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Settings

Claude edited this page Aug 7, 2026 · 1 revision

Settings

All options live in Shader Pack Settings, grouped into five screens. Localized in English and German.


Atmosphere & Fog

Option Range What it does
Fog Density 0 – 3 Overall fog thickness (rain and blindness increase it further)
Fog Start Distance 0 – 128 blocks Clear bubble around the camera before fog begins (ignored underwater)
Sky Fog 0 – 1 How much the sky is swallowed by haze
Breathing Fog on/off Slow swelling and receding of the fog
Darkness 0.8 – 2.0 Gamma curve on sky/ambient light — higher = darker world
Night Brightness (Moonlight) 0 – 3 Cool ambient at night, only on sky-exposed surfaces; caves stay black
Torch Brightness 0.5 – 2.0 Block light strength — exempt from the Darkness curve
Sky Gloom 0 – 1 Desaturates, darkens, and tints the sky
Show Sun / Show Moon on/off Remove either from the sky entirely
Sun & Moon Brightness 0.1 – 1.0 Dims the celestial textures

Shadows & Light Shafts

Option Range What it does
Shadows on/off Shadow-mapped sun/moon shadows (entities included)
Shadow Strength 0.2 – 1.0 How dark cast shadows are
Shadow Softness Hard / Soft / Very Soft PCF filter quality
Shadow Bias (Anti-Flicker) 0.5 – 3.0 Raise if you see stripe patterns or flicker on blocks
Shadow Resolution 1024 – 4096 Shadow map size
Shadow Distance 64 – 256 blocks Shadows fade out toward this distance
Sun Path Tilt −40° – 40° Tilts the sun's path for more dramatic angled shadows
Light Shafts on/off Volumetric god rays marched through the shadow map
Light Shaft Strength 0 – 1.6 Brightness of lit fog columns
Shadow Streak Contrast 0 – 0.7 How much fog darkens inside shadow columns (the visible streaks)
Light Shaft Quality 8 – 32 Raymarch samples — raise to smooth banding
Contact Shadows (SSAO) on/off + 0.25 – 1.0 Soft screen-space shadows in corners, boosted around block light

Retro / PSX

Option Range What it does
PSX Vertex Snap on/off Geometry jitters like on PS1
Snap Resolution 96 – 400 Lower = stronger wobble
Snap Mobs/Entities on/off Apply the wobble to entities too (round models get angular)
Pixelation on/off + Pixel Size 2 – 8 Renders the image in chunky pixels
Dithering on/off Bayer-ordered dithering
Color Depth 8 – 64 levels Color quantization steps per channel

Color Grade

Option Range What it does
Saturation 0 – 1.2 0 = black & white
Tint Color Sepia / Sickly Green / Cold Blue The pack's color cast
Tint Strength 0 – 1 How strong the cast is
Contrast 0.9 – 1.3 Push or flatten the image
Faded Blacks 0 – 0.12 Lifts blacks like worn tape

Analog Overlay

Option Range What it does
Film Grain 0 – 0.25 Animated noise, stronger in shadows
Vignette 0 – 1 Darkened frame edges
Chromatic Aberration 0 – 1 RGB fringing toward screen edges
Scanlines on/off + 0.1 – 0.5 CRT line pattern
Analog Flicker on/off Subtle 24 fps brightness flicker
VHS Wobble on/off Horizontal tape distortion

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