Hey Sildur
Your shaders are very beautiful but it happens that my minecraft crashes after I played with them once and sadly I'm not an IT-expert to solve them by myself but I tried everything I could (updating drives, etc.) so I hope you can help me.
I have win10 64x,
Nvidia gtx 980,
32gb ram,
intel i7-6700k
Here's my log output:
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 28.01.20 22:47
Description: Initializing game
java.lang.ExceptionInInitializerError
at shadersmod.uniform.ShaderParameterBool.(ShaderParameterBool.java:43)
at shadersmod.uniform.ShaderParameterBool.(ShaderParameterBool.java:18)
at shadersmod.uniform.ShaderExpressionResolver.registerExpressions(ShaderExpressionResolver.java:52)
at shadersmod.uniform.ShaderExpressionResolver.(ShaderExpressionResolver.java:29)
at shadersmod.client.ShaderPackParser.parseCustomUniform(ShaderPackParser.java:805)
at shadersmod.client.ShaderPackParser.parseCustomUniforms(ShaderPackParser.java:769)
at shadersmod.client.Shaders.loadShaderPackProperties(Shaders.java:1077)
at shadersmod.client.Shaders.loadShaderPack(Shaders.java:963)
at shadersmod.client.Shaders.loadConfig(Shaders.java:705)
at shadersmod.client.Shaders.startup(Shaders.java:1900)
at Config.initDisplay(Config.java:216)
at net.minecraft.client.renderer.OpenGlHelper.func_77474_a(OpenGlHelper.java:82)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:455)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NullPointerException
at cpw.mods.fml.common.Loader.isModLoaded(Loader.java:619)
at lain.mods.skinport.SkinPort.RenderManager_postRenderManagerInit(SkinPort.java:162)
at lain.mods.skinport.asm.Hooks.RenderManager_postRenderManagerInit(Hooks.java:48)
at net.minecraft.client.renderer.entity.RenderManager.(RenderManager.java:192)
at net.minecraft.client.renderer.entity.RenderManager.(RenderManager.java:101)
... 21 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at shadersmod.uniform.ShaderParameterBool.(ShaderParameterBool.java:43)
at shadersmod.uniform.ShaderParameterBool.(ShaderParameterBool.java:18)
at shadersmod.uniform.ShaderExpressionResolver.registerExpressions(ShaderExpressionResolver.java:52)
at shadersmod.uniform.ShaderExpressionResolver.(ShaderExpressionResolver.java:29)
at shadersmod.client.ShaderPackParser.parseCustomUniform(ShaderPackParser.java:805)
at shadersmod.client.ShaderPackParser.parseCustomUniforms(ShaderPackParser.java:769)
at shadersmod.client.Shaders.loadShaderPackProperties(Shaders.java:1077)
at shadersmod.client.Shaders.loadShaderPack(Shaders.java:963)
at shadersmod.client.Shaders.loadConfig(Shaders.java:705)
at shadersmod.client.Shaders.startup(Shaders.java:1900)
at Config.initDisplay(Config.java:216)
at net.minecraft.client.renderer.OpenGlHelper.func_77474_a(OpenGlHelper.java:82)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:455)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 279426648 bytes (266 MB) / 536870912 bytes (512 MB) up to 17179869184 bytes (16384 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx16G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML:
Launched Version: 1.7.10-Forge10.13.4.1614-1.7.10
LWJGL: 2.9.1
OpenGL: GeForce GTX 980/PCIe/SSE2 GL version 4.6.0 NVIDIA 436.48, NVIDIA Corporation
GL Caps:
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [melonpackAlt_vor 13.10.2019.zip, Flows HD by Caveira Craft.zip, Sphax128x_Harvestcraft_1.7.10a.zip] Current Language: ~~ERROR~~ NullPointerException: null
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Sildur if there is a small chance that you are reading this (if you still read these) can you please fix two bugs on Sildur’s Basic Shaders v1.051 Motion Blur. When I hit a player they do NOT flash red and the block overlay (outline) is torn/not rendered correctly. When I use Sildur's Basic Shaders v1.051 (no motion blur) these glitches don't exist. You can DM me on discord if you want: Matthew_TNT#6213
My PC specs:
NVIDIA Geforce RTX 2060 super
Core i7 9700k
16gb Ram
Opperating Syestem:
Windows 10 home
Important information:
-I am using Badlion Client (change of client doesn't make a difference to these bugs, I checked)
-I am not using block overlay mod (doesn't change block outline and continues to be bugged)
-I am using version 1.8.9
If my attachment isn't clear this image shows the same type of block outline problem https://prnt.sc/pgnoa4
Please can you fix these 2 minor, but annoying bugs. Thank you for all of the amazing shaders that you have made for us, the community to use. Thank you for your troubles.
