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    posted a message on [1.6.4 - 1.12.2]Sildur's shaders [PC/MAC/INTEL] Enhanced Default v1.031 released! (February 19, 2018)

    Be sure to check this thread from time to time for updates and news!

    What is "Sildurs shaders"?
    Sildur's Shaders is an extension of GLSL shader mod. This shaderpack adds several effects to the game, like shadows, volumetric lighting, bloom and water reflections. Unlike other shaderpacks, Sildur's Shaders is designed to work on all graphics cards and computers, including Macs, while still delivering a great graphical experience. See below for screenshots and download links.

    Vibrant shaders screenshots (v1.17):







    Enhanced Default screenshots (v1.031):





    Basic shaders screenshots (v1.051):


    Videos: (More videos are welcomed!):

    Minecraft Shader Cinematic - Sildur's shaders by RedRose (v1.166):


    Minecraft 1.12 - BEAUTIFUL GRAPHICS! by JerenVids (vibrant shaders v1.166):


    Review/Showcase by PythonGB (v1.153):


    EthosLab taking a look at my shaders (v1.153):


    Cinematic by XDanielcrafter1X (v1.141):


    Me, showing of some new settings that can be tweaked ingame - while playing. (there are more tweakable features by now)

    Agreement:
    (read this before downloading, you accept it by downloading!)

    You are not allowed to:
    - Rename any shaderpack and upload them as yours.
    - Modify my shaderpacks and upload them with your name on.
    - Provide mirrors by reuploading my shaderpacks.
    - Copy and paste code or whole files, (like gbuffers_water.vsh) into your shaderpack.


    You are allowed to:
    - Create videos of it, linking this thread or my fb page would be great!
    - Modifiy it for your own only - without sharing it online.


    Vibrant Shaders:
    1.17 is the newest version available. (January 30, 2018. Changelogs can be found below)
    Sildur's Vibrant shaders 1.17 Lite Recommended for Intel cards and weak systems
    Sildur's Vibrant shaders 1.17 Medium Recommended for recording or older PCs
    Sildur's Vibrant shaders 1.17 High Lowest: 65fps Average: 85fps Highest: 110fps - [email protected] view dist: 12
    Sildur's Vibrant Shaders 1.17 High-Motionblur
    Sildur's Vibrant shaders 1.17 Extreme Lowest: 55fps Average: 70fps Highest: 85fps - [email protected] view dist: 12
    Sildur's Vibrant Shaders 1.17 Extreme-Volumetric Lighting WIP messes with skycolor, I prefer godrays
    Use the inbuild dynamic lights option from Optifine for handheld light!
    (Found in options -> video settings -> quality, or options -> video settings)
    Download doesn't work? Disable your adblocker on adfoc.us and it should work.


    Features:
    - Vibrant shaders feature pretty much everything, from depth of field to volumetric lighting.

    Legacy Vibrant Shaders (older versions, supports MC version 1.6.4 and newer):

    AGREEMENT ABOVE DOES ALSO COUNT FOR THOSE SHADERPACKS!
    v1.166
    Sildur's Vibrant shaders 1.166 Lite Recommended for Intel cards and weak systems
    Sildur's Vibrant shaders 1.166 Medium Recommended for recording or older PCs
    Sildur's Vibrant shaders 1.166 High Lowest: 65fps Average: 85fps Highest: 110fps - [email protected] view dist: 12
    Sildur's Vibrant Shaders 1.166 High-Motionblur
    Sildur's Vibrant shaders 1.166 Extreme Lowest: 55fps Average: 70fps Highest: 85fps - [email protected] view dist: 12
    Sildur's Vibrant Shaders 1.166 Extreme-Volumetric Lighting WIP

    v1.153
    Sildur's Vibrant shaders 1.153 Lite Recommended for Intel cards and weak systems
    Sildur's Vibrant shaders 1.153 Medium Recommended for recording or older PCs
    Sildur's Vibrant shaders 1.153 High Lowest: 65fps Average: 85fps Highest: 110fps - [email protected] view dist: 12
    Sildur's Vibrant Shaders 1.153 High-Motionblur
    Sildur's Vibrant shaders 1.153 Extreme Lowest: 55fps Average: 70fps Highest: 85fps - [email protected] view dist: 12

    v1.141
    Sildur's Vibrant shaders 1.141 Lite Recommended for Intel cards and weak systems
    Sildur's Vibrant shaders 1.141 Medium Recommended for recording or older PCs
    Sildur's Vibrant shaders 1.141 High ~85-100fps on a [email protected]
    Sildur's Vibrant Shaders 1.141 High-MotionBlur
    Sildur's Vibrant shaders 1.141 Extreme 65-85fps on a [email protected]

    v1.14
    Sildur's Vibrant shaders 1.14 Lite Recommended for Intel cards and weak systems
    Sildur's Vibrant shaders 1.14 Medium Recommended for recording or older PCs
    Sildur's Vibrant shaders 1.14 High ~85-100fps on a [email protected]
    Sildur's Vibrant Shaders 1.14 High-MotionBlur
    Sildur's Vibrant shaders 1.14 Extreme 65-85fps on a [email protected]

