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 11 months ago
Updated last week
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
Enables Physically Based Rendering
Make 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
Uses the Height information for Ambient occlusion - Normal Mapping Fix
With newer OptiFine versions this might not be necessary
Enable this if normal maps do not show on entities or handheld objects - Use Hardcoded Metals
If disabled, the shader will use the color for the reflectance data
LabPBR only - Subsurface Scattering
- Parallax Occlusion Mapping
Adds additional detail to blocks using the height map
Low performance impact
Can create artifacts at screen borders - POM Depth
Specifies how deep the POM goes
Higher values will create artifacts - POM Distortion
Exaggerates the height map
Helps create more depth with small POM Depth values
Creates artifacts when used with high POM Depth values - Smooth POM
Smooths out the height map
Significantly reduces artifacts
- Height as AO
- Skylight AO
Specifies the amount of ambient occlusion on skylight - Blocklight AO
Specifies the amount of ambient occlusion on blocklight - Skylight Gamma
Higher = Darker
Lower = Brighter - Blocklight Gamma
Higher = Darker
Lower = Brighter - Minimum Light
Restricts blocklight to never go below this value
Prevents 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)
Select blocklight color (torches, glowstone, etc.)
If "Complex Blocklight" is enabled, this color will NOT be used - Complex Blocklight
Allows you to select two colors for blocklight
One for dark parts, one for bright parts - Blend Curve
Higher: Emphasize "Bright" color
Lower: Emphasize "Dark" color
50 = linear transition - Complex Blocklight Dark (RGB Color Picker)
- Complex Blocklight Bright (RGB Color Picker)
Depth Of Field
- Depth of Field
Blurs non-focused objects, like a real camera - Bokeh Samples
Quality of the blur
Higher is better
Significantly affects performance - DoF Intensity
Intensity of the Depth of Field effect
Low performance impact - Maximum Blur - High, Unlimited
Limits the strength of the DoF blur
Helps reduce artifacts when using lower sample counts and is better for gameplay - DoF Downsampling Amount
Amount of Downsampling that takes place for the Depth of Field effect
Reduces DoF artifacts, increases pixelation artifacts
No/Low performance impact - Far Blur Only
Only blurs far away things - Sample Rejection
Improved DoF Quality by (mostly) removing color bleeding
Can have a significant performance impact - Focus Delay
Sets how long the focus takes to adjust
Reflections
- Reflection Mode - OFF, Sky, Flipped Image, Raytraced
- Raytracing Quality
Number of raytracing iterations
Lower is faster - Thickness Estimation Modifier - Infinite
Increase this if the reflection blind spots annoy you
Influences assumption about how thick a pixel is
No performance impact - Fade Edges
- Reflection Threshold
PBR only
Sets the minimum required reflectiveness in order for SSR to enable
Higher values may introduce reflection cutoffs - Screen Space Refraction
Distorts things seen through water - Refraction Strength
- Glass Reflections
Adds reflections to tinted glass blocks
Water
- Waving Water
"Physical" Waves
Moves the water surface - Wave Height
- Wave Normals - OFF, Noise, Sine
- Normals Strength
Fake Waves, pretending to be real ones
Added detail - Normals Scale
- Water Absorption Density
- Water Absorption Bias
Adds a constant to the water fog distance
Can help in making water more visible - Water Texture
Enables 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
Darkens screen borders - Vignette Strength
Post Processing
- TAA
Temporal Anti-Aliasing
Smooths edges at the cost of a slightly blurrier image
Might cause problems with OptiFine's high-res screenshot feature - TAA Options
- TAA Blending Constant
Controls the opacity of the current frame
Set this value lower for smoother TAA - TAA Sharpening
Changes the strength of the sharpening effect
- TAA Blending Constant
- Bloom
Creates a glow around bright objects
Looks nice ;) - Bloom Strength
- Motion Blur
- Motion Blur Intensity
- SSAO
Screen Space Ambient Occlusion
Makes cavities dark
High performance impact - SSAO Quality - Low, Medium, High
- SSAO Strength
Atmospherics
- Fog - OFF, Normal, Border
- Fog Amount
- Morning Fog
Increases fog amount during sunsets
Only works with fog in "Normal" mode
Requires 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
Only works with newer OptiFine versions (G7 or higher) - Block Selection Outline Opacity
- Wavy Blocks
- Wavy Leaves
- World Curvature
- World Radius
- Hand Invisibility Effect
Distorts handheld objects when invisible - White World
- Directional Lightmaps
Applies normal mapping to dynamic lights
Requires a ressource pack with PBR support - Directional Lightmap Strength
- Dynamic Light Brightness
Changes the brightness of light from emissive blocks
Optimisation
- Flat Vertices
Disable 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



