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A simple Minecraft Java shader that attempts to maintain the vanilla aesthetic while adding optional shadows & colored lighting.

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Shrimple [shader]

A Minecraft Java shader that attempts to maintain a minimal "vanilla" aesthetic, while adding some optional features:

  • Waving Plants.
  • FXAA (anti-aliasing).
  • Sharp/Soft Shadows.
  • CSM (Cascaded Shadow Mapping). *
  • Dynamic colored lighting. *
  • Ray-Traced block-light shadows. *
  • Volumetric fog lighting.
  • Rain puddles & ripples.
  • POM (Parallax Occlusion Mapping).
  • Normal Mapping.
  • Specular (shininess).

* Feature only available with Iris 1.6.0 or later!

Known Issues

  • The technique I use for lighting has the advantage of being very fast for few lights, but can also be dead slow with a lot of visible/nearby light sources.
  • Ray-traced block-light volumetrics are known to be incredibly slow. It's more of a cool looking gimmick than meant for gameplay.

FAQ

  • Q: Why isn't block-lighting being ray traced?
    A: RT is off by default. Either change BLock Light > Mode to "Traced", or apply the "RTX" profile.

  • Q: How do I remove the grainy noise from block-light shadows?
    A: Reduce the Block Light > Penumbra setting as needed, or to zero to completely disable temporal filtering. The "noise" is only needed for block-light soft shadows.

  • Q: How do I make colored/dynamic/traced shadows work further from player/camera?
    A: You can increase the Block Lighting > Advanced > Horizontal/Vertical Bin Counts. Increasing the Bin Size option will also help, but it will educe the maximum "density" of light sources per area.

  • Q: How do I make colored/dynamic/traced shadows faster?
    A: There are several options under Block Lighting > Advanced settings:

    • Reduce the Horizontal/Vertical Bin Counts to reduce the size of the light volume.
    • Reduce the Block Lighting > Advanced > Bin Size to use smaller bins (less blocks per bin).
    • Reduce the maximum number of lights per-bin.
    • Reduce the Range multiplier for lights.

Special Thanks

  • Fayer: very extensive help with QA, support, repairs, and motivation.
  • Builderb0y: help with optimized bit-magic supporting the core of voxelization.
  • Bálint: Created the fancy Iris warning, as well as DDA tracing & bit-shifting madness.
  • Tech: Helped implement improved soft shadow filtering & dithering.

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A simple Minecraft Java shader that attempts to maintain the vanilla aesthetic while adding optional shadows & colored lighting.

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  • GLSL 84.3%
  • Shell 14.6%
  • GSC 1.1%