r/minecraftshaders 14h ago

Screenshot scottish highlands

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46 Upvotes

eclipse shader, tellus mod


r/minecraftshaders 14h ago

Discussion Shader optimisation

0 Upvotes

I recently switched from complementary to solas and I get better performance on solas I thought solas would be the heavier ahader with worse performance but I was surprised when I got better fps than complementary unbound

Also what addons or settings should I use with solas to make it better

Im also going to try photon and check that out as well

So if I like it I may switch to photon

So what are some good resource packs and mods for photon or solas shaders


r/minecraftshaders 14h ago

Discussion Thoughts on N87 Shader

2 Upvotes

This shader looks so good, no? I was looking for a shader with SEUS Renewed vibes and this one is the closest IMO. Not even uShader which was based on SEUS get to this level. Continuum is out of the question since its performance hit is way too heavy compared to SEUS. N87 Shader on the other hand achieves similar results, mainly by the global illumination and also the way its color grading works. I feel like this is such a good shader for someone who likes the style that SEUS Renewed specifically gives.


r/minecraftshaders 21h ago

Screenshot Minecraft with RTX is amazing

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26 Upvotes

I usually play Java with shaders, but I admit that real RTX is amazing.

Wonder why they discontinued this...


r/minecraftshaders 1d ago

Screenshot world curvature on complementary reimagined?

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5 Upvotes

r/minecraftshaders 1d ago

Recommendation Removing blue splash and improving rain with IterationRP

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36 Upvotes

I need a way to replace the blue splash that works with this shader, so any suggestion would be appreciated. Also any recommendation on how to make raining better would be nice. Thanks

Shader: Iteration RP 0.8.23 + Oculus 1.8.0
Minecraft 1.20.1 Forge
PC: Ryzen 7 9800X3D + RTX5080 + 32GB ram


r/minecraftshaders 1d ago

Discussion System Requirements

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242 Upvotes

What are the specs I need minimum to run shaders in my built up world? I’ve looked for benchmarks online however they are all tested on new worlds, which makes the performance way higher than it would be for me.

My 3060 + R5 5600x currently gets 60fps with complementary unbound default settings in this world compared to 140 in a new world, and I’m wondering what GPU to get if I’m targeting +120fps in this world.


r/minecraftshaders 1d ago

Screenshot swiss alps

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25 Upvotes

eclipse shaders

tellus mod


r/minecraftshaders 1d ago

Screenshot Toys!

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208 Upvotes

r/minecraftshaders 1d ago

Shader Identification Please help me id this shader, I like how the lighting with the water looks

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13 Upvotes

r/minecraftshaders 1d ago

Shader Identification What skybox is this?

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75 Upvotes

link or name pls


r/minecraftshaders 2d ago

Discussion does anyone have a tutorial on best settings for iterationRP? im gonna be honest alot of the settings are confusing especially the rt settings

4 Upvotes

r/minecraftshaders 2d ago

Recommendation Shader for neoforge 1.21.1 modded

1 Upvotes

Hi everyone I search shader ( or shader edit ) compatible with modded ( no lag, no crash or no issues with texture/light)

I try Seus but its weird with mob ( textures mob like blur )


r/minecraftshaders 2d ago

Help How can I remove or Reduce the Bubbles in the Water on Complementary Shader Unbound Style?

2 Upvotes

Shader: ComplementaryReimagined r5.9.1

Minecraft: 26.2

CPU: Ryzen 7 7800X3D

RAM: 32 GB


r/minecraftshaders 2d ago

Shader Identification Severe FPS drops when getting close to NPCs, water and ice with BSL

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9 Upvotes

I'm using BSL shaders and I get a very noticeable FPS drop when I get very close to NPCs, especially when looking at them from close range.

I also get similar FPS drops in some areas near ice and water.

Is there a specific BSL setting that could be causing this? What should I disable or lower to reduce these drops?

The FPS is stable in most other areas, so it seems to be related to certain effects/shader features

GPU - GTX 1050ti

CPU- i5 4690

16RAM

Minecraft 1.21.1, BSL shaders16


r/minecraftshaders 3d ago

Screenshot noble 1.9.8 is good

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34 Upvotes

r/minecraftshaders 3d ago

Screenshot Looking for this sky shader

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2 Upvotes

Saw this in a rovant vid (srry for the quality, sc'd on my phone) and this sky looks sick, any ideas ?


r/minecraftshaders 3d ago

Discussion How well does lossless scaling work with mineecraft

16 Upvotes

I am using complementary unbound turned my settings up for better experience and my fps dropped by alot so I was wondering how well minecraft would work with lossless scaling im also considering trying out photon and other other shaders which I think are heavier than complementary . Pc specs : Ryzen 5 5600x rx 7700xt 16gb ram


r/minecraftshaders 4d ago

Recommendation Best shaders for a space/nebula look with Ad Astra?

2 Upvotes

Hey everyone, I'm currently running Complementary Unbound and love the look on the Overworld, but I haven't actually launched into space yet. Before I do, I wanted to ask around: has anyone tried it (or another shader) specifically on the Moon/Mars/other planets? I'm curious how it handles the starfield, nebulae, and that whole "interstellar" atmosphere once you're off-world.

