Compatibility
Minecraft: Java Edition
1.21–1.21.1
1.20.x
1.19.x
1.18.x
1.17.x
1.16.x
1.15.x
1.14.x
1.13.x
1.12.x
1.11.x
1.10.x
1.9.x
1.8.9
Platforms
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Details
Licensed ARR
Published 4 days ago
Updated 4 days ago
DrDestens MinecraftShaders
DrDestens MinecraftShaders is a shaderpack for Minecraft: Java Edition. It features water effects with reflections, ambient occlusion, bloom, realistic depth of field, motion blur, TAA and many other things. The shaderpack supports the LabPBR and OldPBR/SeusPBR standard, and you can use it with PBR texturepacks for added detail.
Feature Overview
- Screen Space Reflections
- Depth of Field
- Screen Space Ambient Occlusion (SSAO)
- Temporal Anti-Aliasing (TAA)
- Physically Based Rendering
- Various Water Effects
- Godrays
- Bloom
- Motion Blur
- Realistic DoF Chromatic Aberration
- Custom sky gradient
- Improved Fog with Sunsets
- Improved Dynamic Lighting
- Directional Lightmaps
- Outline
- Custom Block Selection Outline
- Basic Color Grading
Full Feature List
Depth Of Field
- Depth of Field
 Blurs non-focused objects, like a real camera - Bokeh Samples
 Quality of the blur
 Higher is better
 Significantly affects performance - DoF Intensity
 Intensity of the Depth of Field effect
 Low performance impact - Maximum Blur - High, Unlimited
 Limits the strength of the DoF blur
 Helps reduce artifacts when using lower sample counts and is better for gameplay - DoF Downsampling Amount
 Amount of Downsampling that takes place for the Depth of Field effect
 Reduces DoF artifacts, increases pixelation artifacts
 No/Low performance impact - Far Blur Only
 Only blurs far away things - Sample Rejection
 Improved DoF Quality by (mostly) removing color bleeding
 Can have a significant performance impact - Focus Delay
 Sets how long the focus takes to adjust
Reflections
- Reflection Mode - OFF, Sky, Flipped Image, Raytraced
- Raytracing Quality
 Number of raytracing iterations
 Lower is faster - Thickness Estimation Modifier - Infinite
 Increase this if the reflection blind spots annoy you
 Influences assumption about how thick a pixel is
 No performance impact - Fade Edges - OFF, Vertical, Full
- Reflection Threshold
 PBR only
 Sets the minimum required reflectiveness in order for SSR to enable
 Higher values may introduce reflection cutoffs - Screen Space Refraction
 Distorts things seen through water - Refraction Strength
- Glass Reflections
 Adds reflections to tinted glass blocks
Water
- Waving Water
 "Physical" Waves
 Moves the water surface - Wave Height
- Wave Normals - OFF, Noise, Sine
- Normals Strength
 Fake Waves, pretending to be real ones
 Added detail - Normals Scale
- Water Absorption Density
- Water Absorption Bias
 Adds a constant to the water fog distance
 Can help in making water more visible - Water Texture
 Enables the vanilla water texture - Water Color Options
- Water Absorption (RGB Color Picker)
- Absorption Color Multiplier
Physically Based Rendering
- PBR Format - LabPBR 1.3, SeusPBR / OldPBR
- Resource Pack Resolution
- PBR
 Enables Physically Based Rendering
 Make sure you enable Normal and Specular mapsm in the OptiFine shader options - PBR Blend
 In order to stay closer to minecraft vanilla rendering, my shader blends between PBR and vanilla rendering
 If you increase this value, the PBR effect will be stronger - Height as AO
 Uses the Height information for Ambient occlusion - Normal Mapping Fix
 With newer OptiFine versions this might not be necessary
 Enable this if normal maps do not show on entities or handheld objects - Use Hardcoded Metals
 If disabled, the shader will use the color for the reflectance data
 LabPBR only - Subsurface Scattering
- Parallax Occlusion Mapping
 Adds additional detail to blocks using the height map
 Low performance impact
 Can create artifacts at screen borders - POM Options
- POM Depth
 Specifies how deep the POM goes
 Higher values will create artifacts - POM Distortion
 Exaggerates the height map
 Helps create more depth with small POM Depth values
 Creates artifacts when used with high POM Depth values - Smooth POM
 Smooths out the height map
 Significantly reduces artifacts
- POM Depth
- Ambient light multiplier
Camera and Tonemapping
- Exposure
- Tonemapping - Custom Reinhard, Unreal
- Contrast
- Vibrance
- Saturation
- Brightness
- Vignette - OFF, Round, Square
 Darkens screen borders - Vignette Strength
- Chromatic Aberration - OFF
 Color Diffraction
Post Processing
- Temporal Anti-Aliasing
 Smooths edges at the cost of a slightly blurrier image
 Might cause problems with OptiFine's high-res screenshot feature - TAA Options
- TAA Blending Constant
 Controls the opacity of the current frame
 Set this value lower for smoother TAA - TAA Sharpening
 Changes the strength of the sharpening effect
- TAA Blending Constant
- Bloom
 Creates a glow around bright objects
 Looks nice ;) - Bloom Strength
- Motion Blur
- Motion Blur Intensity
- SSAO
 Screen Space Ambient Occlusion
 Makes cavities dark
 High performance impact - SSAO Quality - Low, Medium, High
- SSAO Strength
Atmospherics
- Fog - OFF, Normal, Border
- Fog Amount
- Morning Fog
 Increases fog amount during sunsets
 Only works with fog in "Normal" mode
 Requires fog and sunsets to be enabled - Morning Fog Strength
- Cave Fog
- Cave Fog Brightness
- Godrays
- Godray Colors
- Godray Sun (RGB Color Picker)
- Godray Moon (RGB Color Picker)
- Godray Strength
- Godray Radius
- Godray Samples
- Sky Colors
- Sky Noon (RGB Color Picker)
- Sky Sunset (RGB Color Picker)
- Sky Midnight (RGB Color Picker)
- End Sky Upper (RGB Color Picker)
- End Sky Lower (RGB Color Picker)
- Sun Angle
Weather
- Rain Detection - Temperature, Color
- Rain Opacity
- Rain Refraction
- Rain Refraction Strength
Other Stuff
- Outline - OFF, White, Black, Rainbow
- Outline Distance
- Block Selection Outline - Black, White, Rainbow
 Only works with newer OptiFine versions (G7 or higher) - Block Selection Outline Opacity
- Wavy Blocks
- Wavy Leaves
- World Curvature
- World Radius
- Hand Invisibility Effect
 Distorts handheld objects when invisible - White World
- Directional Lightmaps
 Applies normal mapping to dynamic lights
 Requires a ressource pack with PBR support - Directional Lightmap Strength
- Dynamic Light Brightness
 Changes the brightness of light from emissive blocks
Optimisation
- Flat Vertices
 Disable when using custom models with smooth surfaces
Agreement
You are allowed to
- Use my shaderpack in your videos / screenshots
You are not allowed to
- Redistribute my shaderpack: If you want to provide a download link you must link to my Modrinth / Curseforge page
- Use monetized URL shorteners linking to downloads of my shaderpack
- Publish edits of my shaderpack without my permission