Hey there, loving these shaders, but does anyone have any idea how I can reduce the brightness of the sky? It's very white and is blocking out my sky textures.
Here is pretty much how I want the sky to look (This is without shaders.)
But here is how it looks with BSL shaders
If there's any ingame setting, or line I can change in the .vsh files to resolve this, that'd be great.
Is the shader intended to look like this in the nether (v7 preview 1)?
Several blocks are just completly white (Iron block, Birch wood, glowstone seems to be pure white)
When I turn off Bloom the blocks don't shine as much, but are still white.
I also get an error in "composite" when reloading the shader/changing settings, where i don't get the error in the overworld.
try disabling water caustics. there will be a fix for this in the future
The download link doesnt work on their official website :-(
thanks for reporting, some other users confirmed the same problem happens.
i added mirror links which should directly link to mediafire, give it a try!
I really like this shader and want to use it but I get an error saying "Invalid Program Composite 1"
I am using a macbook pro i5, and using this shader from Optifine Launcher
The problem I have is that I can not see the block which is in my hand.
Thanks!
please run minecraft with my shaders.
as soon as you get the error message, copy the content of .minecraft\logs\latest.log here (use spoilers! other people probably don't like wall of texts)
I love this shader but is there anyway to play with this shader in 1.7.10 ?? pls
sp614x updated optifine 1.7.10 to have the current shadermod support, try Optifine 1.7.10 HD U E3.
i haven't tried 1.7.10 again myself so expect some bugs.
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I hope some people will read this, but v7.0 preview 1 will be available in few days! More details will be available when it's released
2. For v5 and v6 both I have a problem with the enchantment visual effect on tools in 1st person (fine in 3rd). They have like a lined glitchy flickering thing going on.
Someone else had this problem as well earlier in this thread, but I didn't see a response about it.
I have attached a screenshot from each version. It's more pronounced in v5 than v6. It's very distracting
Also, in both versions if you turn in place it drops the visual effect altogether and just looks like a normal tool.
In v4 I don't have this problem, but one thing I did notice is that I have no hand motion in v4 or at least the tool does not move when standing still. Maybe that has something to do with it?
sorry for late reply
in the latest update (v6.2) i removed waving hand (which makes the item glint bug), so it's fixed now
Well, I guess you could kinda say depth of field. But kinda not.
Your shader gets darker/brighter depending on depth (I hope I got that right) and that is flickering when an axe or pickaxe is crossing the center while digging/chopping.
It's really annoying tbh, well at least for survival players.
If there is no real "fix" coming to the shader mind to tell me how to disable this function then?
(Sry for the really late reply)
So... average exposure i guess? Try disabling that.
How does this work? Do I put this before or after my preferred resource pack? If I put it before I get the pink no texture error if I put it after I don't notuice any change. Any help is appreciated. Thank you.
didn't expect this to be alive again
about the resourcepack order, i don't really know. better to try it by yourself.
anyway, i updated the download link. go try it again!
Is there any way to fix compatibility with the Light Level Overlay Reloaded mod and Schematica? Certain things seem to not draw on screen when using this shader. It worked in version 5.3 but not any of the version 6's.
sadly i still don't know yet.
anyway, optifine is implementing something interesting which allows me to use a better transparency support. you might want to wait for v7 series.
edit : unfortunately i'm not changing the rendering method due to some limitations.
How Come My shader says error Composite 1 and composite 2 therefore making the shaders really bad quality
Can anyone Help?
open minecraft, load a world while having my shader enabled.
next, open %appdata%\.minecraft\logs\latest.log with notepad
copy everything and put it here. don't forget to use spoiler!
i've noticed a strange lose of color (brighter) with colored glass block and colored glass panes when i hold an enchanted item like a weapon or a tool. Is it fixable?
Also is it possible to make the visual in the water when looking up to the surface more realistic and not so clear? (maybe something like seus?)
I've seen also that seus or sildur's shaders don't have this "gap" when someone can see the whole bottom of the ocean when looking down from the surface. Maybe you can reverse engineering that. I find your shader much better than those two anyway that's why i'm asking.
Thanks again for your work.
i'll try to check the color loss from enchanted item.
the water gap problem exists from vanilla. i think it's fixable, but it might be complicated to work with waving water.
Well, I really liked this shaders, but I have this issue with droped itens and item frames, when I am on the same level as them (Y axis) or above them, this glitch occurs, There's something I can do to fix that ?