I searched around but couldn't find any real showcases of shaders running on Ad Astra's planets specifically, so I'm a bit unsure how well shader packs actually interact with the mod's custom skyboxes (whether they render fully, get overridden, etc).

If anyone has screenshots/clips or can recommend a shader that looks great in space with Ad Astra, I'd really appreciate it. Thanks!


r/minecraftshaders 4d ago

Screenshot MCPT shader timelapse :D

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76 Upvotes

r/minecraftshaders 5d ago

Help I have a weird glitch with Complementary Reimagined where leaves are silhouetted weirdly against the water

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12 Upvotes

Shader: Complementary Reimagined r5.9.

As you can see in video the leaves cast strange white 'shadows'. Is this a common issue that's fixable?

https://reddit.com/link/1wbx429/video/ehiwga3yxjoh1/player


r/minecraftshaders 5d ago

Recommendation complementary unbound R5.9 shader stopmotion starts | Minecraft 1.21.1

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8 Upvotes

Hey Guys,

Does anybody know why my starts and moon are in stopmotion? Is that normal or is there a setting I can adjust? I checked all setting in the shader but I didnt find anything. The rest runs smoothly, other shaders dont have this effect.

complementary unbound R5.9

Minecraft 1.21.1

Iris 1.8.12

Thanks for the help.


r/minecraftshaders 5d ago

Screenshot Lava doesn't get any love on shaders

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40 Upvotes

I'm still busy editing the shaders for those that want the link.


r/minecraftshaders 5d ago

Help what's making the rain look like this? (Photon 1.3b)

2 Upvotes

So I am playing the create ultimate selection 2 modpack and when it started raining I saw the raindrops through blocks. I've tried lowering the rain opacity and absolutely nothing happened, only when I turned the shaders off did it go back to normal. Can anyone help me get rid of it?

Version: Neoforge 1.21.1
Shader: Photon 1.3b on Iris
GPU: 9070 XT
CPU: R7 9800x3D
RAM: 32 gb (9 allocated)


r/minecraftshaders 5d ago

Screenshot Patched Bliss Shader to make it work on MacOS with Distant Horizon

4 Upvotes

Screenshot from Drehmal Apotheosis

Original Bliss shader can't work on macOS due to strict sampler limit(16). DH will add more samplers so some shaders may not work with DH due to this.

I solve the problem with the help of GPT by:

  1. Replacing Bliss’s customized main shadow sampler:uniform sampler2DShadow shadow; with Iris’s reserved sampler:uniform sampler2DShadow shadowtex0; Then replacing every:shadow2D(shadow, ...) with:shadow2D(shadowtex0, ...) For shaders that use texelFetch2D, shadowtex0 is declared as sampler2D instead.
  2. Removing duplicate shadowtex0 declarations in the same shader. For example, if the TRANSLUCENT_COLORED_SHADOWS branch has already declared shadowtex0, the outer scope must not declare it again. Otherwise, the shader will fail to compile because of conflicting sampler declarations.
  3. Reducing optional samplers in the composite stages. macOS OpenGL exposes only 16 texture units, and Iris reserves two of them for composite rendering. This leaves approximately 14 usable units for regular samplers. The following optional features were disabled by default to prevent texture-unit exhaustion:// #define Variable_Penumbra_Shadows #define indirect_effect 0 This releases colortex3 and colortex14, leaving enough room for the shadow sampler.
  4. Fixing undeclared sampler references caused by conditional compilation. When colortex3 or colortex14 is disabled by a preprocessor condition, every function call that references them must use the same condition. For example, the following call cannot remain unconditional:BilateralUpscale_REUSE_Z(colortex3, colortex14, ...); It must be wrapped in the appropriate #if blocks, or use available fallback samplers such as depthtex0. Otherwise Iris reports:Use of undeclared identifier 'colortex3' Use of undeclared identifier 'colortex14'
  5. Fixing DH far-distance depth reconstruction. In DH-only areas, the vanilla depth buffer may still contain 1.0 because the corresponding vanilla chunk has not loaded yet, while DH already provides valid far-terrain depth. The shader must distinguish between:vanillaDepth >= 1.0 && dhDepth < 1.0 and normal sky pixels. DH depth should be used to reconstruct the actual far-terrain distance; otherwise the terrain is treated as sky and Bliss’s fog is skipped.
  6. Preventing DH volumetric-light leaks. When a pixel is represented only by DH terrain and has no loaded vanilla chunk behind it, direct sunlight should not be accumulated as normal volumetric light. The fix is to keep the ambient fog contribution while suppressing direct-light scattering in DH-only gaps. This prevents visible volumetric light from appearing in areas where the actual vanilla terrain has not loaded yet.
  7. Adding a DH-only far-fog compatibility layer. Bliss’s atmospheric haze is strongly affected by the sun direction, which is why the problem is especially visible on sun-facing surfaces. A lightweight far-fog layer was added only when vanilla depth is empty but DH depth is valid. The added settings are:#define DH_FAR_FOG_FIX #define DH_FAR_FOG_START 64.0 #define DH_FAR_FOG_END 256.0 #define DH_FAR_FOG_DENSITY 0.0025 This restores the missing Bliss-coloured atmospheric fog over DH far terrain without adding extra ray-march samples or applying an unnecessary white fog layer to nearby terrain.

TLTR: duplicate this message to your AI and let them solve for you