sky to use? Is this hard-coded based on vanilla values or does it get a color somewhere. My mod is used on a cubic chunks server so that the owner can set the sky color to be different up in space or below -0. I would like to be able to use it with Vibrant Shaders if possible.
I am the current maintainer of the Forge Essentials mod for Minecraft and long time gamer!
Enhanced default is still being updated yeah. Also cel shading has some issues, it's on the todo list.
Sky rendering is not based on vanilla in vibrant shaders, it's all custom code with some hardcoded values. I think you have to use enhanced default instead.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Why can't it grab an input color instead of hard coding that input? I know my mod is not the only mod that changes sky color. Mystcraft has changed the sky color in dimensions for ages.
I am the current maintainer of the Forge Essentials mod for Minecraft and long time gamer!
It's not that much like hardcoding, it's more like overwriting/replacing the vanilla sky with my own one. If you remove my code your sky will be black, because vanilla sky isn't rendered at all in vibrant shaders.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Would be cool to have an option to enable default sky instead, for people that want it... im not talking about the night sky, but the vanilla skybox, that way maybe resource packs custom sky would work.
What I am talking about is the ability to take the input color (that is used to create the sky in vibrant) and modify it. I really like the vibrant sky but I want the ability to choose what input color it uses to generate the sky.
If that is not possible, at least having the sky brightness not be full bright below -0 would be fine as normally, vibrant causes the effect of godrays shining deep underground in a completely enclosed area.
I am the current maintainer of the Forge Essentials mod for Minecraft and long time gamer!
Hello! Is there any way to disable the underwater screen ripple effect in the vibrant shaders? I use Vivecraft and the effect doeesn't really work well in VR.
That's planned for the rewrite, it requires the sky to be rendered in gbuffers_skybasic, which is used render the vanilla skybox.
Most values for sky are found in various composite.vsh files also in gbuffers_textured.vsh, gbuffers_block.vsh, gbuffers_water.vsh.
Was it raining? I guess what you're looking for is the rain ripples, which can be disabled in the ingame shader options.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Ah no, it's the effect that makes your vision wavy when you're underwater, I haven't found an option for it anywhere.
Thank you for all the work you are putting into these shaders. The game looks awesome with them.
I seem to be having an issue with FTB quest screens. When running any shader pack the blocks go almost fully dark unless I walk up to them with a torch in hand. Meaning anything displayed on the task screen is very hard to see. I'm thinking since it is a newer mod it may not have shader support? Is there anything I can do to fix or will it require waiting for that specify mod to have shader support.
Thanks again for your work Sildur!
Hello and thanks first of all for this amazing shader. Sadly I can't use it to its full extent and I don't know why.
Every time I run the Vibrant Extreme Shader with either 8GB or 4GB of RAM allocated via the JVM argument in the launcher, the game crashes after a few minutes. The same is happening when running the Vibrant High shader with 8GB of Ram but if I use only 4GB and the High shader it works.
My system is an Asus Zephyrus M Laptop with an i7 8750 6 core CPU, GTX 1070 and 16GB DDR4 2666mhz. Java 8u202 64bit is installed but the issue occurs when using this version as well as the version Minecraft comes with. The laptop is in graphics mode so the Intel HD graphics are shut down and Minecraft uses the GTX 1070. Performance while using the shader is fine, 100-140 FPS at 1080p/16 chunks, until it crashes under the environment described above.
Here is the first paragraph of the crash report, I've linked the full reports down below.
Or:
https://pastebin.com/yjb6k6n6
https://pastebin.com/PRUkGn2k
I hope someone could help me with fixing this. Thanks in advance.
Thank you for the wonderful shaders! I got this pack a few days ago and on the small multiplayer server I'm in, several of my chests will glow brightly if I look at them a certain way. Some will only glow at very specific angles, while one in particular will glow most of the time. Other people using this pack on the server see it too, and no amount of setting changes, driver updates, or reinstalling things has fixed it. I really love how the game looks with your shader pack and don't want to turn it off, but the glowing chests are driving me nuts.