    v1.13
    Sildur's Vibrant shaders 1.13 Lite Recommended for Intel cards and weak systems
    Sildur's Vibrant shaders 1.13 Medium Recommended for recording or older PCs
    Sildur's Vibrant shaders 1.13 High ~75-100fps on GTX [email protected]
    Sildur's Vibrant Shaders 1.13 High-MotionBlur
    Sildur's Vibrant shaders 1.13 Extreme 65-75fps on GTX [email protected]

    v1.12
    Sildur's Vibrant shaders 1.12 Lite Recommended for Intel cards and weak systems
    Sildur's Vibrant shaders 1.12 Medium Recommended for recording or older PCs
    Sildur's Vibrant shaders 1.12 High ~75-100fps on GTX [email protected]
    Sildur's Vibrant Shaders 1.12 High-MotionBlur
    Sildur's Vibrant shaders 1.12 Extreme 65-75fps on GTX [email protected]

    v1.10
    Sildur's Vibrant shaders 1.10 Lite Recommended for Intel cards and weak systems
    Sildur's Vibrant shaders 1.10 Medium Recommended for recording or older PCs
    Sildur's Vibrant shaders 1.10 High ~75-100fps on GTX [email protected]
    Sildur's Vibrant Shaders 1.10 High-MotionBlur
    Sildur's Vibrant shaders 1.10 Extreme 65-75fps on GTX [email protected]

    v1.09
    Sildur's Vibrant shaders 1.09 Lite Recommended for Intel cards and weak systems
    Sildur's Vibrant shaders 1.09 Medium Recommended for recording or older PCs
    Sildur's Vibrant shaders 1.09 High ~75-100fps on GTX [email protected]
    Sildur's Vibrant Shaders 1.09 High-MotionBlur
    Sildur's Vibrant shaders 1.09 Extreme 65-75fps on GTX [email protected]


    v1.08:

    Sildur's Vibrant shaders 1.08 Lite Recommended for Intel cards and weak systems
    Sildur's Vibrant shaders 1.08 Medium Recommended for recording or older PCs
    Sildur's Vibrant shaders 1.08 High ~70-90fps on GTX [email protected]
    Sildur's Vibrant Shaders 1.09 High-MotionBlur
    Sildur's Vibrant shaders 1.08 Extreme stable 60fps on GTX [email protected]


    v1.07 (Beta):

    Sildur's Vibrant shaders 1.07 Medium (beta) Recommended for recording or weak PCs
    Sildur's Vibrant shaders 1.07 High (beta) ~80-100fps on GTX [email protected]
    Sildur's Vibrant Shaders 1.07 High-MotionBlur (beta)
    Sildur's Vibrant shaders 1.07 Extreme (beta) stable 60fps on GTX [email protected]

    v1.06:
    Sildur's Vibrant shaders 1.06 Medium
    Pick this one for smooth gameplay and recording, usually above 60fps.
    Sildur's Vibrant shaders 1.06 High Quite heavier compared to medium. Running at constant 60fps on my GTX 770 tho.
    Sildur's Vibrant shaders 1.06 High-MotionBlur
    Sildur's Vibrant shaders 1.06 Extreme Self explaining.

    v1.054 is more fantasy like compared to v1.06.
    Last updated on 10/03/15.
    v1.054:
    - Fixed flickering issue
    - Reworked lite preset completly.
    - Acacia and Dark oak leaves are now also waving in the wind ;)

    v1.054
    Sildur's Vibrant shaders 1.054 Lite
    Sildur's Vibrant shaders 1.054 Medium
    Sildur's Vibrant shaders 1.054 High
    Sildur's Vibrant shaders 1.054 Ultra

    v1.053
    Lite
    Medium
    High
    Ultra

    v1.051
    Lite
    Medium
    High
    Ultra

    v1.05
    Lite
    Medium
    High
    Ultra

    v1.032, released November 21, 2016.
    Changelog:
    - Fixed day/night transition
    - Fixed handheld items brightness
    - Night is less dark
    - Fixed emissive block lighting strength
    - Nether and End now use my basic shaders
    Max
    Max - no DOF

    v1.031, released: May, 31, 2016.
    changes: Improved night time, removed option: NightIsTooDarkForMe.
    Max
    Max - no DOF

    v1.03
    Regular
    Intel
    Max
    Max, no depth of field
    Max, Cel shading

    Enhanced Default:
    This redone version requires Optifine with the integrated shadersmod in order to work correctly. (1.7.10 and newer)
    Sildur's Enhanced Default [redone] v1.031
    Features:
    - Full support for default minecraft, meaning things like night vision work fine!
    - Shadows, colored shadows, underwater shadows, reflections, cel-shading, color boost, crossprocess(color filer), motionblur, depth of field and distance blur
    Everything listed above can be tweaked ingame, so be sure to check out those shader options!


