• 1

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)

    Vibrant shaders v1.29 out now!


    - Updated: Nether and End now support reflective metallic and polished blocks.
    - Updated and fixed debug options, now supporting lightmap debug options.
    - Improved transparency rendering in the nether.
    - Reworked rendering system again fixing most bugs introduced in v1.28+
    - Fixed lightning bolts, also working in nether now.
    - Fixed block breaking animation colors
    - Fixed damage flash on hit for mobs
    - Fixed nametags
    - Fixed various transparency issues
    - Fixed various particle issues
    - Fixed raytraced shadows option, leaving it enabled and disabling all shadows no longer causes an error.
    Known issues:
    - Stained glass reflections are not working in end dimension


    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)
    Quote from YANexuss»

    I got probelms with Sildurs Enhanced Default v1.11 (v1.12 dont work and crash minecraft instantly)
    minecraft version 1.12.2

    My specs
    rtx 2080super
    r7 3700
    16gb ram

    Shaders break at night and look strange

    At a certain position of the camera (screen 3-4), they return to normal

    there is a constant message in the chat (error 1282)

    Update your GPU drivers and use the optifine preview version for 1.12.2.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)

    Aaaaand here's the long overdue follow up. Enhanced Default v1.12 is out now, including end shaders!


    Enhanced Default v1.12:
    - Support for 1.16.5
    - Added End shaders!
    - Added support for smooth depth of field transitions and a toggle in the options menu.
    - Added waving nether vines
    - Added waving nether grass
    - Added waving nether mushrooms
    - Added waving deadbushes
    - Added waving lanterns
    - Added support for emissive soul blocks (soul lantern etc)
    - Added support for lit furnaces
    - Improved support for emissive blocks in general
    - Fixed lightning bolt rendering
    Known issues:
    - Optifine bug with armor and shadows


    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)

    Vibrant shaders v1.282+v1.283 out now!


    Vibrant shaders v1.283:
    - Fixed block entities (banners, heads etc)
    - Fixed sign font
    - Fixed several issues with mob entities and block entities not blending together correctly.

    Vibrant shaders v1.282:
    - Support for 1.16.5
    - Reworked entities rendering (again)
    - Fixed waterlogged boats
    - Fixed lightning effect on charged creepers
    - Fixed nametags
    - Fixed blending and transparency issues with mods
    - Fixed leaves rendering
    - Fixed flickery sky while underwater
    - Fixed transparency rendering on dropped blocks
    - Fixed transparency issues in general
    - Disabled polished reflections by default
    Known issues:
    - Block breaking animation is not displayed correctly.
    - Rain is a bit glitchy on hand/handheld items.


    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)
    Quote from zerooblivious»

    How would one get shaders to work in the Nether?

    Nothing you need to do, it will just load the nether shaders automatically once you enter that dimension.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)

    Vibrant shaders v1.281 out now!


    - Supports 1.16.3
    - Added waving lanterns and option to toggle it. (WIP)
    - Improved nether fog and sky rendering, everything is smooth now since it uses slightly adjusted vanilla fog.
    - Implemented a workaround that should fix missing shadows, optifine bug. Thanks to fayer3
    - Updated depth of field, the transition between clear and blurry is no longer instant but smooth instead.
    - Added an ingame option to toggle the smooth transition. It might causes some issues on the edge of your hand if enabled ..might be an optifine or amd driver bug.
    - Updated option "dof strength" it is a slider now and is called blur amount instead. Also expanded value range.
    - Fixed various shader compiling errors
    - Fixed rain rendering on hand
    - Fixed weird outlines on linux drivers (workaround, sky blur also blurs the distance, same as with amd cards)
    - Fixed block entities rendering if bump or parallax mapping is enabled (chests, signs etc)
    - Fixed banner rendering, patterns are displayed correctly now but there are some transparency issues against emissive lighting..
    - Fixed transparency rendering issues against the sky
    - Fixed lightning bolt rendering
    - Fixed nether fog issues in older MC versions.


    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)
    Quote from rhinotrom»

    Thanks for the reply Sildur o/

    What can I do to prevent this, it's very distracting. The basement go from very dark to sunbright levels when we move around

    I should wait for a proper optifine 1.15.2 release or a fix from you?

    Not much you can do about the skylight check.
    Quote from CallumW25»

    Hi, I'm probably just being dumb and can't find the setting, but using the extreme shader pack, i can't seem to enable the box that shows around blocks when you look at them. Could i get some help please?


