- Added various ingame options to tweak lighting colors! Found in the colors section. (daytime only for now)
- Added an ingame option to tweak water alpha to the colors section.
- Added an ingame option to toggle grass shadows to the shadows section. Also includes tallgrass, flowers and wheat etc.
- Added an ingame option to adjust the speed of all animations (waving grass etc) to the waving section.
- Fixed flickering shadows at certain times, like tick 6000.
- Expanded parallax mapping resolution option, now supports 1024 and 2048
- Minor code optimizations.
This is how your settings should look like for it to work. It works fine on my end.
We tried that and it still wasn't working. (on both systems) I notice you have lens flares off.. we'll try the new update and turning that off to see if maybe that is the issue.
This is how your settings should look like for it to work. It works fine on my end.
Ok, we found the fix.. we had the skybox setting off because you mentioned errored lighting issues. We saw the moon, but the brightness on it is so bright we can hardly see the chroma hills moon phase texture. Was that issue addressed in the new update, or can it even be addressed?
We think it might be working now, and used set time to preview night, but it was a full moon, so I don'i know if that is because I manually set night or not.
Question: Moonlight setting only affects the light cast by the moon on the ground. Is there a setting for night sky brightness? The ground looks fine, but the night sky is very bright. Day and storm brightness look right, but night skies are just about 50% brighter than they probably should be.
I only get reflections during rain. I've seen that the settings suggest that I should always see some reflections all of the time. I'm missing some that are part of my resource pack (Chroma Hills) since I can see them in SEUS. (BTW, yours is so much better than SEUS.) Any idea what's going on? I'm using the highest quality shader and the newest builds of only datapack mods in 1.13.2.
Ok, we found the fix.. we had the skybox setting off because you mentioned errored lighting issues. We saw the moon, but the brightness on it is so bright we can hardly see the chroma hills moon phase texture. Was that issue addressed in the new update, or can it even be addressed?
We think it might be working now, and used set time to preview night, but it was a full moon, so I don'i know if that is because I manually set night or not.
Question: Moonlight setting only affects the light cast by the moon on the ground. Is there a setting for night sky brightness? The ground looks fine, but the night sky is very bright. Day and storm brightness look right, but night skies are just about 50% brighter than they probably should be.
Again, thanks for the quick reply!
The way the night sky is rendering is causing some issues in general, it's currently not possible to adjust it's brightness.
I only get reflections during rain. I've seen that the settings suggest that I should always see some reflections all of the time. I'm missing some that are part of my resource pack (Chroma Hills) since I can see them in SEUS. (BTW, yours is so much better than SEUS.) Any idea what's going on? I'm using the highest quality shader and the newest builds of only datapack mods in 1.13.2.
There's so specular mapping in vibrant shaders. As for rain reflections, adjusting the biome check makes it so biomes without rain, like deserts, also become wet and reflective during rain.
The way the night sky is rendering is causing some issues in general, it's currently not possible to adjust it's brightness.
Yeah, I just searched out the night sky image from the chromahills texture pack, and its way darker than what the shader is showing. (I thought i could maybe just darken it in photoshop as a quick fix, but the original texture file is already so dark it would have to be black to be any darker...lol!)
As a fix, could the shader gradually be applied at a lowered percent down to 0% in the darkest night, and gradually become more opaque at dusk and dawn? Then the day shaders could do sunset and dawn as they do now.
- Added support for MC 1.14.x (waving entities)
- White plane bug is fixed in Optifine 1.14.3 F1 thanks to Sp614x.
- Improved raytracing code for reflections, even fast reflections should be pretty accurate now. Let me know of any performance regressions!
- Ported vibrant shaders tonemap to enhanced default. It slightly alters colors / color balance. Disable by default.
- Added an ingame option to toggle tonemapping to the colors section.
- Added an ingame option to adjust gamma of tonemapping to the colors section.
- Fixed a bug that caused a composite error when celshading was enabled but reflections disabled.
- Fixed broken handheld maps while using parallax mapping (probably fixed alot more)
- Fixed flickering shadows at certain times, like tick 6000.
