Compatibility
Minecraft: Java Edition
1.21.x
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
Creators
Details
Licensed ARR
Published last year
Updated 2 months 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
Full Feature List
Lighting
- PBR
āEnables Physically Based Rendering
āMake sure you enable Normal and Specular mapsm in the OptiFine shader options - PBR Format - LabPBR 1.3, SeusPBR / OldPBR
- Physically Based Rendering
- Height as AO
āUses the Height information for Ambient occlusion - Normal Mapping Fix
āWith newer OptiFine versions this might not be necessary
āEnable this if normal maps do not show on entities or handheld objects - Use Hardcoded Metals
āIf disabled, the shader will use the color for the reflectance data
āLabPBR only - Subsurface Scattering
- Parallax Occlusion Mapping
āAdds additional detail to blocks using the height map
āLow performance impact
āCan create artifacts at screen borders - POM Depth
āSpecifies how deep the POM goes
āHigher values will create artifacts - POM Distortion
āExaggerates the height map
āHelps create more depth with small POM Depth values
āCreates artifacts when used with high POM Depth values - Smooth POM
āSmooths out the height map
āSignificantly reduces artifacts
- Height as AO
- Skylight AO
āSpecifies the amount of ambient occlusion on skylight - Blocklight AO
āSpecifies the amount of ambient occlusion on blocklight - Skylight Gamma
āHigher = Darker
āLower = Brighter - Blocklight Gamma
āHigher = Darker
āLower = Brighter - Minimum Light
āRestricts blocklight to never go below this value
āPrevents caves from being pitch black (unless you set it to zero that is) - Lightmap Colors
- Nether Ambient Brightness
- End Ambient Brightness
- End Ambient Saturation
- Skylight Day (RGB Color Picker)
- Skylight Night (RGB Color Picker)
- Blocklight (RGB Color Picker)
āSelect blocklight color (torches, glowstone, etc.)
āIf "Complex Blocklight" is enabled, this color will NOT be used - Complex Blocklight
āAllows you to select two colors for blocklight
āOne for dark parts, one for bright parts - Blend Curve
āHigher: Emphasize "Bright" color
āLower: Emphasize "Dark" color
ā50 = linear transition - Complex Blocklight Dark (RGB Color Picker)
- Complex Blocklight Bright (RGB Color Picker)
Depth Of Field
- Depth of Field
āBlurs non-focused objects, like a real camera - Bokeh Samples
āQuality of the blur
āHigher is better
āSignificantly affects performance - DoF Intensity
āIntensity of the Depth of Field effect
āLow performance impact - Maximum Blur - High, Unlimited
āLimits the strength of the DoF blur
āHelps reduce artifacts when using lower sample counts and is better for gameplay - DoF Downsampling Amount
āAmount of Downsampling that takes place for the Depth of Field effect
āReduces DoF artifacts, increases pixelation artifacts
āNo/Low performance impact - Far Blur Only
āOnly blurs far away things - Sample Rejection
āImproved DoF Quality by (mostly) removing color bleeding
āCan have a significant performance impact - Focus Delay
āSets how long the focus takes to adjust
Reflections
- Reflection Mode - OFF, Sky, Flipped Image, Raytraced
- Raytracing Quality
āNumber of raytracing iterations
āLower is faster - Thickness Estimation Modifier - Infinite
āIncrease this if the reflection blind spots annoy you
āInfluences assumption about how thick a pixel is
āNo performance impact - Fade Edges
- Reflection Threshold
āPBR only
āSets the minimum required reflectiveness in order for SSR to enable
āHigher values may introduce reflection cutoffs - Screen Space Refraction
āDistorts things seen through water - Refraction Strength
- Glass Reflections
āAdds reflections to tinted glass blocks
Water
- Waving Water
ā"Physical" Waves
āMoves the water surface - Wave Height
- Wave Normals - OFF, Noise, Sine
- Normals Strength
āFake Waves, pretending to be real ones
āAdded detail - Normals Scale
- Water Absorption Density
- Water Absorption Bias
āAdds a constant to the water fog distance
āCan help in making water more visible - Water Texture
āEnables the vanilla water texture - Water Color Options
- Water Absorption (RGB Color Picker)
- Absorption Color Multiplier
Camera and Tonemapping
- Exposure
- Tonemapping - Custom Reinhard, Unreal
- Contrast
- Vibrance
- Saturation
- Brightness
- Vignette - OFF, Round, Square
āDarkens screen borders - Vignette Strength
Post Processing
- TAA
āTemporal Anti-Aliasing
āSmooths edges at the cost of a slightly blurrier image
āMight cause problems with OptiFine's high-res screenshot feature - TAA Options
- TAA Blending Constant
āControls the opacity of the current frame
āSet this value lower for smoother TAA - TAA Sharpening
āChanges the strength of the sharpening effect
- TAA Blending Constant
- Bloom
āCreates a glow around bright objects
āLooks nice ;) - Bloom Strength
- Motion Blur
- Motion Blur Intensity
- SSAO
āScreen Space Ambient Occlusion
āMakes cavities dark
āHigh performance impact - SSAO Quality - Low, Medium, High
- SSAO Strength
Atmospherics
- Fog - OFF, Normal, Border
- Fog Amount
- Morning Fog
āIncreases fog amount during sunsets
āOnly works with fog in "Normal" mode
āRequires 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
āOnly works with newer OptiFine versions (G7 or higher) - Block Selection Outline Opacity
- Wavy Blocks
- Wavy Leaves
- World Curvature
- World Radius
- Hand Invisibility Effect
āDistorts handheld objects when invisible - White World
- Directional Lightmaps
āApplies normal mapping to dynamic lights
āRequires a ressource pack with PBR support - Directional Lightmap Strength
- Dynamic Light Brightness
āChanges the brightness of light from emissive blocks
Optimisation
- Flat Vertices
āDisable 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