    Optifine preview bugs, should be fixed.
    Quote from snakebite_382»

    So When I run this it works great except that this kind of weird black stuff slowly spreads and takes over the screen. If I look away and look back it resets and then happens again

    Make sure your gpu drivers are up to date. This happend to me on an old amd card, hd 4000 series. It's a driver bug, depending on your gpu there might not be a newer driver available. So disabling bloom should get rid of it.
    Quote from Zacryon»


    hopefully I am at the right place here. This shader is really beautiful and I really like it. But I would like to keep the vanilla-style "blocky" clouds instead of using the more realistic ones, since I find it a bit inconsistent to have everything based on blocks, but to then have realistic clouds. I am using Sildur's Vibrant shaders v1.27 High wiith Minecraft 1.15.2 and OptiFine 1.15.2-OptiFine_HD_U_G1_pre16. I tried to figure out if it is possible to restore vanilla clouds with the shader and/or OptiFine settings. But it seems that I can have either realistic clouds or no clouds at all.

    Is it somehow possible to use the shader and enable blocky clouds?

    Thanks in advance for any help!

    Vanilla clouds are now supported in the latest update, v1.28.
    Quote from sophieripley»

    Same. With the Extreme Volumetric Lighting Shaders enabled the block highlight box and the damage textures don't show up, and it's pretty frustrating. I noticed that disabling the shader brings them back, so presumably it's the shader that's at fault...though it could be some kind of interaction between Optifine and the shader. I haven't been able to find any setting that affects it, so some guidance would be nice.

    Optifine preview bugs, should be fixed / improved in latest version, v1.28.
    Quote from pungzh»

    Hi,is me,This is the dynamic light mod contrast. It makes the torches look brighter, but not as good.It would be perfect if Sildur's shaders had this effect.:wub:

    Dynamic lighting is supported by optifine, found in video settings.
    Quote from BlameXeno»

    Would love to use the shaders however when I launch with Optifine on 1.14.4 I get the below issue:

    EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ff834612e80, pid=6636, tid=12756

    Keep optifine and gpu drivers up to date and try again. If you're using other mods try it with optifine only.
    Quote from pungzh»

    Hello, I have a compatibility problem. Using shadow and guns mod at the same time will cause this situation.The guns are transparent. Is there a solution to this?thanks

    Might be fixed in the latest update, v1.28.
    Quote from CreamOfMeat»

    What resource pack are you using in the example images for Enhanced Default in the first post? It looks like the default textures but bump mapping doesn't work with them for me.

    Default improved for 1.13 with parallax mapping enabled.
    Quote from Koloskovo007»

    Hello, is there a way to extract just the waving plants from one of your shaders? (keep orginal lighting and shadows of vanilla mc and make just plants move).

    Shaders look amazing and they make screenshots excelent, but unfortunately there is still significant fps drop on my low end pc .

    As mentioned before you can just disable everything you don't need in enhanced default. That will still cause a bit of an performance overhead though.
    Quote from phantomhotty»

    Hi, I'm not sure if this is because I messed up the settings in my game or shader options but could you help me? I played with this shaderpack for a while and it was beautiful and worked perfectly but for some reason, the other day my shaders started to glitch out and the actual shading for stuff like trees or plants or even me(my player shadow) was broken but the shading for buildings and normal blocks was fine. So like all my buildings and hills acted like normal but everything else had no shading like normal vanilla minecraft. Heres some pics of what I mean. Please help and thanks in advance

    Optifine preview bugs.
    Quote from xXEndermiteXx»

    I'm not sure what's going on but I keep getting a black screen whenever I use this shader on any version.

    I'm using Sildur's Vibrant shaders v1.27 on 1.16.1 with the preview Optifine.

    Windows 10 64 bit Home Edition

    Intel Core i3-2328M 2.20 GHz

    4GB Ram

    Make sure your gpu drivers are up to date. Latest driver version for your intel hd 3000: https://downloadcenter.intel.com/download/24970/Intel-Graphics-Driver-for-Windows-15-28-?product=81500
    If it still not works you might not be able to run vibrant shaders and it won't run well anyways, try enhanced default instead.
    Quote from GordonFHL3»

    Soul Lanterns and Soul Torches aren't emitting light as normal ones do

    Update for full 1.16 support wasn't out yet.. fixed in the latest update, v1.28.
    Quote from 9roka8»


    I've downloaded your shaders recently and I'm having queit an issue.