    Basic Shaders:
    Sildur's Basic Shaders v1.051 Regular
    Sildur's Basic Shaders v1.051 Motion Blur
    Sildur's Basic Shaders v1.051 DoF
    Sildur's Basic shaders v1.02 World curvature
    Sildur's Basic Shaders v6 ACID
    Incomatible with macs
    Features:
    - Crossprocessing (Different colors, see screenshots.)
    - Motionblur
    - Depth of Field
    - World Curvature (outdated)
    - Crazy Acid shaders (outdated)


    Installation:
    For MC 1.7.10 and newer:

    1. Download and install the MC version you want to use.
    2. Download the corresponding optifine version: http://optifine.net/downloads
    3. Run the optifine jar file you just downloaded, it's an installer. (if you want to use forge don't run it and put it into your mods folder instead)
    4. Launch the game using the newly created optifine profile, unless you use forge, in that case run it using the forge profile.
    5. Goto options -> video settings -> shaders and click on the "shaders folder" button.
    6. Download my shaderpack, put the .zip file in the shaderpacks folder and choose it from the ingame shaders list.
    For MC 1.6.4 and below:
    1. Download the latest Forge version for your MC version.
    2. Run it's installer (the jar file), a new profile should appear in your launcher use that to launch the game
    3. Download Karyonix GLSL mod for 1.6.4 or below and put the jar file into your .minecraft/mods folder.
    4. Download Optifine HD <version> Ultra and put it into your .minecraft/mods folder.
    5. Launch the game using the new forge profile.
    6. Put my shaderpack into the shaderpack folder in .minecraft/shaderpacks.
    7. Ingame goto options -> shaderpacks and pick it from the list.
    8. Enjoy!

    Vibrant shaders changelog:

    Vibrant shaders v1.17:
    - Added volumetric clouds (They are faster than 2D clouds! ~15% performance increase)
    - Expanded cloud options in sky & lighting options screen.
    - Improved motionblur quality
    - Improved blending between sky and land if volumetric lighting is enabled (still prefer godrays)
    - Various code improvements and cleanup based on enhanced default resulting in minor performance boost
    - Removed an outdated ingame option previously required for mc 1.8.x
    - Increased texture visibility of water if watertex is enabled
    - Updated legacy code to new optifine standards (1.7.10+)
    Previous changes which you might missed:
    - Updated water visuals
    - Added ingame option water height found in parallax option screen.
    - Added ingame option water texture, it blends your resourcepack texture with the water color, so it might not be that visible.

    Vibrant shaders 1.166:
    - Fixed lighting on transparent blocks during night time

    Vibrant shaders 1.165:
    - Downported water from upcoming v1.17
    - Added ingame option water height found in parallax option screen.
    - Added ingame option water texture, it blends your resourcepack texture with the water color, so it might not be that visible.

    Vibrant shaders 1.164:
    - Fixed bloom in nether
    - Ported improved colored shadows from enhanced default to vibrant shaders!

    Vibrant shaders 1.163:
    - Fixed weird color issues on newer nvidia drivers (381.65, 381.78)
    - Added waving tallgrass

    Vibrant shaders 1.162:
    - Added water parallax mapping (medium - extreme, can be toggled in parallax mapping option, disabled by default in medium)
    - Added support for User friendly options. Update optifine to one of the many preview versions to make use of this:
    http://optifine.net/downloads
    The preview version for 1.8.9 no longer requires you to enable the ingame MC1.8 option! (OF author backported shadersmod improvements from 1.11.2)
    - Various code improvements
    - Improved water visuals, adjusted colors
    - Volumetric lighting now automaticly disables godrays
    - Fixed flashing black square caused by bloom
    - Fixed white border caused by bloom for fermi nvidia gpus and some intel gpus

    Vibrant shaders 1.161:
    - Fixed rendering of non moving entities (like chests, signs etc)
    - Fixed lines in water, thanks to Builderb0y
    - Fixed End shaders
    - Improved lighting on chests, signs etc.

    Vibrant shaders 1.16:
    - Reworked rendering system to fix a bunch of issues, see below:
    - Fixed stained glass colors near lightsources
    - Fixed entities rendering (players etc)
    - Fixed hand rendering
    - Fixed translucent blocks rendering (stained glass etc)
    - Fixed rendering of enchanted items (armor, weapons etc)
    - Fixed distance dof/blur, blurring your hand
    - Fixed motionblur blurring your hand
    - Fixed underwater shadows
    - Fixed block selection color (leads are a bit broken because of this)
    - Fixed rain on water/translucent blocks
    - Fixed light bleeding in caves
    - Fixed weird color issues on certain systems
    - Fixed lines in water thanks to BuilderB0y
    - Code optimizations to reduce potential errors on certain systems. (Like weird colors)
    - Improved support for translucent blocks, mods that add translucent blocks should work better now.
    - Improved bloom
    - Improved lens flare
    - Improved water caustics
    - Improved water ripples
    - Improved lighting
    - Improved motionblur
    - Improved ambient occlusion (it's now only enabled in extreme, because it causes huge slowdowns with lots of entities nearby)
    - Added Volumetric lighting (based off chocapics beta release, WIP)
    - Added an ingame option to toggle volumetric lighting, found in sky options. Disable godrays before enabling it.
    - Added waving beetroot
    - Added an ingame option to adjust the motionblur strength
    - Added an ingame option to adjust the bloom strength
    - Added an ingame option to toggle ice and stained glass reflections
    - Adjusted water colors
    - Adjusted colors, they were abit over the top.
    - Color boost can now be adjusted ingame:
    0.04 = old color boost set to off.
    0.2 = new adjusted colors
    0.35 = old color boost set to on.
    - Removed dynamic handheld light due to rendering issues. Use the inbuild "Dynamic Lights" option from Optifine.
    Found in options -> video settings -> quality. Or options -> video settings.
    Known issues:
    - Bloom on torches can become to strong if they are next to each other because they light themself up.

