All The Mods 7 Shaders

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Cesar Sergeantson

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Aug 5, 2024, 7:48:00 AM8/5/24
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Shadersin Minecraft are a type of mod that enhance the game's visuals by adding special effects such as dynamic lighting, reflections, and realistic water and sky. These shaders can completely change the look and feel of the game, creating a more immersive and realistic experience. With a wide variety of shaders available, players can customize their game to their exact preferences, whether they want a more realistic or fantastical aesthetic. Overall, shader packs are essential for any player looking to take their Minecraft experience to the next level.

There are many different shader packs available for Minecraft, each with their own unique features and effects. Some of the most popular and well-respected shaders include Continuum, SEUS, BSL, Chocapic's and Sildur's Vibrant Shaders. If you want to see a full ranking of all the shaders available, check out our best shaders page.


Installing shaders on Minecraft Bedrock (PE) is definitely possible, but the options available may not be as extensive as those for the Java version. In order to access a comprehensive selection of shaders specifically designed for the Bedrock version, you can check out our dedicated Bedrock Shaders section on our website. Here you will find a curated list of shaders that are optimized for the Bedrock platform and offer a unique visual experience. Keep in mind that while these shaders may not offer the same depth of customization as the Java version, they are still a great way to enhance the visual aesthetics of your Minecraft Bedrock gameplay.


Shaders Mods was the pioneering website dedicated solely to Shaders for Minecraft. Established over a decade ago, it has since amassed a vast collection of shaders, mods, texture packs, and various other resources for both Minecraft Java and Bedrock versions. Our website is a one-stop-shop for all things Minecraft, providing a wide range of options for players to customize and enhance their gaming experience. From the latest and greatest shaders to tried-and-true mods and maps, we have something for everyone. Our commitment to providing high-quality, safe, and user-friendly downloads has made us a trusted source for Minecraft enthusiasts all over the world.


ShadersMods.com is a safe website for downloading verified and tested shaders, mods, texture packs, and other resources for Minecraft. We use original download links provided by authors and run a virus scanner to ensure the safety and security of our users. Be aware of other websites that redistribute files on their host, which may put users at risk by exposing them to malware. Our goal is to provide the best and safest content for Minecraft.


I was slightly frustrated with poor performance when playing in VR with the new deferred rendering engine, so I had a look what would be possible to remove/simplify from the shaders to improve the framerate without too huge sacrifices in image quality. Focusing on anything that has a potentially high memory bandwidth cost (which is usually a big problem with deferred renderers + high resolutions) I was able to do some seemingly decent "optimizations".


This seems to happen randomly when the shaders for the cockpit were just compiled. Re-entering the plane/restarting the mission or DCS should fix it and it should not happen any more when the shaders are already compiled.


I gave this a shot. Resolution seemed better and the frame rate seemed the same, but I definatly have the weird artifacts around the edge of my vision now. It kind of felt like I was getting eye strain after 10 minutes or so. Any suggestions for the MASKSIZE value for an Oculus Rift?


Edit: I used 0.575 for the MASKSIZE and it got rid of the artifacts at the edge of my vision and FPS seemed unaffected. A lower value might work, but trying it out will have to wait until I have more time.


Yes, it can and no they don't. The only thing that I've noticed any real degradation with is the grass, and right now, I'm not seeing a lot of that in my Hornet ;) (Notice I said in my Hornet, I'm seeing plenty of it at the end of my silk let downs :( )


Tried it out briefly today. Running a GTX1060. Incredible improvement in FPS, it's absolutely fluid now. No loss in graphics quality; in fact, I was able to change shadows from flat to high without any visible loss in FPS. So... Better graphics coupled with a dramatic increase in FPS.


Yesterday give it a try and while I can't check the performance improvement ( ASW was active and locked at 45 fps ) I feel that was back in time to 1.5 version of DCS so for sure it would give a big performance improvement. Unfortunately I can't go back to these graphic quality levels, but congrats to the autor for his great job.


Nothing wrong with criticism per se. But constantly using phrases like "they can't make anything like this" is just stupid and thoughtless, because if you don't have any manners, you won't get heard either. How old were you again?