    The shaders themselves work with no problem at all but when I try to minimize my game it's causing a serious memory leak. I am allocating 4 GB of RAM and after minimizing the game the memory usage jumps to 100%.

    It doesn't happen when I disable all shaders.

    I wonder if you could help me solve my problem and I'm sorry if there was a similar question before.


    I don't know why that would happen, maybe its a shadersmod / optifine bug.
    Quote from TripleOZero3»

    Howdy. Really enjoying the results of the hard work from Sildur! Unfortunately, I'm here to report what appears to be an issue with the new Vibrant Shaders release (1.28)

    On worn enchanted items, no texture can be seen and the items are appearing as solid purple. Any suggestions?

    Are you using preview versions of optifine? Then thats probably why.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)

    I'll get to your guys comments eventually sorry for the wait.

    Vibrant shaders v1.28 is out now! Featuring a huuge changelog.


    - Support for 1.16.1 (with all its new ids)
    - Added support for blue and grey nether biomes (soul sand valley, twisted forest, basalt deltas - fog color, lighting would make lava blue aswell)
    - Adjusted nether visuals to be more like vanilla (fog strength)
    - Added metallic and polished reflections for blocks like iron, polished granite and an option to toggle it. (metallic and polished blocks are defined in block.properties)
    - Added an option to toggle water reflections.
    - Removed option Reflections, all reflections can now be adjusted individually.
    - Added an option to toggle metallic reflections.
    - Added an option to toggle polished reflections.
    - Added an option to adjust the amount of sky reflection for metallic and polished blocks.
    - Added an option to adjust the reflection strength of metallic and polished reflections.
    - Added underwater godrays - godrays now shine through the water surface
    - Added support for default minecraft clouds and expanded option clouds (off, default, 2D, VL, VL+2D)
    - Added support for waving dead bushes
    - Added support for waving red mushrooms
    - Added support for waving brown mushrooms
    - Added support for lit furnaces, blast furnaces and smokers. (they are now set to emissive while lit, which means bloom is applied to them)
    - Reworked reflection visuals for stained glass and ice.
    - Reworked the rendering pipeline for terrain and entities, it should now be less prone to bugs and run faster
    - Improved performance by 5-10% compared to v1.27 (with metallic and polished reflections off)
    - Improved option wave size, it now also adjusts the actual water waves. (water, refraction and caustic waves)
    - Improved water lighting / shading
    - Improved emissive lighting rendering on rain.
    - Improved reflections, refractions and caustics code.
    - Improved caustics rendering.
    - Improved entities rendering and shadows, entities are now correctly affected by ambient occlusion
    - Improved shadows and lighting on hand in first person, shadows are not correctly applied to hand and handheld items.
    - Improved block selection and leads rendering.
    - Improved ambient occlusion and reduced performance hit by filtering it with TAA/noise. It is also visible through transparency now.
    - Improved shadow quality on translucent items like stained glass.
    - Fixed celshading, it is now correctly applied to entities. (mobs etc)
    - Fixed issues with enchantment effects
    - Fixed an issue with parallax mapping
    - Fixed reflection issues with translucent textures/layers - wrong reflections in general (or at least is should be fixed)
    - Fixed fog rendering through transparency in the nether
    - Fixed and improved chunk border frame rendering
    - Fixed betroots in version 1.12.2 and lower (wrong id)
    - Expanded option pom depth.
    - Encoded and reduced the amount of used buffers
    - Various code rewrites and optimizations
    Known issues:
    - Slime mobs are no longer transparent/translucent, this is a tradeoff to store more data in one buffer / to fix other issues.
    - Colors of the block breaking animation are not rendered correctly in overworld
    - Lighting bolts are not rendered correctly
    - The blend betweeen basalt biome and other biomes is not as smooth
    - Dropped transparent and enchanted items are not rendered correctly
    - Default MC drop shadow appears in nether near lightsources. Might be an optifine bug.
    If you encounter a weird glitch, try pressing F3+R ingame to reload the shaderpack, that might fix it.
    - Port changes to end and nether shaders
    - Rework transparency and particles rendering pipeline
    - Specular mapping (reflections)
    - Fix more bugs


    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)

    And here's a new shaderpack for 1.16 using mojans inbuild shader functions, Sildurs fabulous shaders v1.0!