    Vibrant v1.153:
    - Improved lighting on mobs in caves.
    - Fixed transparent mobs in nether for some intel and amd gpus.
    - Fixed hand flickering on some amd gpus. (tested on hd6870, driver 16.2.1)
    - Fixed nether sky being rendered ontop of transparent blocks.
    - Applied a temporary fix for transparent blocks in nether for all systems. It depens on your GPU how well it works / looks.
    - Applied a temporary fix for enchanted stuff, it shows the effect on some items but the colors are abit off. (requires optifine shadersmod, so 1.8+)
    Thanks to Vico, Turtac and Digitalshadowhawk for testing.
    *Know issues: Colors of stained glass and ice in nether might look abit off depending on the GPU (mostly amd and intel). Still released this patch because they are no longer invisible.
    Temponary fixes will be resolved in the future, I have to rework the way things are rendered to fix everything correctly.

    Vibrant v1.152:
    - Improved sky while raining on lite preset.
    - Fixed flickering on hand / handheld items (for intel gpus). Thanks to Vico for testing.
    - Fixed fog rendering in nether.
    - Fixed fog rendering through transparency in nether.
    - Fixed pixelated screen if bloom is disabled.
    - Fixed bloom option in nether.
    *Know issues:
    Transparency isn't rendering correctly in nether for Intel gpus, not sure why.

    Vibrant v1.151 hotfix:
    - Fixed issues with compiling the shaderpack on intel gpus.
    - Fixed text on signs if parallax mapping is enabled.
    Some undocumented changes, missing from the previous changelog:
    - Moon is now also drawn by the shaderpack, like the sun.
    - Added an ingame option to toggle the shader moon.
    If it overlaps with the default moon either disable it in video settings -> details -> Sun & Moon. Or disable the shader moon.

    Vibrant v1.15:
    - Improved shadow distance.
    - Shadows go through water now.
    - Shadows can be disabled now. (added an ingame option to disable shadows)
    - Added an ingame option to toggle shadows.
    - Light from emissive blocks now goes through water instead of ontop.
    - Almost full transparency support. (stained glass, ice etc)
    - Improved godrays.
    - Improved sky and general lighting colors.
    - Improved sun glow.
    - Improved water transparency.
    - Improved water visuals for all presets (lite - extreme)
    - Adjusted water colors.
    - Changed rain/snow angle, it no longer falls straight down.
    - Added an ingame option to toggle the alternative weather angle.
    - Fixed issues with particles and transparency.
    - Added subtile ice reflections.
    - Added subtile stained glass reflections.
    - SSAO replaced with SSDO, it's faster and more accurate. (Ambient occlusion)
    - You don't like how colorful everything is? No problem, added an ingame option to toggle the color boost.
    - Added a new option called whiteworld which makes replaces every color with white. Screenshot -> https://i.imgur.com/xziUB8O.png
    - Added an ingame option to toggle mobs flashing red when hurt
    - Added an ingame option to toggle underwater fog
    - Added an ingame option to adjust the view distance of distance-blur (dof)
    - Added parallax mapping. (parallax mapping depth is based on what your pom res is set to)
    - Added an ingame options for parallax mapping and it's resolution.
    - Added waving water
    - Added an ingame option to toggle waving water
    - Optimized water code, reduced if statements since they are somewhat slow.
    - Improved red flashing mobs while hurt, thanks to Sp614x.
    - Reduced noise texture resolution from 1024 to 512, this will increase the overall performance by quite a bit!
    - Optimized code to reduce visual differences caused by lower noise texture.
    - Fixed leashes.
    - Improved overall performance of vibrant shaders.
    - Added colored shadows! (if going through stained glass).
    - Added an ingame option to toggle colored shadows.
    - Added bump mapping. (it's tied to parallax mapping)
    - Optimized both bump mapping and parallax code alot.
    - Added an ingame option to toggle clouds (in sky options)
    - Added an ingame option to toggle cloud reflections. (in sky options, only enabled in extreme)
    - Clouds move slower now.
    - Renamed sun effects to sky options
    - Added nether shaders!
    - The End now makes use of my basic shaders (until I work something out for them)
    ***
    Know issues and more:
    - Transparency can sometimes look abit off
    - Entities (players, mobs and such) can look a bit off at times. (Applied a temporary fix to prevent issues with transparency on entities)
    - Lens flares is applied to everything bright (intended by chocapic), but it's rather annoying for gameplay. So disabled by default until recoded. Also requires bloom to be enabled.
    - Bloom is not final, but the current one should be faster compared to v1.141.
    - Motionblur affects your hand / handheld items, same for depth of field.
    - Lite preset is no longer that cut down, the only thing that's missing are reflections.