Basic shaders are no longer supported, they were replaced by enhanced default which is fully customizable.
1) I noticed that this has been a bug in your vibrant shader packs for a while now - when logging off in the Nether, when logging back in, all entities and other random items like edges of objects and portal blocks are completely black. Interestingly this only happens when you fully quit the game. If I go to the main menu then come back, entities are fine and not pitch black.
I asked about this issue on the Optifine Discord and other people seem to have the issue. I also noticed that this doesn't happen with other shaders, including your Enhanced Default shader. If it helps, I noticed that clicking on another shader profile (like from lite to medium to extreme) doesn't fix the issue, even with identical settings.
2) I was able to figure out how to turn off raindrops, but I can't seem to find a setting to not have the distorted lens when underwater. I'm not referring to the fog but the actual lens distorting like waves of water are in my eyes. It's an interesting effect, but I've been playing a lot of Vivecraft lately and it makes anyone who goes underwater instantly nauseous. Is there a setting that I'm missing to be able to turn it off, or if not could I make that a feature request?
3) I know that the snapshot just came out yesterday, but I'm wondering if you'd consider adding blue fog to areas in the new nether that have blue fog in vanilla whenever that time comes. It's a really neat looking effect!
1) Optifine bug, it's on the todo list of Sp614x
2) Check the settings again there are various settings for water waves, refractions and raindrops.
3)I will look into that once OF is ready for 1.16.
I am having trouble installing the Sildur's Vibrant shaders v1.262 Medium. I am using Minecraft Java 1.15.2 and using the lastest OptiFine 1.15.2 HD U G1 pre2. I have updated my GPU driver. I am using the latest NVIDIA GeForce 442.19 driver for my GTX 1060. I followed the instructions to open Minecraft, use the OptiFine profile, go inside video settings, inside of shaders folder, I have put your shader pack.zip inside and I can select it in the game but nothing happens. Nothing happens at all. I've seen 4 videos where people do the same as I and their game is instantly loading up their shader pack. I don't understand what I've done differently. I think maybe I have to restart Minecraft? So I save and exit, reload Minecraft, check video settings and I am still selected on the shader pack but nothing has happened. I even tried going back and using the previous version of OptiFine pre1. I have been at this for 2 hours and have run out of ideas.
If you could please help me understand what I'm doing wrong. Thank you so much.
I am having trouble installing the Sildur's Vibrant shaders v1.262 Medium. I am using Minecraft Java 1.15.2 and using the lastest OptiFine 1.15.2 HD U G1 pre2. I have updated my GPU driver. I am using the latest NVIDIA GeForce 442.19 driver for my GTX 1060. I followed the instructions to open Minecraft, use the OptiFine profile, go inside video settings, inside of shaders folder, I have put your shader pack.zip inside and I can select it in the game but nothing happens. Nothing happens at all. I've seen 4 videos where people do the same as I and their game is instantly loading up their shader pack. I don't understand what I've done differently. I think maybe I have to restart Minecraft? So I save and exit, reload Minecraft, check video settings and I am still selected on the shader pack but nothing has happened. I even tried going back and using the previous version of OptiFine pre1. I have been at this for 2 hours and have run out of ideas.
If you could please help me understand what I'm doing wrong. Thank you so much.
Current optifine preview does not support shaders.