    Antialiasing, Bloom, Celshading, Depth of Field, Tonemapping, Bumpy and Blobs ported from the old secret settings


    Sildur's fabulous shaders v1.0:
    - Inital release, features: Antialiasing (FXAA), Bloom, depth of field, cel shading, tonemapping (colors).
    - Also supports Bumpy and Blobs from the old secret shader settings. 
    Everything can be tweaked in "Sildur's fabulous shaders v1.0\assets\minecraft\shaders\program" by editing sildurs_shaders.fsh with an editor like notepad++
    //#define Bloom means Bloom is disabled, removing the two slashes -> #Bloom enables it.
    Resourcepacks can be reloaded ingame by pressing F3+T

    Installation and downloads:

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)
    Quote from rhinotrom»

    Hi Sildur, super cool to know that specular maps are in your plans o/

    I think its just the lowlight area shadow hack to prevent leakages being triggered on and off because of the lightlevels.
    Quote from arc7eryx»


    I tried downloading the driver from Intel's website but it gave me an error. "the driver being installed is not validated for this computer"

    My laptop is a ASUS ZenBook Flip 14 UX461UA, so I tried downloading drivers from ASUS' website but that also did not work. Here is the link that I used from ASUS' website: https://www.asus.com/2-in-1-PCs/ASUS-ZenBook-Flip-14-UX461UA/HelpDesk_Download/

    Minecraft: 1.15.2
    Optifine: 1.15.2-OptiFine_HD_U_G1_pre12



    The driver I've linked you is the correct one, but your gpu might has a different/custom device ID so you need to force flash it once and run the setup afterwards. After that you will be able to update it with just the setup again, for future updates.

    Intels website has two options .exe and .zip, download the zip file and unpack it.
    Open your device manager - rightclick your gpu device - update driver - on this pc - pick from list - harddrive/harddisk and pick iigd_dch.inf inside the graphics folder (from the intel zip file package). After that run the intel setup again.
    Quote from Bb03»

    Hi guys, please help me with this problem!

    These white blocks hurt your eyes very much.

    Might be a mod issue, check if it happens with just optifine.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)
    Quote from arc7eryx»


    I wanted to try out your shaders but when trying to use the "Lite" version (Sildur's Vibrant shaders v1.27 Lite) I was able to get onto my world but it crashed a few seconds later. When it crashes it also crashes my entire computer so I have to restart. I also tried the "Extreme" version with similar results. I also tried deleting "entity.properties" but that didn't work either. I also turned off recourse packs but that didn't help. Is there a fix? And can you recommend what version (Lite, Extreme, etc.) to use for my computer? Specs listed below.



    Operating System: Windows 10 Home 64-bit (10.0, Build 18362)

    Processor: Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz (8 CPUs), ~2.0GHz

    RAM: 16GB

    Card name: Intel(R) UHD Graphics 620


    PS: In the few seconds that I had on my world (with Lite) my frames were sitting at around 20 fps. Any way to get them higher?

    Update your gpu driver, here's the latest one for your chip:
    Quote from yurisuika»

    Thank you for the update!

    Latest Enhanced Default still has that white void plane with OptiFine 1.15.2 HD U G1 pre16 on Forge 31.1.75, although I am sure you are aware of this. Was this confirmed as being at the hand of Optifine? From what I can tell, it seems to be related to the moon.

    As well, could I recommend that dead_bush be added to block.10059, and that 10059.0 be added to grass_shadows? For consistency sake, being that double plants are in there, seems a bit strange that things like flowers are still causing shadows.

    I think it is an optifine bug, still a preview build. Additional ids could be added to the grass shadows thing, I think dead bush wasnt added because it would wave like flowers and such. But added it to the todo list.

    Anyone else has had this issue with the Extreme version of the shader pack? (Both Extreme and Extreme VL) Any idea how to fix it? This only happens in Minecraft Version 1.8.9

    Are you on the latest vibrant shaders version? v1.27. If so disable bloom for now.

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)

    Enhanced Default v1.11 is out now!


    - Support for MC 1.15+
    - Added two profiles / setting presets to the shader options: Fast and Fancy. You can of course still tweak everything manually.
    - Added support for reflective honeyblocks. (just like slimeblocks)
    - Added a watercolor fallback for MC version 1.12.2 and below if water texture is turned off. (water now has a custom color in older MC versions so its no longer grey)
    - Added support for TAA(antialiasing) in MC version 1.7.10
    - Added support for sky reflections and an option to toggle it. Blends skycolor and watercolor together.
    - Fixed bump and parallax mapping for emissive blocks.
    - Improved parallax mapping thanks to [email protected] discord.
    - Various code improvements.