    Vibrant 1.141:
    - Added an ingame option to change the amount of blur used by bloom.
    - Reduced the amount of blur used by bloom a bit. Reducing blur makes the bloom effect abit weaker.
    - Added an ingame option to adjust the lighting strength of emissive blocks, like torches.
    - Lighting strength of emissive blocks is NO LONGER AFFECTED BY MOONLIGHT.
    - Bloom strength is NO LONGER AFFECTED BY MOONLIGHT.
    - Increased the max. allowed value for moonlight to 0.10.
    - The whole lighting system has been rewritten, it's way better and less hardcoded now. (To allow tweaks)
    - Alot smoother transitions between lighting states. No more jumpy lighting switches between day/night/inside
    - Cleaned and optimized code(small performance boost), no more double defines @Sp614x
    - Fixed and improved handheld items that cast light. Their light range is no longer nearly infinite.
    - Mobs now flash red again when hurt.

    Vibrant 1.14:
    - New, much better bloom.
    - Godrays are no longer visible while raining.
    - Nights are now a bit brighter.
    - Everything is now less dark while raining.
    - Shadows are now a bit darker, to increase contrast and compensate for increased brightness caused by bloom.
    - Overall some minor lighting changes, improvements and bugfixes.
    - Emissive blocks now look better even if bloom is disabled.
    - Motionblur works way better with the new bloom, I can only recommend it.

    Vibrant 1.13:
    - NEW, simple water caustics, also slightly changed transparency of water
    - NEW, added more options that can be tweaked ingame is using Optifine 1.8.9 G9 or higher.
    For example: Brightness during night time can be adjusted ingame now. Also things like shadow distance and resolution can be changed while playing.

    Vibrant 1.12
    - FIXED, Depth of field, thanks to Skate702 for indirectly reporting this issue.

    Vibrant 1.11
    - FIXED, Cel shading, thanks to Apechief for pointing that out!
    - Updated whole shaderpack to support new optifine features better (Requires optifine 1.8.9 G9 or newer)

    Vibrant 1.10
    - NEW, simple HDR, your "eyes" now adjust to the lighting, for example: if you go out of a cave everything will be bright for a few seconds.
    - NEW, Water has changed again, can be seen in the screenshot!
    - FIXED, Bloom no longer gets cut of by the sky.
    - FIXED, Leaves in the distance are no longer bright.
    - IMPROVED, Bloom is less pixelated now, without a loss of performance!
    - CHANGED, Turned bloom a bit down, as suggested a few times.
    Important notes:
    Lite and medium should experience a boost in performance, about 10-20fps more compared to v1.09!
    High and extreme are now a bit more performance tanking in areas with water, before everyone starts to cry, it's only about 5fps worse compared to v1.09.

    Vibrant 1.09:
    - FIXED, Ice blocks in water.
    - FIXED, Stars, they are visible at night again!
    - FIXED, Maps, they are displayed correctly now.
    - ADDED, Workarround to disable Minecraft's Pseudo lighting system. You can disable my workarround if you like the default MC lighting which darkens sides of blocks.
    - ADDED, Cloud "distortion" for a more realistic movement.
    - CHANGED, Sun glow at night no longer has the same redish color like daytime. It's now more blue-ish. (Moon glow)
    - CHANGED, Godrays are now located in final.fsh and have been merged with lens flare code to reduce duplicated code.
    - Code has been cleaned up A LOT, also lots of optimations being made. Performance should've increased for about 5-15frames!

    Vibrant 1.08:
    - FIXED almost all bloom issues, see bloom changes below
    - NEW Bloom is now only active in dark areas, like caves or certain houses. (Based on the lightlevel arround your character)
    Bloom is also enabled during raining and night time.
    - FIXED Vines are no longer glitching through blocks
    - FIXED weird-redish lighting in caves / dark areas
    - FIXED Distance blur, it no longer affects the sky.
    - FIXED Fog in caves and houses while raining
    - NEW Lens flare from newest chocapic branch has been ported over for more customization in the future
    - FIXED New Lens flare caused a blackscreen while looking at the moon / away from the sun.
    - NEW Fog now has it's own color in caves / dark places
    - NEW Water has been reworked, looks pretty awesome!

    Vibrant 1.07 (beta) - Updated to newest chocapic version, read his updated agreement / rules!
    - NEW Fog color now adjust according to world lighting
    - NEW Subsurface scattering, can be seen while raining.
    - OPTIMIZED Clouds are no longer calculated twice for sky and water.
    - OPTIMIZED Sun, it's no longer just a huge white spot.
    - IMPROVED World lighting and colors
    - FIXED Distance blur no longer affects the sky.
    - REMOVED Wetness while raining, it will come back tho. Don't worry
    ----Know issues----
    - Bloom causes blending from sky into ground / objects. It's only enabled in extreme because of that.
    - Bloom can result in overbrightness
    - Lighting in dungeons is to bright / redish

    Vibrant 1.06
    - NEW Motionblur, it's working well
    - NEW Underwater fog
    - NEW Lens flare
    - NEW Water ripples
    - NEW Water "lighting"
    - IMPROVED Fog
    - IMPROVED Overall lighting
    - REWORKED lighting system from torches
    - AND MUCH MUCH MORE, GO CHECK IT OUT INGAME YOURSELF!