Wow you reply fast! Thank you. Ok so basically I cannot use shaders until OptiFine release a supported 1.15.2 version? I will have to patiently wait then
I love your shaderpacks, they combine good and warm visuals while being very customizable, thank you for your hard work
I have one question/favor to ask. Can you please make an option in the Enhanced Default shaderpack to turn the custom water texture on? If not, is there any way for me to do it myself?
I have changed to 'enhanced default' from 'basic motion blur' and it solved the red hit effect however it didn't change the block outline problem. Could you maybe suggest a fix?
My PC specs:
NVIDIA Geforce RTX 2060 super
Core i7 9700k
16gb Ram
Opperating Syestem:
Windows 10 home
Important information:
-I am using Badlion Client (change of client doesn't make a difference to these bugs, I checked)
-I am not using block overlay mod (doesn't change block outline and continues to be bugged)
I love your shaderpacks, they combine good and warm visuals while being very customizable, thank you for your hard work
I have one question/favor to ask. Can you please make an option in the Enhanced Default shaderpack to turn the custom water texture on? If not, is there any way for me to do it myself?
Again, thank you for everything you've done.
Enhanced default supports the default/resourcepack texture, there's some experimental stuff with different water colors, that might be included in the next update.
I have changed to 'enhanced default' from 'basic motion blur' and it solved the red hit effect however it didn't change the block outline problem. Could you maybe suggest a fix?
My PC specs:
NVIDIA Geforce RTX 2060 super
Core i7 9700k
16gb Ram
Opperating Syestem:
Windows 10 home
Important information:
-I am using Badlion Client (change of client doesn't make a difference to these bugs, I checked)
-I am not using block overlay mod (doesn't change block outline and continues to be bugged)
-I am using version 1.8.9
Hm, I don't think there's much that can be done about this, sorry.
Vibrant shaders v1.27 is out now, with support for 1.15.2!
Changelog:
Vibrant shaders v1.27:
- Support for MC 1.15+
- Added support for reflective honeyblocks. (just like slimeblocks)
- Added Raytraced shadows and and option to toggle it. (requires shadows to be enabled)
- Added End dimension shaders!
- Moved option "Water texture" to the colors -> water section.
- Added option "watertexture blend factor" to the colors -> water section, you can now adjust the default water texture strength.
- Reworked nether shaders based on end shaders, now supporting reflections etc.
- Nether brightness now scales with minecrafts default brightness slider in video settings.
- End brightness now scales with minecrafts default brightness slider in video settings.
- Added ingame option Far shadowplane quality (basicly shadowmap quality)
- Added ingame option Near shadowplane quality, should be adjusted if far shadowplane causes shadow glitches.
- Fixed various shadow rendering issues, like weird dots following the player at certain times.
- Fixed and updated enderman eyes, they glow purple now.
- Fixed weird screen mirroring issues. (like a reflection of a torch infront of your face/camera)
- Fixed/Improved parallax mapping, thanks to fayer3 on shaderslab discord.
Known issues:
- Shaders might not load correctly if loaded in a dimension, it's an optifine bug. Swapping dimensions should make it load correctly.
- Far away endereyes might flicker a bit, caused by TAA.
Credits to Chocapic13, raytraced shadows is based of his implementation.
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1293898-1-14-chocapic13s-shaders
I am facing a bit of an issue with adding modded waving leaves and flowers from Buzzier Bees, Swamp Expansion and Quark. When I launch the game, I have to reload the shaders in order for them to start waving. Not that big of a problem of course, just decided to report it in case it's fixable.
I am using Minecraft 1.15.2 with version 1.27 of the shaders and latest OptiFine preview. I had the same issue in Minecraft 1.12.2 with the Streams mod. Here's my block.properties file in case I did something wrong.
I am getting 45 fps on average now as opposed to 70+ with shaders in minecraft 1.14.4. Changing from extreme to light shaders has no effect on FPS. My GPU is only being 40% utilized and CPU is at 10%. With minecraft 1.14.4. my GPU was being fully utilized. I have allocated 8GB of ram.
