Compatibility
Minecraft: Java Edition
Platforms
Creators
Details
Stracciatella
A very lightweight vanilla style shader with colored lights. Focuses on adding some nice features that go hand in hand with vanilla. It is highly configurable and lets you craft your own personal vanilla experience.
Feature Highlights
Colored Lighting
Stracciatella adds multi-lightsource colored lighting to Minecraft with excellent performance. Light emitting blocks glow bright and tint and shade the environment.
Beautiful Distance Fog
The Overworld and the Nether have highly optimized volumetric-like fog effects that look especially beautiful with Distant Horizons, such as dynamic fog based on height aswell as patches of dense fog that sweep the landscape.
Many Bells and Whistles
Stracciatella is packed with many subtle but important visual improvements and quality of life features that improve Minecraft's look, such as rain refraction, puddles, shooting stars and much, much more!
Configurable
Make it yours! Stracciatella puts you in the driver's seat. All of Stracciatellas effects are highly customisable, so you can dial in the look exactly as you like it.
Full Feature List
Fog and Sky
- Fog - OFF, Border, Auto, Advanced
āBorder:
āSimple, comparable to vanilla
āAuto:
āEnables "Advanced" fog when Distant Horizons is present
āAdvanced:
āBorder fog aswell as configurable exponential distance and height based fog - Advanced Fog
- Global Fog Density
āConstant fog density applied to exponential fog
āOverworld, Nether and End densities are relative to this value - Overworld Fog Density
āDensity of constant Overworld fog
āRelative to "Global Density" - Overworld Noise Fog
- Overworld
- Height Scale Multiplier
āMultiplier applied to the scale factor used to calculate height fog
āHigher values correspond to a harsher density falloff - Height Density Multiplier
āMultiplier applied to the density calculated from world height - Dynamic Density Start Height
āFog density starts to increase with player height after the selected world height
āSet to the default value, this acts as a correctional factor to keep the fog density (visually) constant - Dynamic Density Multiplier
āControls how much player height influences fog density - Anisotropic Sunset Fog
āFog density at sunset and sunrise increases more in direction of the sun - Sunset Fog Anisotropy
āAmount of Anisotropy - Sunset Fog Multiplier
āControls how much the fog changes during sunset and sunrise - Wind Speed
- Noise Fog Scale
- Noise Fog Fade
- Noise Fog Density Multiplier
- Height Scale Multiplier
- Nether Fog Density
āDensity of constant Nether fog
āRelative to "Global Density" - Nether Noise Fog
- Nether
- Wind Speed
- Noise Fog Scale
- Noise Fog Fade
- Near Fog Density Multiplier
- End Fog Density
āDensity of constant End fog
āRelative to "Global Density" - End
- Global Fog Density
- Fog Start
āSets where the fog starts appearing
āRelative to render distance - Fog End
āSets where the fog reaches its maximum
āRelative to render distance - Cave Fog and Sky
- Cave Fog
āFog changes to a different color when you are underground - Cave Sky
āSky changes to a different color when you are underground - Cave Sky Height Threshold
āControls which world height is necessary for the sky color to change - Cave Fog (RGB Color Picker)
āColor of fog inside of caves
- Cave Fog
- Sun and Moon
- Change Sun and Moon Size
- Sun and Moon Size
āChanges the size of sun and moon - Sun Angle
āTilts the rotation axis of sun and moon
āVanilla is 0 - Hide under Horizon
āSun and moon start disappearing under the horizon - Transition Height
āLower: sun and moon appear lower
āHigher: sun and moon appear higher - Transition
āLower: Longer transition
āHigher: Shorter transition
- Stars
- Vanilla Star Brightness
- Custom Stars
- Size
- Density
- Coverage
- Glow Radius
- Glow Amount
- Shooting Stars
āOnly works with "Custom Stars" enabled - Direction
- Density
- Speed
- Trail Length
- Trail Thickness
- Custom Sky Color
- Sky Color Configuration
- Custom Sunset
- Sky Sunset (RGB Color Picker)
- Sky Day (RGB Color Picker)
- Sky Day Rain (RGB Color Picker)
- Night Sky Brightness
- Sky Night (RGB Color Picker)
- Sky Night Rain (RGB Color Picker)
- Custom Fog Color
- Fog Color Configuration
- Fog Day (RGB Color Picker)
- Fog Day Rain (RGB Color Picker)
- Night Fog Brightness
- Fog Night (RGB Color Picker)
- Fog Night Rain (RGB Color Picker)
- End Sky
- End Sky Upper (RGB Color Picker)
- End Sky Lower (RGB Color Picker)
Lighting
- Lightmap - Simple, Default
āDefault:
āAll Features
āSimple:
āReduced features (only "Adaptive Blocklight Reduction" and "Minimum Light") - Lightmap Settings
- 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)
- Skylight AO
- Lightmap Colors
- Adaptive Blocklight Reduction
āReduces blocklight when the sky is bright to avoid clipping
āIf the blocklight is too bright during daytime, increase this slider - Nether Ambient Brightness
- End Ambient Light
- 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)
- Adaptive Blocklight Reduction
- Colored Lights
āEnabled colored lighting on blocks - Colored Light Settings
- Vibrance
- Accumulation Rejection - Low, Default, High
āSets how temporal history information is discarded
āHigher corresponds to history being discarded more easily - Acc. Blend Factor