    Vibrant 1.053
    - TWEAKED Water waves
    - Minor code optimations
    - REMOVED PoM and Specular mapping for now..(to fps draining)


    Vibrant 1.052
    - NEW Motion blur!
    - NEW HDR effect! Thanks to DeDelner
    - NEW Water refraction
    - TWEAKED Water waves (ripples)
    - TWEAKED Lighting from torches etc.
    - CHANGED Ultra version now uses DoF as in older releases


    Vibrant 1.051
    - CHANGE Bloom got another rework
    - CHANGE Torches etc are now brighter and got a new color tone
    - NEW Added a workarround for macs with very low fps, can be enabled in composite.fsh

    Vibrant 1.05
    - NEW Bloom method
    - NEW Colors (Tonemapping and such)
    - NEW 2D Clouds, taking almost no fps.
    - NEW Bokeh DoF and distance blur
    - NEW Water ripples
    - NEW Water reflections
    - NEW Reflections when raining / wetness
    - NEW Sun
    - NEW Torchlight color
    - NEW/BETTER Godrays
    - NEW FOG finally!
    - NEW Underwater is now kinda foggy
    - FIXED black night
    - FIXED flickering
    - FIXED SSAO
    - FIXED a hell lot more bugs
    - More optimized
    Probably way more changes, but I can't remember them all.
    Works with PC's and Mac's with Nvidia and some AMD cards (plz report your result if it doesnt work, by also posting the devlog from the minecraft launcher into a spoiler. This helps me the most, I still need to know at least your OS and graphic card)

    Vibrant 1.03
    - Fixed specular mapping (reflections)
    - Added parallax mapping (pom, requires adjusted TP)
    - Way better night can be disabled in composite.fsh
    - Sharper shadows without fps hit
    - White screen caused by lens flare probably fixed
    - Added version for Intel cards
    - Better sun and sky
    - probably some more changes which I forgot

    Vibrant 1.02
    - Added new waving objects from 1.7.2

    Vibrant 1.01
    - fixed blurred hand when using depth of field

    Vibrant 1.0
    - Bunch of bugfixes and improvments
    - All versions works with any Nvidia drivers now. (Im on the latest beta for ex.)
    - Motionblur added, currently overlapping with Godrays, so you can only use one. (Found in composite1.fsh, but dont use it yet, requires more work)
    - No depth of field pre-configured download added
    * TODO *
    - Fog
    - Better glowing effects
    - Parallax mapping
    - ...

    Vibrant Pre9.
    - fixed weird white transparent "screen"
    - fixed black ground while looking away from the sun
    - Activated Ice and Netherportal reflections in max and max+celshading (May be tweaked and optimized in future update)
    - Added handeld items casting light ~ from Chocapics WIP9. Can be activated in composite.fsh
    - Darker nights added
    - Optimized even a little bit more

    Vibrant Pre8.3
    - fixed weird looking ice (reworked how I changed the water color)
    - Specular mapping is kinda fixed - can look weird sometimes

    Vibrant Pre8.2
    - Godrays
    - Handheld items like torches cast light (enable in composite.fsh)
    - New water color WIP *Ice is a bit buggy
    - Screen gets brighter while looking at the sun WIP
    - Basic function for a better night added
    - Fixed SSAO
    There will be a few other bugs maybe, its a preview

    Vibrant Pre7.1
    - Fixed specular mapping

    Vibrant Pre7
    - Added basic lens flare
    - Merged with chocapics rain flares
    - Added specular mapping back (broken, fixed in 7.1)
    - Reworked water shader again
    - Ssao currently broken

    Enhanced Default changelog:

    Enhanced Default v1.031:
    - Added ingame option Fog

    Enhanced Default v1.03:
    - More code cleanup and optimization, should increase performance by 10-15%

    Enhanced Default v1.02:
    - Fixed an issue with normals, resulting in an overall performance increase of about 30%!
    - Code optimizations and cleanup, further increasing the overall performance
    - Added debugging options in misc, depthbuffer isn't really used but might be neat for some screenshots
    - Added block.properties support, allowing you to easily add waving and reflections support for new blocks (modded blocks)
    - Removed individual reflections options, they are now grouped together due to block id mapping using block.properties (see below for more on that one)
    - Reduced shadow acne

    Enhanced Default v1.01
    - Improved performance, I get about 15-20fps more compared to v1.0. Make sure to update your optifine version, otherwise you might not gain that much of a boost.
    - Fixed fog under/in lava. You might have to update your optifine version for this to work.
    - Added ingame option Reflections Quality. (fast|fancy, default: fast)

    Enhanced [redone] v1.0
    - Initial release of rewritten enhanced default, everything has been improved.