- Improved emissive lighting code, emissive lighting should now be rendered just like vanilla mc.
- Various code improvements, might cause a small performance/framerate increase!
So I updated MC 1.14.3, updated Optifine 1.14.3 HD U F1, Shader 1.22-High, and Litho's Core 32x for version 1.14x and I'm still getting the graphical duplication across the screen that seems to be prevalent with the AMD Vega cards. I really don't understand why I can play Minecraft for 15.. 20 minutes without issue and then it get the graphical duplication bug, there isn't a particular cause. Is it do to particles? Lighting? Something, ANYTHING that can be turned off in the shader pack that can remedy the issue? Is there anything that AMD tech support can do? This issue has been a longstanding problem now and nothing is changing, updating AMD drivers, optifine, sildurs, and MC hasn't changed the issue.
The image below is from an older version of optifine, etc, but it's the same symptom as described as above.
So I updated MC 1.14.3, updated Optifine 1.14.3 HD U F1, Shader 1.22-High, and Litho's Core 32x for version 1.14x and I'm still getting the graphical duplication across the screen that seems to be prevalent with the AMD Vega cards. I really don't understand why I can play Minecraft for 15.. 20 minutes without issue and then it get the graphical duplication bug, there isn't a particular cause. Is it do to particles? Lighting? Something, ANYTHING that can be turned off in the shader pack that can remedy the issue? Is there anything that AMD tech support can do? This issue has been a longstanding problem now and nothing is changing, updating AMD drivers, optifine, sildurs, and MC hasn't changed the issue.
The image below is from an older version of optifine, etc, but it's the same symptom as described as above.
I tried fixing this multiple times but I just can't find the source of this driver bug. Latest working driver was 18.6.1. Some users said disabling bloom helped them, at least for awhile.
about the EDv1.08. Is there a way to get the colour and feel of 1.071 or is the switch to a more cartoony/vibrant style intentional? I was unsuccessful in recreating the feel with the colour settings of 1.08. I tried messing with the gamma and tonemap but couldn't get it right.
about the EDv1.08. Is there a way to get the colour and feel of 1.071 or is the switch to a more cartoony/vibrant style intentional? I was unsuccessful in recreating the feel with the colour settings of 1.08. I tried messing with the gamma and tonemap but couldn't get it right.
Tout d'abord, je tiens à vous remercier pour vos beaux shaders, ils sont mes favoris D'autre part, j'ai un problème avec la Hight ou même version moyenne, faible, j'ai grand fps chute d'environ 30 ... ..
Ma configuration est un I5 2500K à 4,50 GHZ, Gtx 1070 8 GO Vram et 16 Giga de RAM. Donc, je pense avoir la bonne machine.
Quelques détails j'ai une ressource de pack qui BdCraft et moi avons ajusté les paramètres de optifins en détail.
I'm really liking the Enhanced Default shaders, great work, and so many customization options, very nice.
There is an issue with showing the chunk borders overlay though. Most of the time it's not displayed at all and only flickers in at specific positions and angles, and then it's all black lines instead of yellow, blue and red.
This isn't particular to these shaders though. Every shader pack I try does the same thing. I've searched for any discussion on this issue and didn't find much. If anyone knows of a better place to ask about this, please point me in the right direction.
I'm actually not that interested in the chunk borders, but this also affects the Light Overlay mod that shows the NEI style light level overlay. Could there be a fix for this? Or maybe an alternative light-level overlay that works with 1.14.3 and Fabric? (I've searched through page after page and haven't found anything.)
I'm running 1.14.3 with Fabric and OptiFine, all the latest versions. I also tested this with the default OptiFine profile.
Tout d'abord, je tiens à vous remercier pour vos beaux shaders, ils sont mes favoris D'autre part, j'ai un problème avec la Hight ou même version moyenne, faible, j'ai grand fps chute d'environ 30 ... ..