    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)

    Hello. I love how modular these shaders are, but I tend to not use the VL setting because it makes my world look too pink. I can adjust the colors, but once I get noontime looking relatively neutral, it makes sunsets and mornings look blue and lose their red hues. Is there a way to make bright daylight not have pink tinges to the lighting and fog while retaining it for mornings/evenings?

    This effect doesn't exist at night, so I assume it can also be done for daytime.

    Also, is there a fix or a setting change to make shaders load the correct time of day when going into mod dimensions like Twilight Forest?

    VL kinda needs a rework, its on the todo list.
    As for dimensions, not really, you can disable them by creating an empty folder in the shaderpack.zip file with the dimension id, or maybe try to use enhanced default in that situation.
    Quote from rhinotrom»

    Amazing shader, great colors, mood and performance o/ Thank you!

    One small problem in the setup below:

    Minecraft: 1.15.2
    Optifine: 1.15.2-OptiFine_HD_U_G1_pre13
    Shader: Sildurs Vibrant Shaders v1.27 Extreme-VL
    Texture pack: Vanilla-PBR-1-0-2
    Video driver: nvidia 445.87

    Everything is working fine and super smooth, but I can't make the gold, diamond or emerald blocks to "reflect" anything, they are just plain opaque. They show correct colors and textures but I see no "reflection effects" on them (no reflections on polished stone blocks too)

    From what I check, The only block where I can see "reflections" while using the sildur pack is the ice block (BTW water reflections and "wet from rain reflections" are working fine)

    If I change the shaderpack to BSL_v7.1.04.1 or SEUS-Renewed-v1.0.1 the blocks above shine and reflect like crazy so I guess the texture pack contains the correct info?

    PS: "Reflections" is set to "yes" in sildur options

    I am missing some setting to make these blocks look more "metallic"? Any idea of why this is happening?

    specular maps are unfortunately not supported in vibrant shaders because it has no free buffers, its planned for the rework of vibrant shaders tho. Maybe fake reflections can be added in future updates.
    Quote from bruahfuhadushf»

    Great shaders but one problem. When I use the basic motion blur shaders, there is no hit animation color, and custom block overlays are messed up a lot of the time. Any fix? I'm on badlion 1.8.9 and even the basic shader pack without motion blur has the hit animation color and custom block overlays.

    Basic shaders are legacy stuff, enhanced default should be used, it can be tweaked ingame to look pretty much like basic shaders.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)
    Quote from slimbadka»

    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!!

    Interesting, this might be an optifine bug, so you might want to report that to optifine instead, since it seems to be working after reloading the shaderpack.
    Quote from BEJR2000»

    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

    Current optifine preview is missing some shader optimizations.
    Quote from thebovin»

    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.

    Don't download it through safari, use a different browser, also don't unzip 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.

    Are you still having issues? I switched to adfocus because they run a clean ad campaign, so it should be fine.
    Quote from HikariFaith»

    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?

    There's a bit of auto exposure, mostly for in and out of caves lighting. It's very subtle on purpose because while it may look good in some cases it can also be rather annoying, especially for normal gameplay.
    Quote from amerrr»

    I get this white void when using Enhanced Default

    Does it happen in 1.14.4 aswell? Might be an optifine bug.
    Quote from Ravn73»

    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?

    Probably an optifine bug of the current preview versions, block breaking animations are also missing.
    Quote from quax__»

    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!

    Not without editing the code, this might be a feature in future updates tho.
    Quote from Rancore»

    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)

    Use the latest preview version for 1.12.2, it fixes the crashing issue.
    Quote from o0lonnie0o»

    I downloaded your 1.27 Lite version and Optifine 1.15.2.

    When the shaders are downloaded, am I supposed to unzip the file or leave it be? I unzipped once and my screen turned out to be black. When I left it as it is, my screen is still black. Yes, the shaders were in the shaders folder along with optifine in my mods folder.

    I messed with every setting for my game, and the only changes were that the colors went from pink and purple to orange and green.

    Help would be much appreciated! xx

    p.s. where do i post game logs?

    Update your gpu drivers, if you got an internal gpu make sure minecraft / java is running on your dedicated gpu instead. Also don't unzip the shaderpack.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10 - 1.17]Sildur's shaders [PC/MAC/INTEL] Vibrant shaders v1.29 released! (May 4, 2021)

    Vibrant shaders v1.27 is out now, with support for 1.15.2!


    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.


    Posted in: Minecraft Mods
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