There are a lot of interesting ideas in this mod. The ED team can try to take over some of them in future releases. I will test this on my computer as soon as I get the time. I only fly in vr, so this is huge for me. I believe the most important part is the MSAA can be limited to the middle of the screen. This is the first step to forfeated rendering and a very big deal for us.


Rimworld has extensive support for loading custom dlls (mods). Extending the game is almost limitless and now I want to have a few effects that require a shader that is not build into the core game. One of them is for example a deep mask shader ( =DepthMask) and I also want to add other effects.


But when I downloaded it again, while I did everything in the same order (minecraft, forge, optifine, shaders, seus) when I set my profile for the 'shader and optifine', the mods option disappears from the start menu and not a single one of my mods works/shows up!


Please help! I lost a massive to-scale castle, all my wyverns, all my progress in the twilight forest and now I can't even get my shaders and mods to both show up at the same time and it was working this morning before it was deleted!


dont understand it completely, but if your using forge, make sure that all your mods are at the same or less version of minecraft as forge. if you have optifine 1.8.1, then forge wont be able to support it. since the latest forge version is for 1.8 minecraft.


It still isn't working (again, my fault, not clear) My brother deleted my minecraft folder/program this morning. Prior to the deletion, it was wroking... now I can't get the mods to work at the same time the shaders/optifine works

(I select the optifine/shaders profile and no mods show up

I select forge and the mods show up, but no optifine or shaders)


Thank you to everyone for being so patient with me. I finally realized that, with how stressed I was after loosing the six months of work on the castle and minecraft world in general... while I ACTIVATED the shaders... I forgot to put the GLSL shaders in the mods folder!


I was slightly frustrated with poor performance when playing in VR with the new deferred rendering engine, so I had a look what would be possible to remove/simplify from the shaders to improve the framerate without too huge sacrifices in image...


So, a quick initial test, using the F5 instant action mission over Las Vegas, would suggest this make quite a difference. I need to tweak the mask size, as I am seeing artifacts at the edges of my vision, but it really smooths things out when you are maneuvering hard. Silky smooth.


I tried .58 Masksize, but saw a wee bit of distortion at the edges. Increased to .60 and distortion is gone. I guess this value will be somewhat personal preference, just like IPD. Come to think of it, it might also depend on your face-lens distance as well. I use the thin padding from VR Cover. I think that makes the FoV increase slightly, as the padding is thinner than the stock CV1 padding.


Looking at what it does, it mainly removes things. A lot of the effects work within limits on a 1980 resolution flat screen, but scale badly for the stupidly high resolutions that VR needs (not the resolution that you see, just what the game needs to render for 3D wide field of view lens display).


I want to make my own Effect shaders and particle effects, but I don't know where to start. I can't find any tutorials or guides online anywhere! I would have thought this would have been better documented by now, but nope.


Membrane shaders seem somewhat straightforward; most of the controls and terminology are the same as New Vegas' GECK, but there's a bunch of stuff here that I'm not familiar with- what does "Ignore Base Geometry Texture Alpha" mean, for one thing?


Particle effects are completely different now too; instead of being able to control their appearance via the Effect Shader window, they're a separate NIF altogether. But I don't know the first thing about making particle emitters in Nifskope. Again, no tutorials anywhere.


But what really annoys me is that there is this window here on the right side of the Effectshader window that seems to be for previewing shaders, but aside from being able to spawn in different models, I can't get it to do anything useful.


In fo4, for any serious things you need 3ds 2013-2014. Nifscope allows you to edit nif. It is very difficult to create anything using nifscop, and many things cannot be created using nifscop. fo4 is the only bgs game for which beth has released a full development kit. The auto-installer is contained in the ck Tools folder, and is called bgs_nif_exporter. There are all the plugins, materials, hct. In addition, there is a nif importer, it is in the f4ak package from shadeanimator on the nexus. You can also find hct2014 for hkx export. The effects in the game are presented in the form of particles (superspray) and uv animations. In most cases, the bsEffectFx material is used. Its settings can be viewed by opening any nif effect in a nifscope.

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