I don't know if this was mentioned already, but I have 2 things that really annoy me (One only when playing survival and the other in general)
First there is this Depth Calculation thing that you use in the shader which get triggered by mining stuff (for example the pickaxe or other tools). The tools are getting over the crosshair of the screen which causes "flickering" from the method.
And then there is this water reflection bug. I put a screenshot for it in the attachments.
I hope you can fix it, cause I love your shader.
are you talking about depth of field? the shader uses the center as the focus, so it will focus on most things at the center. (one of the exception is shield)
reflection looks buggy because it's screen space reflection and i only use low amount of samples (because some low sample artifacts are hidden with the wave normals).
On the other hand i've found a strange bug with pom on furnaces top One rotation is good, the 3 other ways are really strange. Why is it? With Continuum or SEUS shaders, it's fine (that uses a different pom where you need to set texture pack resolution manually).
never tried to put a furnace with chroma hills before, i'll check it out when i can.
make sure you turned on visual > resourcepack support. the strength of reflection actually depends on the specular map, blocks like grass will hardly reflect anything. grass pom looks distorted due to natural texture which rotates the texture, and unfortunately rotates the pom direction too. it's unfixable for the moment.
Is there any way to make caves darker? I can see pretty much everything in the dark with these shaders, I've tried tweaking the lighting options and stuff but I cant make it darker.
you need to edit the shader manually for that. go to composite.fsh and composite1.fsh, find this line :
float minlight = 2.0/255.0 * (4.0-3.0*eBS);
change 2.0 to lower value, or remove *(4.0-3.0*eBS) (do not remove the semicolon)
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i'll add skybox brightness option in the next update
for the temporary fix, go to composite.fsh and find
remove *2.0, or change 2.0 to 0.5 to reduce skybox brightness
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try disabling water caustics. there will be a fix for this in the future
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thanks for reporting, some other users confirmed the same problem happens.
i added mirror links which should directly link to mediafire, give it a try!
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Sorry for late replies, i haven't seen the forum for a long time!
check here.
i need screenshots to get a better understanding of your problem.
please run minecraft with my shaders.
as soon as you get the error message, copy the content of .minecraft\logs\latest.log here (use spoilers! other people probably don't like wall of texts)
sp614x updated optifine 1.7.10 to have the current shadermod support, try Optifine 1.7.10 HD U E3.
i haven't tried 1.7.10 again myself so expect some bugs.
=====
I hope some people will read this, but v7.0 preview 1 will be available in few days! More details will be available when it's released
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sorry for late reply
in the latest update (v6.2) i removed waving hand (which makes the item glint bug), so it's fixed now
0
So... average exposure i guess? Try disabling that.
1
probably because some chunks are not loaded. luckily i have a hacky fix.
go to shader options, shadows>enable shadow leak fix
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didn't expect this to be alive again
about the resourcepack order, i don't really know. better to try it by yourself.
anyway, i updated the download link. go try it again!
1
sadly i still don't know yet.
anyway, optifine is implementing something interesting which allows me to use a better transparency support. you might want to wait for v7 series.
edit : unfortunately i'm not changing the rendering method due to some limitations.
0
open minecraft, load a world while having my shader enabled.
next, open %appdata%\.minecraft\logs\latest.log with notepad
copy everything and put it here. don't forget to use spoiler!
0
Hey everyone
sorry for the late reply, i'm just really busy with real life stuffs.
i'll try to check the color loss from enchanted item.
the water gap problem exists from vanilla. i think it's fixable, but it might be complicated to work with waving water.
some gpus can have different behavior with minecraft shaders for unknown reasons. i only can recommend you to update the graphics driver
are you talking about depth of field? the shader uses the center as the focus, so it will focus on most things at the center. (one of the exception is shield)
reflection looks buggy because it's screen space reflection and i only use low amount of samples (because some low sample artifacts are hidden with the wave normals).
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never tried to put a furnace with chroma hills before, i'll check it out when i can.
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you can do that using shader option. go to lighting and feel free to change all the values.
make sure you turned on visual > resourcepack support. the strength of reflection actually depends on the specular map, blocks like grass will hardly reflect anything. grass pom looks distorted due to natural texture which rotates the texture, and unfortunately rotates the pom direction too. it's unfixable for the moment.
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you need to edit the shader manually for that. go to composite.fsh and composite1.fsh, find this line :
change 2.0 to lower value, or remove *(4.0-3.0*eBS) (do not remove the semicolon)
0
Enable dynamic light in video settings