Ma configuration est un I5 2500K à 4,50 GHZ, Gtx 1070 8 GO Vram et 16 Giga de RAM. Donc, je pense avoir la bonne machine.
Quelques détails j'ai une ressource de pack qui BdCraft et moi avons ajusté les paramètres de optifins en détail.
My french isn't that good, but I think I know what you said. So for framerate, make sure vsync is disabled and cap your framerate at like 65. As for resourcepacks, I just play with vanilla textures. Or default improved for parallax mapping.
I'm really liking the Enhanced Default shaders, great work, and so many customization options, very nice.
There is an issue with showing the chunk borders overlay though. Most of the time it's not displayed at all and only flickers in at specific positions and angles, and then it's all black lines instead of yellow, blue and red.
This isn't particular to these shaders though. Every shader pack I try does the same thing. I've searched for any discussion on this issue and didn't find much. If anyone knows of a better place to ask about this, please point me in the right direction.
I'm actually not that interested in the chunk borders, but this also affects the Light Overlay mod that shows the NEI style light level overlay. Could there be a fix for this? Or maybe an alternative light-level overlay that works with 1.14.3 and Fabric? (I've searched through page after page and haven't found anything.)
I'm running 1.14.3 with Fabric and OptiFine, all the latest versions. I also tested this with the default OptiFine profile.
Thanks for any help and for the great shaders!
I think this falls in the same category as fishing rods and such, I'm trying to fix that stuff for quite some time now, not sure if it's gonna work out.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/22/2019
Posts:
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Member Details
Hey, is there any setting in these shaders to toggle the shader sun? I've noticed there's a setting to turn off the moon and have it just be the default/resource pack moon, but I haven't seen a similar setting for the sun. The default/resource pack sun only shows up during sunrise and sunset, and the rest of the time it looks like it's replaced by the shader sun.
Make sure to put it in the right spot, top ones are for 1.13+ and at the bottom of the file is a fallpack for pre 1.13 versions.
I really don't understand... I have the shader versions 1.081, inside the rar file theres a block.properties file... and in it i found some instructiones of how to add mod IDs. I'm using 1.12 minecraft version, so, there's a especific format to setup the IDs?
This is how I have my .properties file.
#Forge mods may add custom block mapping as "assets/<modid>/shaders/block.properties" in the mod JAR file.
#Format "block.<id>=<block1> <block2> ..."
#Only one line per block ID is allowed.
# Short format
#block.31=red_flower yellow_flower reeds
# Long format
#block.32=minecraft:red_flower ic2:nether_flower botania:reeds
# Properties
#block.33=minecraft:red_flower:type=white_tulip minecraft:red_flower:type=pink_tulip botania:reeds:type=green
# Block ID, Metadata (backwards compatibility)
#block.34=38:6 38:7 83
#==================================================================================================================