    Basic shaders changelog:

    v1.051:
    - Fixed compiling issues that happend on certain Intel gpus and macs.
    - Code cleanup.
    - Colorboost can now be toggled ingame if using optifine. (in regular basic shaders)
    - Sun and moon angle can now be toggled ingame if using optifine (switch between default and shader sun/moon angle, in regular basic shaders)
    - Waving objects can now be toggled ingame if using optifine (in regular basic shaders)
    - Added waving support for beetroots.

    1.05
    - Updated to support 1.8(.8) blocks and entities.
    - Removed none needed code
    - Replaced most code with newer one from my latest build
    - Vines should glitch less into blocks

    1.04
    - Improved compatibility

    1.03
    - fixed a mistake with bloom
    - added colors from vibrant to basic shaders
    - fixed for Intelcards
    - changed sun angle to the new one
    - added new waving objects

    1.02:
    - fixed an error, which made everything black/dark

    1.01:
    - New crossprocess
    - Thaumcraft 4 and Aether 2 Support
    - Cleaner code
    - Waving potatoes and carrots added
    - fixed a mistake in the DoF basic.

    Reporting Bugs or Problems:

    Pick the shaderpack from the shaders list, after that goto .minecraft/logs and attach the latest.log in your post.

    Example:
    Getting error final.fsh and composite.fsh plz help me
    Nvidia GTX 960, driver 362.00
    Windows 10 Pro x64
    Here's my log output:
    .....
    Please post your log output in a spoiler by doing this (spoiler)your text(/spoiler) replace () with [].

    Want my signature? Here's the code:

    [url=http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1291396-1-6-4-1-12-2-sildurs-shaders-pc-mac-intel-vibrant|_blank][img]https://i.imgur.com/WLlEhKf.png[/img][/url]

    Like my work and want to support me? Feel free todo so here:


    You can find me here to be always up to date on whats going on:


    My other projects:
    Enhanced Warhammer Age of reckoning: http://bit.ly/1WiVU1Y
    Enhanced Elder scrolls online: http://bit.ly/1ner1jy
    Enhanced Skyrim Special Edition: http://bit.ly/2e58vYJ

    Credits\Thanks:
    Chocapic13 & Alexei, Vibrant shaders based on them.
    Karyonix - Maintains and updates the GLSL mod, which without my shaderpack would not work.
    Sp614x - Updating and including the shadersmod in optifine.
    Skype/Discord Testers - Helped me solve common bugs and problems.
    N3rdFall, for this awesome signature!


    ~Sildur
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4 - 1.12.2]Sildur's shaders [PC/MAC/INTEL] Enhanced Default v1.031 released! (February 19, 2018)
    Quote from Geethebluesky»

    How could I configure the shader to never apply custom skies by default? (Meaning, have a specific dimension whitelist, I guess.)


    I'm playing with Mystcraft, which creates new dimensions on the fly. Would be handy to prevent the shader from touching any new dimension's sky by default, instead of having to add a folder each time a new dim is generated. All of the newly-created dimensions have z-fighting problems otherwise.


    Hmm, I don't think that's possible right now. Gonna ask Sp614x about this, maybe we can work something out, like an option in shaders.properties.


    EDIT: It's on the optifine issues tracker now. (on github)

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4 - 1.12.2]Sildur's shaders [PC/MAC/INTEL] Enhanced Default v1.031 released! (February 19, 2018)
    Quote from Geethebluesky»

    Hello Sildur!


    I don't know if this is possible but if so: I'd like to request a performance option when using your shaders with the Dynamic Surroundings mod. That mod adds auroras to the night sky in polar biomes like Taiga, Cold desert etc.


    The DS author indicates with a GTX 980 they get aurora rendering times around 23ms without shaders. I'm on a GTX 1070 and get around ~200ms (!), while running your Enhanced Default.


    I already requested a performance slider (low/medium/high) on Orecruncher's Github but was sent here because it's apparently the shader causing 10x rendering on the auroras.


    Would it be possible to have the shader rendering either set to Off for the auroras, or to get some sort of performance slider for these, please? I'm kind of loving the look of the auroras, IMO they really add a lot to those biomes, but that 200ms tends to compound with other things to suck FPS away.


    Sounds like a shadersmod issue rather than a shaders issue. Unfortunately you can't disable part of the shadersmod rendering for specific things, so that won't work.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4 - 1.12.2]Sildur's shaders [PC/MAC/INTEL] Enhanced Default v1.031 released! (February 19, 2018)
    Quote from Geethebluesky»

    Hey Sildur, don't mean to bug (I might have missed something about this), but is there a way to fix dimensional modded skies that flicker (I think it's called z-fighting?) with the Enhanced Default shaders?


    Or exclude the shaders from acting on certain dimensions?