āSets how temporal history information is merged with new information
āA lower value places less emphasis on history and will cause colors to update faster at the cost of more flicker - Flicker Reduction
āIncrease this slider if you experience frequent spots of color blinking into existence
āHigher values will decrease the speed at which new color spreads and appears - Acc. Regeneration Speed
āSets how fast empty regions (with no color information) are filled up
āA high value will cause colors to appear faster initially, but may introduce flicker in disoccluded regions - Sample LOD Bias
āControls the detail level at which colors are sampled
āA higher value will make colors smoother but may cause small lights to be skipped
āA lower value will sample at higher detail but will decrease smoothness and introduce flicker
āThe shader does its best to calculate the appropriate LOD itself
- Directional Lightmaps
- Directional Lightmap Strength
- Normals - Generated, Texture
- Normals Resolution Multiplier
āAuto-Generated Normals may have a different resolution than your resource pack
āThis slider allows you to select a higher resolution for the normals
āNo performance impact - HDR Emissives
- HDR Emissive Brightness
Weather
- Rain Detection - Temperature, Color
āHow the shader detects if rain is present
ā"Color" is generally the better option
āSelect "Temperature" if:
āRain does not receive rain effects
āThings that are not rain receive rain effects - Rain Opacity
- Rain Refraction - OFF, Fast, Fancy
- Rain Refraction Strength
- Angled Downfall
- Angled Downfall Amount
- Angled Downfall Rotation Speed
- Rain Puddles
- Rain Puddle Color
- Rain Puddle (RGB Color Picker)
- Rain Puddle Coverage
- Rain Puddle Size
- Rain Puddle Opacity
- Rain Puddle Parallax
- Parallax Refraction
- Parallax Depth
Waving Blocks
- Waving Blocks
- Waving Blocks Amount
- Waving Blocks Speed
- Waving Leaves
- Waving Lilypads
āControlled by "Waving Liquids Amount" and "Waving Liquids Speed" - Waving Lanterns
- Waving Fire
- Waving Liquids
āWater and Lava - Waving Liquids Amount
- Waving Liquids Speed
Camera and Color
- FXAA
āEnables Anti-Aliasing
āImproves quality of edges - High Quality Upscaling
āSwitches to bicubic sampling
āInternally enables FXAA
āCan be useful with lower render quality settings - Contrast
- Vibrance
- Saturation
- Brightness
- Vignette - OFF, Round, Square
āDarkens screen borders - Vignette Strength
- LUT
āApplies a custom color LUT to the image
āOnly works for Optifine G8 and higher!
āHow to add your luts:
āExtract the .zip
āGo to: shaders/lut
āPut your LUT in this folder and name it "lut[number].png"
āYou can then select the file using the slider
āUp to 6 luts can be loaded this way - Selected LUT
āDefault LUTs shipped with the shader are:
ālut0.png: Neutral
ālut1.png: Skyfall
ālut2.png: A Summer Night's Adventure
ālut3.png: Chrome
ālut4.png: Admiral's Anime LUT
ālut5.png: Green->Red Color swap (Infrared) - Use LOG Color
- LUT Cell Size
āAmount of cells on one side
āCount the squares on the lut image along one side to figure this out
Water
- Underwater Fog Density
- Depth Influence
āHigher: Depth will have a strong influence on fog density
āLower: Depth will have a weak influence on fog density
āZero: Depth will have no influence on fog density - Fog Brightness Influence
āHigher: Underwater fog will be darker at night - Fog Brightness Influence
āHigher: Underwater fog will get darker faster when you dive deeper
Utilities and Effects
- Blinking Ores
- Blinking Ores Settings
- Blink Brightness
- Diamond
- Ancient Debris
- Iron
- Gold
- Copper
- Redstone
- Lapis Lazuli
- Emerald
- Coal
- Nether Quartz
- Nether Gold
- Damage Effect
- Damage Effect Redness
- Damage Effect Displacement
- Damage Effect Cell Size
- Speed Effect
āAdds streaks when moving fast - Speed Effect Strength
- Speed Effect Streak Length
Other
- Distant Horizons
- Fade Terrain
āSmoothly fades out Minecraft terrain, reducing the transition between Distant Horizons' terrain and Minecraft's terrain - Discard DH Terrain
- Terrain Discard Tolerance
- Chunk Discard DH Transparents
- Transparents Discard Tolerance
- Fade Terrain
- Dithering - None, Smart, Full
āRemoves Banding
āSmart: Enables dithering in select programs
āFull: Enables dithering in all programs - Time Mode - Realtime, Worldtime, Framecount
āSets which method the shader uses to determine the time
āTime is used for driving animations, for example waving leaves and water
āRealtime:
āUses the actual time
āWorldtime:
āUses the ingame time
āThis can be useful for animation tools like replaymod
āFramecount:
āUses the frame count based on a fixed framerate
āThis can be useful for animation tools like replaymod - Time Mode Framerate
āFramerate used for calculating the time when "Time Mode: Framecount" is selected - Solid Block Outline
- Line Thickness
āApplies to all lines, for example block outline and hit boxes
āOnly works from versions 1.17 and onwards
āDoesn't work on Iris - Block Outline Style - Black, White, Rainbow, Custom Color
- Custom Color Configuration
- Block Outline (RGB Color Picker)
- Aggressive Optimization - OFF, On, Unsafe
āActivates Optimizations that can break some visuals or might break in future versions of Minecraft
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