# 1.13 uses nominal ids, so we have to re-assign them back to their old counterparts + 10000 to prevent issues.
#if MC_VERSION >= 11300
# WAVING ENTITIES
# small grass, fern
block.10031 = grass fern
# Small entities
block.10059 = wheat oak_sapling spruce_sapling birch_sapling jungle_sapling acacia_sapling dark_oak_sapling dandelion poppy blue_orchid allium azure_bluet red_tulip orange_tulip white_tulip pink_tulip oxeye_daisy carrots beetroots potatoes lily_of_the_valley wither_rose cornflower sweet_berry_bush
# Tall grass/Tall flowers
block.10175 = sunflower:half=lower lilac:half=lower tall_grass:half=lower large_fern:half=lower rose_bush:half=lower peony:half=lower
block.10176 = sunflower:half=upper lilac:half=upper tall_grass:half=upper large_fern:half=upper rose_bush:half=upper peony:half=upper
# Leaves
block.10018 = oak_leaves spruce_leaves birch_leaves jungle_leaves acacia_leaves dark_oak_leaves
# vines
block.10106 = vine
# lilypad
block.10111 = lily_pad
# fire
block.10051 = fire
# Lava
block.10010 = lava
# REFLECTIONS
# Water reflections (8, 9), also used for waving water
block.10008 = minecraft:water toughasnails:purified_water biomesoplenty:blood
# Transparent reflections, ice(79), stained glass(95, 160), slimeblock(165)
block.10079 = ice slime_block white_stained_glass orange_stained_glass magenta_stained_glass light_blue_stained_glass yellow_stained_glass lime_stained_glass pink_stained_glass gray_stained_glass light_gray_stained_glass cyan_stained_glass purple_stained_glass blue_stained_glass brown_stained_glass green_stained_glass red_stained_glass black_stained_glass white_stained_glass_pane orange_stained_glass_pane magenta_stained_glass_pane light_blue_stained_glass_pane yellow_stained_glass_pane lime_stained_glass_pane pink_stained_glass_pane gray_stained_glass_pane light_gray_stained_glass_pane cyan_stained_glass_pane purple_stained_glass_pane blue_stained_glass_pane brown_stained_glass_pane green_stained_glass_pane red_stained_glass_pane black_stained_glass_pane
# blocks that shouldn't be diffused
block.10030 = cobweb
block.10032 = dead_bush
block.10115 = nether_wart
#else
block.10031 = tallgrass
block.10059 = wheat sapling yellow_flower red_flower carrots beetroot potatoes
block.10175 = double_plant:half=lower
block.10176 = double_plant:half=upper
block.10018 = leaves leaves2
block.10106 = vine
block.10111 = waterlily
block.10051 = fire
block.10010 = flowing_lava lava
block.10008 = flowing_water water
block.10079 = ice slime stained_glass stained_glass_pane
block.10030 = web
block.10032 = deadbush
block.10115 = nether_wart
#endif
Same result in both of our pcs.
This is how your settings should look like for it to work. It works fine on my end.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Vibrant shaders v1.22 released!
Changelog:
Downloads:
https://sildurs-shaders.github.io/downloads/
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
We tried that and it still wasn't working. (on both systems) I notice you have lens flares off.. we'll try the new update and turning that off to see if maybe that is the issue.
Ok, we found the fix.. we had the skybox setting off because you mentioned errored lighting issues. We saw the moon, but the brightness on it is so bright we can hardly see the chroma hills moon phase texture. Was that issue addressed in the new update, or can it even be addressed?
We think it might be working now, and used set time to preview night, but it was a full moon, so I don'i know if that is because I manually set night or not.
Question: Moonlight setting only affects the light cast by the moon on the ground. Is there a setting for night sky brightness? The ground looks fine, but the night sky is very bright. Day and storm brightness look right, but night skies are just about 50% brighter than they probably should be.
Again, thanks for the quick reply!
I only get reflections during rain. I've seen that the settings suggest that I should always see some reflections all of the time. I'm missing some that are part of my resource pack (Chroma Hills) since I can see them in SEUS. (BTW, yours is so much better than SEUS.) Any idea what's going on? I'm using the highest quality shader and the newest builds of only datapack mods in 1.13.2.
The way the night sky is rendering is causing some issues in general, it's currently not possible to adjust it's brightness.
There's so specular mapping in vibrant shaders. As for rain reflections, adjusting the biome check makes it so biomes without rain, like deserts, also become wet and reflective during rain.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Thank you very much, Sildur.
UPDATE: I tried the Enhanced Default and didn't get the same reflections (and specular). I am getting all water reflections, but that's all.
Yeah, I just searched out the night sky image from the chromahills texture pack, and its way darker than what the shader is showing. (I thought i could maybe just darken it in photoshop as a quick fix, but the original texture file is already so dark it would have to be black to be any darker...lol!)
As a fix, could the shader gradually be applied at a lowered percent down to 0% in the darkest night, and gradually become more opaque at dusk and dawn? Then the day shaders could do sunset and dawn as they do now.