Minecraft 1.15.2-optifine_HD_U_G1_pre10 (latest)
Sildurs Vibrant Shaders v1.27 (latest)
Nvdia geforce driver version 445.75 (latest)
Java version 8 update 241 (latest)
AMD Ryzen 7 3700X
GTX 1060 MSI Gaming X 6G Edition
HyperX FURY Black 32GB (2 x 16 GB) DDR4 3200 MHz
I cannot get your shader pack to come up at all. I downloaded the Optifine 1.15.2 and installed it, launched the installation and under shaders i opened the folder and placed your shader folder. Sildur's Vibrant shaders v1.27 Extreme Is the download i used and i placed that folder there. All i see is: OFF and INTERNAL that's it.
Are there any other download sources that do not go through Adfoc.us. I can't get past their ad page to the download no matter which browser, disabling all adblockers, turning off virus scans, checking firewalls etc. The links simply don't work. I feel like I've literally left my computer on a street corner for anyone to play with in terms of disabling every ounce of security and it still won't go there. Can you please use some other source to download these that isn't so sketchy.
While experimenting with a few different shaderpacks to see which ones I liked and which ones performed at an average frame-rate of 60fps or better (none of the ones I tried did that consistently at all times, but it was close enough with them all in the 40's and 50's range), I noticed something about Chocapic13's shader that I really liked, and it jumped out at me almost by accident (though when I saw it the effect was so disorienting it hit me like a sack of bricks). That effect was labeled "auto-exposure," and it showed up under the camera tab of the shader options. This effect basically changed the ambient lighting and bloom whenever I went between light and dark areas, with an adjustable period of transition, and adjustable intensity. Looking up what auto-exposure is, I found it's used to simulate the adjustment of the human eye to changes in brightness.
After toying with the settings a bunch, I started to really enjoy how realistic that one little effect was when it came to just walking around. But I also noticed that this same feature isn't included in the vibrant shaderpacks. I don't know how recent the addition of auto-exposure is in Chocapic13's shader, but I was wondering if there are any plans to incorporate the same, or a similar feature into the vibrant shaderpacks. Of course, I could've also missed the setting somewhere, as I may have unintentionally missed a tab or something or not understood what a certain label meant. The vibrant shaderpacks, especially thanks to the volumetric lighting and other atmospheric effects, was almost certainly my favorite shader, but the little things I found in Chocapic13's shader, like the auto-exposure, gives the vibrant shaders a good run for their money.
I'm also wondering, on the other hand, how the upcoming ray-tracing capabilities being introduced in Minecraft might interact with Optifine and different shaders, as that's basically a shader of its own, only it's built into the game entirely and wouldn't rely on the Optifine mod. Would that give us an opportunity to basically mix and match shader effects with the built-in ray-tracing? Or would they become mutually exclusive?
Remember that Optifine is still in the testing and optimization phase with shaders. It's not going to be fully optimized until it's out of the "pre" stage.
I think you're right since I can do 12 chunks with the newer pre12 optifine than 8 with pre10 while still getting the same 70+ FPS as optfine for minecraft 1.14.4 with 16 chunks.
Hi, i just tried your shader and i like it! And it works fine for me, till yet, with the newest optifine. But i have a question. I am used to see these Block borders. First image: shader is off and you can see them. Second image: Shader on and no borders. Is there an option to turn them back on in your shader?
I'm wondering if there is any way to stop water and cloud movement, so that i can take screenshots for a panorama without the water and clouds being misaligned. So i basically want the water and clouds to be stationary, but without losing the shader's effects.
Updating my 1.12.2 install's Optifine from D2 to F5 caused Vibrant 1.27 High to crash the game whenever enabled.
GTX 1070. 1440p.
Description: Updating screen events
java.lang.NoSuchFieldError: field_191308_b
at net.optifine.config.ConnectedParser.parseEntities(ConnectedParser.java:1248)
at net.optifine.shaders.EntityAliases.loadEntityAliases(EntityAliases.java:164)
at net.optifine.shaders.EntityAliases.update(EntityAliases.java:89)
at net.optifine.shaders.Shaders.loadShaderPackProperties(Shaders.java:1086)
at net.optifine.shaders.Shaders.loadShaderPack(Shaders.java:948)
at net.optifine.shaders.Shaders.setShaderPack(Shaders.java:871)
at net.optifine.shaders.gui.GuiSlotShaders.selectIndex(GuiSlotShaders.java:91)
at net.optifine.shaders.gui.GuiSlotShaders.func_148144_a(GuiSlotShaders.java:81)
at net.minecraft.client.gui.GuiSlot.func_178039_p(GuiSlot.java:323)
at net.optifine.shaders.gui.GuiShaders.func_146274_d(GuiShaders.java:117)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:501)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1758)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1097)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:397)
at net.minecraft.client.main.Main.main(SourceFile:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Keep your gpu drivers and optifine up to date.