    You can do per dimensions shaders by creating folders with the dimension id inside the shaderpack zip, copying the nether shaders might work. Otherwise an empty folder should disable shaders in said dimension.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4 - 1.12.2]Sildur's shaders [PC/MAC/INTEL] Enhanced Default v1.031 released! (February 19, 2018)
    Quote from benzodm»

    Hi everyone, maybe that question has been asked many times, but how can I set up torchlight colour? I found some info about it, but for SEUS shaders that you need to edit composite1.vsh file. I did not find any line for torchlight in this config files


    All I want is to set up light to make it more white, because it is very yellow, especially in modern structures


    I explained this earlier, 2 pages ago. See my post back then https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1291396-1-6-4-1-12-2-sildurs-shaders-pc-mac-intel?comment=5043
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4 - 1.12.2]Sildur's shaders [PC/MAC/INTEL] Enhanced Default v1.031 released! (February 19, 2018)
    Quote from Geethebluesky»



    Sildur's Enhanced Default [redone] v1.031 ?

    Yep, the particles are visible normally.


    Edit: They switch from white, when looking at the horizon, to grey when looking directly above. It's not a gradual change, it happens all at once after a certain point. This doesn't happen with the shaders set to Off or Internal though, I just checked. I can take screenshots if that'd be useful?


    Is it intended that particles only show up with Default?


    Enhanced default uses forward rendering and does things as close as possible to how default minecraft would. Some things aren't quite working out due to shadersmod limitations and might require rather hacky approaches to get them somewhat up and running. That's why it's working (somewhat) fine with most mods.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4 - 1.12.2]Sildur's shaders [PC/MAC/INTEL] Enhanced Default v1.031 released! (February 19, 2018)
    Quote from Frousties»

    Is there a way to remove the custom sky (with vibrant and enhanced default) ? Cause since I'm playing with mods and jumping across dimensions all the times, I would like the sky to not look completely buggy.


    (of course it will only be for personal use if I need to make changes)


    You can't do that in vibrant shaders as for enhanced default, it's using the default sky already, are you using astral sorcery? You have to disable it's custom sky stuff, see: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1291396-1-6-4-1-12-2-sildurs-shaders-pc-mac-intel?comment=4976
    Quote from Silver_Pharaoh»

    Sorry Sildur, 2 last questions:

    I've been looking in the gbuffer_water.fsh & .vsh for a way to make the water clear like I had it in v1.06 (I think I changed the water in v1.06)

    But I cant seem to make it happen...


    Any clues?


    I've change line 146 in gbuffers_water.vsh to ambientNdotL.rgb = ambientC*SkyL2*0.3 + moonC + vec3(0.25,0.25,0.25)*torch_lightmap*0.2 + 0.00008;

    But I didn't notice much difference?


    I attached what the water looks like and what I'm trying to get it to look like below.\


    And the brightness of torches, can it be increased? More specifically, make the torches light up a larger area?


    The light of emissive blocks goes through water instead of ontop, you can disable that by adding two slashes infront of line 108 in gbuffers_water.vsh, increasing the color strength should also make it a little bit brighter. The lighting area is based on the default lightmap, although the falloff isn't perfect.
    As for transparency, I wouldn't really want to touch it, it's based on sky color, lighting bounce etc. So changing that without breaking something is rather tricky.

    I'm working on a rewrite of vibrant shaders, version 2.0 so to say that should fix current issues and allow more customization.
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6.4 - 1.12.2]Sildur's shaders [PC/MAC/INTEL] Enhanced Default v1.031 released! (February 19, 2018)
    Quote from Silver_Pharaoh»

    Hi Sildur!


    Just downloaded your v1.17 High with motionblur pack (coming from v1.06!) and one thing I did in the v1.06 pack was change the torch colour from yellowish to white. (This make the IC2 luminators look more realistic since the panels are white not yellow.)


    I was able to change the torch colour again, but objects are still coloured yellow a little bit...

    Just wondering how can I change this to reflect the new white torch colour?


    Thanks!


    v1.06? That's quite a jump, 21 versions to be exact. Anyways you've to change it in multiple files now due to changes to the way things are rendered on screen for better tranparency support.
    composite.fsh line 1009
    gbuffers_blocks.vsh line 52
    gbuffers_textured.vsh line 51
    gbuffers_water.vsh line 146: vec3(1.1,0.42,0.045)*torch_lightmap
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4 - 1.12.2]Sildur's shaders [PC/MAC/INTEL] Enhanced Default v1.031 released! (February 19, 2018)
    Quote from GinDiamond»

    Hello,


    LOVE these shaders. For some reason they play really well with my amd cards, and I'm not complaining.


    Is it possible to set the light a bit different for the Twilight Forest? By default these shaders make the daylight look a bit too "daytime" instead of twilight.


    Right now there's no easy way to adjust the world lighting.
    Quote from pent»

    Has anyone seen or found a workaround for this sky/cloud rendering bug where the clouds only render in the top half of the screen (above the crosshairs)?


    Let me guess, you're using astral sorcery, you have to disable it's custom sky, see: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1291396-1-6-4-1-12-2-sildurs-shaders-pc-mac-intel?comment=4976
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6.4 - 1.12.2]Sildur's shaders [PC/MAC/INTEL] Enhanced Default v1.031 released! (February 19, 2018)
    Quote from xAno_x»

    Please add option to disable fog in Enchanced Default. In optifine options i can't disable it(i know fog option is in "Details"). :C


    Enhanced default v1.031 released!


    Changelog:
    Added ingame option: Fog
    Posted in: Minecraft Mods
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