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Shaders for MagicaVoxel including Terrain Generator, Life Game, Waterflow Emulator, Advanced Flood System etc.
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README.md

Eric's MagicaVoxel Shaders

Shaders for MagicaVoxel including Terrain Generator, Advanced Flood System etc.

Internationalization

Project Info

  • Current version: 0.0.8.0
  • State: LTS
  • Tested with MagicaVoxel 0.99.2 for Windows
  • Released under MIT License
  • Language: GLSL

Installation

Copy the .txt files from the shader directory in this project to the shader directory of your MagicaVoxel installation.

Compatibility

Notice: The compatibility issue in older GLSL versions will be thought of as bugs, please post them in the issues of the project.

Version Is compatible Note
0.98.2 No world system supported
0.99 Cannot show color id in the command panel
0.99.1 Cannot show color id in the command panel
0.99.2

Shaders and usages

Note
- The parameters with <> can be ignored. Mostly, they are set to 0 as default.
- The shaders are not designed for selected areas without specific explanation.

INDEX

TERRAIN GENERATOR

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  • File name: tergen.txt
  • Command-line usage: xs tergen [seed] [altitude] [noise-scale] [voxel-color] <void-voxel-color> <vertical-shifting> <x-shifting> <y-shifting>
  • Command-line e.g.: xs tergen 19260817 50 20 1 0 -10 10 10
  • Minimal edition e.g.: xs tergen 19260817 50 20 1
  1. It is recommended that you set the scene size to 126x126x126 for the best view.
  2. Set void-voxel-color to -1 to not remove the original scene.
  3. By using the xyz-shifting of the shader & the new world system of MagicaVoxel 0.99.x, you'll be able to create a large terrain map. (fig. 3)
  • Image preview:

FLOW

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This shader emulates the waterflow mechanics in the nature.

  • File name: flow.txt
  • Command-line usage: xs flow [color-index]
  • Command-line e.g.: xs flow 1

The voxels with given index are water source, the shader would not automatically create them, you must attach them first.

  • Image preview:

FLOW2

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In fact, it's a replacement of the unstable hyperflood shader.
In the fig.2 of preview section, you can see the shader does provide a solution for the closed areas.

  • File name: flow2.txt
  • Command-line usage: xs flow2 [color-index]
  • Command-line e.g.: xs flow2 1

The voxels with given index are water source, the shader would not automatically create them, you must attach them first.

  • Image preview:

PROJECT

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Project the color of a given x-y plane to the suface under it.

  • File name: project.txt
  • Command-line usage: xs project [height]
  • Command-line e.g.: xs project 64
  • Image preview:

LIFE GAME

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  • File name: lifegame.txt
  • Command-line usage: xs lifegame [color-index]
  • Command-line e.g.: xs lifegame 1

Designed for x-y plane. Use single color in your scene, or the shader will destroy it.

  • Image preview:

DROP

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  • File name: drop.txt
  • Command-line usage: xs drop [color-index]
  • Command-line e.g.: xs drop 1

This shader simulates the water drop process.

  • Image preview:

BLANKET

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  • File name: blanket.txt
  • Command-line usages: xs blanket [voxel-color] <noise-seed> <noise-scale> <threshold (0~2 recommend)>
  • Command-line e.g.: xs blanket 1 1248343 20 1.4
  • Minimal edition e.g.: xs blanket 1
  1. The shader will only cover the areas that are not covered. (Like snow)
  2. Esp. if both Terrain Generator & Blanket Shader have the same noise seed as well as scale, and the xyz-shifting of the Terrain Generator is zero, the result of the two shaders mixed together will be like realistic snow cover of high mountains. (fig. 3)
  • Image preview:

CUBE FILLING

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  • File name: cubefill.txt

  • Command-line usages:

    1. xs cubefill [mode (0 for filling, 1 for frame)] [point1_X] [point1_Y] [point1_Z] [point2_X] [point2_Y] [point2_Z] [voxel color]
    2. xs cubefill [mode (0 for filling, 1 for frame)] [pointX] [pointY] [pointZ] [length of a side] [voxel color]
  • Command-line e.g.:

    1. xs cubefill 1 1 1 1 7 2 2 216 - Draw the edge frame of a red cuboid between the coordinates (1,1,1) and (7,2,2).
    2. xs cubefill 0 50 50 50 10 216 - Take coordinates (50,50,50) as the center, create a red cube with a side length of 10 units.
  • Image preview:

This shader will not empty your scene.

FLOOD

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  • File name: flood.txt
  • Command-line usage: xs flood [height] [color]
  • Command-line e.g.: xs flood 60 169
  • Image preview:

HYPERFLOOD

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UNSTABLE. DO NOT USE.
GO TO FLOW2 INSTEAD.

Unlike the classic flood shader, this shader provides a solution for closed water area.

  • File name: hyperflood.txt
  • Command-line usage: xs hyperflood [x] [y] [z] (The parameters represent the coordinate of the water source.)
  • Command-line e.g.: xs hyperflood 3 5 3
  1. The color of water is controlled by selected color in the palette.
  2. DANGER - READ BEFORE USE
    - THE SHADER ONLY SUPPORTS SCENES WITH LESS THAN 40 UNITS OF XYZ-VOLUMESIZE. (You can change line 17 to remove the limit, but think over first.)
    - LIMITED BY THE INNER EXPLAINATOR OF MAGICAVOXEL, THE SHADER IS NOT STABLE. IF THE FILLING SPACE IS TOO LARGE, MAGICAVOXEL MAY CRASH.
  • Image preview:

DARKER

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  • File name: darker.txt
  • Command-line usage: xs darker

This shader requires you to set the palette id to 0.

  • Image preview:

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