Changelog:
Downloads:
https://sildurs-shaders.github.io/downloads/
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
So I updated MC 1.14.3, updated Optifine 1.14.3 HD U F1, Shader 1.22-High, and Litho's Core 32x for version 1.14x and I'm still getting the graphical duplication across the screen that seems to be prevalent with the AMD Vega cards. I really don't understand why I can play Minecraft for 15.. 20 minutes without issue and then it get the graphical duplication bug, there isn't a particular cause. Is it do to particles? Lighting? Something, ANYTHING that can be turned off in the shader pack that can remedy the issue? Is there anything that AMD tech support can do? This issue has been a longstanding problem now and nothing is changing, updating AMD drivers, optifine, sildurs, and MC hasn't changed the issue.
The image below is from an older version of optifine, etc, but it's the same symptom as described as above.
I tried fixing this multiple times but I just can't find the source of this driver bug. Latest working driver was 18.6.1. Some users said disabling bloom helped them, at least for awhile.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Hey,
about the EDv1.08. Is there a way to get the colour and feel of 1.071 or is the switch to a more cartoony/vibrant style intentional? I was unsuccessful in recreating the feel with the colour settings of 1.08. I tried messing with the gamma and tonemap but couldn't get it right.
Images of 1.071 & 1.08:
was slain by a pig
Fixed, Released a hotfix for enhanced default, reverted the emissive lighting code changes due to some issues.
https://sildurs-shaders.github.io/downloads/
https://sildurs-shaders.github.io/changelogs/
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Bonjour
Tout d'abord, je tiens à vous remercier pour vos beaux shaders, ils sont mes favoris D'autre part, j'ai un problème avec la Hight ou même version moyenne, faible, j'ai grand fps chute d'environ 30 ... ..
Ma configuration est un I5 2500K à 4,50 GHZ, Gtx 1070 8 GO Vram et 16 Giga de RAM. Donc, je pense avoir la bonne machine.
Quelques détails j'ai une ressource de pack qui BdCraft et moi avons ajusté les paramètres de optifins en détail.
Des conseils à suggérer?
Merci beaucoup.
===Traduction https://www.deepl.com/translator ===
I'm really liking the Enhanced Default shaders, great work, and so many customization options, very nice.
There is an issue with showing the chunk borders overlay though. Most of the time it's not displayed at all and only flickers in at specific positions and angles, and then it's all black lines instead of yellow, blue and red.
This isn't particular to these shaders though. Every shader pack I try does the same thing. I've searched for any discussion on this issue and didn't find much. If anyone knows of a better place to ask about this, please point me in the right direction.
I'm actually not that interested in the chunk borders, but this also affects the Light Overlay mod that shows the NEI style light level overlay. Could there be a fix for this? Or maybe an alternative light-level overlay that works with 1.14.3 and Fabric? (I've searched through page after page and haven't found anything.)
I'm running 1.14.3 with Fabric and OptiFine, all the latest versions. I also tested this with the default OptiFine profile.
Thanks for any help and for the great shaders!
I tried to add reflections on modded liquids, but it seems that I'm doing it wrong, because it doesn't work... this is how I setup the properties.
I need the ID of the liquid? to make it properly?
My french isn't that good, but I think I know what you said. So for framerate, make sure vsync is disabled and cap your framerate at like 65. As for resourcepacks, I just play with vanilla textures. Or default improved for parallax mapping.
I think this falls in the same category as fishing rods and such, I'm trying to fix that stuff for quite some time now, not sure if it's gonna work out.
Make sure to put it in the right spot, top ones are for 1.13+ and at the bottom of the file is a fallpack for pre 1.13 versions.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Hey, is there any setting in these shaders to toggle the shader sun? I've noticed there's a setting to turn off the moon and have it just be the default/resource pack moon, but I haven't seen a similar setting for the sun. The default/resource pack sun only shows up during sunrise and sunset, and the rest of the time it looks like it's replaced by the shader sun.
I'm using vibrant shaders high, if that helps.
I really don't understand... I have the shader versions 1.081, inside the rar file theres a block.properties file... and in it i found some instructiones of how to add mod IDs. I'm using 1.12 minecraft version, so, there's a especific format to setup the IDs?
This is how I have my .properties file.