Basic shaders are no longer supported, they were replaced by enhanced default which is fully customizable.
1) Optifine bug, it's on the todo list of Sp614x
2) Check the settings again there are various settings for water waves, refractions and raindrops.
3)I will look into that once OF is ready for 1.16.
I can't do much about mods, enhanced default should work fine with most mods.
Patreon, Offical Website, Twitter, Facebook, Youtube, Discord
Hello Sildur,
I am having trouble installing the Sildur's Vibrant shaders v1.262 Medium. I am using Minecraft Java 1.15.2 and using the lastest OptiFine 1.15.2 HD U G1 pre2. I have updated my GPU driver. I am using the latest NVIDIA GeForce 442.19 driver for my GTX 1060. I followed the instructions to open Minecraft, use the OptiFine profile, go inside video settings, inside of shaders folder, I have put your shader pack.zip inside and I can select it in the game but nothing happens. Nothing happens at all. I've seen 4 videos where people do the same as I and their game is instantly loading up their shader pack. I don't understand what I've done differently. I think maybe I have to restart Minecraft? So I save and exit, reload Minecraft, check video settings and I am still selected on the shader pack but nothing has happened. I even tried going back and using the previous version of OptiFine pre1. I have been at this for 2 hours and have run out of ideas.
If you could please help me understand what I'm doing wrong. Thank you so much.
Current optifine preview does not support shaders.
Patreon, Offical Website, Twitter, Facebook, Youtube, Discord
Wow you reply fast! Thank you. Ok so basically I cannot use shaders until OptiFine release a supported 1.15.2 version? I will have to patiently wait then
hello Sildur,
I love your shaderpacks, they combine good and warm visuals while being very customizable, thank you for your hard work
I have one question/favor to ask. Can you please make an option in the Enhanced Default shaderpack to turn the custom water texture on? If not, is there any way for me to do it myself?
Again, thank you for everything you've done.
Dear Sildur,
I have changed to 'enhanced default' from 'basic motion blur' and it solved the red hit effect however it didn't change the block outline problem. Could you maybe suggest a fix?
My PC specs:
NVIDIA Geforce RTX 2060 super
Core i7 9700k
16gb Ram
Opperating Syestem:
Windows 10 home
Important information:
-I am using Badlion Client (change of client doesn't make a difference to these bugs, I checked)
-I am not using block overlay mod (doesn't change block outline and continues to be bugged)
-I am using version 1.8.9
Sildur, I do not know how to update my GPU.
I went to Device Manager on Windows
Selected the Display Adapters
Selected the Device and there were no updates available.
Is there any way to fix this?
Enhanced default supports the default/resourcepack texture, there's some experimental stuff with different water colors, that might be included in the next update.
Hm, I don't think there's much that can be done about this, sorry.
Just google search your gpu model and you should be able to find the right version.
Patreon, Offical Website, Twitter, Facebook, Youtube, Discord
Vibrant shaders v1.27 is out now, with support for 1.15.2!
Changelog:
Downloads:
https://sildurs-shaders.github.io/downloads/
Patreon, Offical Website, Twitter, Facebook, Youtube, Discord
Sildur Just beautiful
Signature removed by popular demand.
I am facing a bit of an issue with adding modded waving leaves and flowers from Buzzier Bees, Swamp Expansion and Quark. When I launch the game, I have to reload the shaders in order for them to start waving. Not that big of a problem of course, just decided to report it in case it's fixable.
I am using Minecraft 1.15.2 with version 1.27 of the shaders and latest OptiFine preview. I had the same issue in Minecraft 1.12.2 with the Streams mod. Here's my block.properties file in case I did something wrong.
Thanks in advance!!
I am getting 45 fps on average now as opposed to 70+ with shaders in minecraft 1.14.4. Changing from extreme to light shaders has no effect on FPS. My GPU is only being 40% utilized and CPU is at 10%. With minecraft 1.14.4. my GPU was being fully utilized. I have allocated 8GB of ram.
Minecraft 1.15.2-optifine_HD_U_G1_pre10 (latest)
Sildurs Vibrant Shaders v1.27 (latest)
Nvdia geforce driver version 445.75 (latest)
Java version 8 update 241 (latest)
AMD Ryzen 7 3700X
GTX 1060 MSI Gaming X 6G Edition
HyperX FURY Black 32GB (2 x 16 GB) DDR4 3200 MHz
Windows 10 pro 64 bit
I cannot get your shader pack to come up at all. I downloaded the Optifine 1.15.2 and installed it, launched the installation and under shaders i opened the folder and placed your shader folder. Sildur's Vibrant shaders v1.27 Extreme Is the download i used and i placed that folder there. All i see is: OFF and INTERNAL that's it.
Are there any other download sources that do not go through Adfoc.us. I can't get past their ad page to the download no matter which browser, disabling all adblockers, turning off virus scans, checking firewalls etc. The links simply don't work. I feel like I've literally left my computer on a street corner for anyone to play with in terms of disabling every ounce of security and it still won't go there. Can you please use some other source to download these that isn't so sketchy.
While experimenting with a few different shaderpacks to see which ones I liked and which ones performed at an average frame-rate of 60fps or better (none of the ones I tried did that consistently at all times, but it was close enough with them all in the 40's and 50's range), I noticed something about Chocapic13's shader that I really liked, and it jumped out at me almost by accident (though when I saw it the effect was so disorienting it hit me like a sack of bricks). That effect was labeled "auto-exposure," and it showed up under the camera tab of the shader options. This effect basically changed the ambient lighting and bloom whenever I went between light and dark areas, with an adjustable period of transition, and adjustable intensity. Looking up what auto-exposure is, I found it's used to simulate the adjustment of the human eye to changes in brightness.
After toying with the settings a bunch, I started to really enjoy how realistic that one little effect was when it came to just walking around. But I also noticed that this same feature isn't included in the vibrant shaderpacks. I don't know how recent the addition of auto-exposure is in Chocapic13's shader, but I was wondering if there are any plans to incorporate the same, or a similar feature into the vibrant shaderpacks. Of course, I could've also missed the setting somewhere, as I may have unintentionally missed a tab or something or not understood what a certain label meant. The vibrant shaderpacks, especially thanks to the volumetric lighting and other atmospheric effects, was almost certainly my favorite shader, but the little things I found in Chocapic13's shader, like the auto-exposure, gives the vibrant shaders a good run for their money.
I'm also wondering, on the other hand, how the upcoming ray-tracing capabilities being introduced in Minecraft might interact with Optifine and different shaders, as that's basically a shader of its own, only it's built into the game entirely and wouldn't rely on the Optifine mod. Would that give us an opportunity to basically mix and match shader effects with the built-in ray-tracing? Or would they become mutually exclusive?
I think you're right since I can do 12 chunks with the newer pre12 optifine than 8 with pre10 while still getting the same 70+ FPS as optfine for minecraft 1.14.4 with 16 chunks.
I get this white void when using Enhanced Default
Hi, i just tried your shader and i like it! And it works fine for me, till yet, with the newest optifine. But i have a question. I am used to see these Block borders. First image: shader is off and you can see them. Second image: Shader on and no borders. Is there an option to turn them back on in your shader?
Hi Sildur, absolutely love your vibrant shaders!
I'm wondering if there is any way to stop water and cloud movement, so that i can take screenshots for a panorama without the water and clouds being misaligned. So i basically want the water and clouds to be stationary, but without losing the shader's effects.
Thanks in advance!
That is all.
Updating my 1.12.2 install's Optifine from D2 to F5 caused Vibrant 1.27 High to crash the game whenever enabled.
GTX 1070. 1440p.