Releases: onnowhere/core_shaders
Release 1.0.6 for Minecraft Snapshot 1.20+
These experimental core shader resource packs are created to be used in 1.20 and above.
These resource packs are individually versioned, so releases may not always update all resource packs.
Download any of the provided zip files and drop in your resource packs folder.
For related posts and updates: https://twitter.com/onnowhere_
ALTERNATIVES
The shaders have been updated for 1.20 but not verified for full compatibility. If you find issues, or would prefer something more up to date with current shaders, consider trying one of the alternatives listed below:
- Alternative to
vsh_utils.glsl
: https://github.com/bradleyq/mc_vanilla_shaders/blob/master/resourcepack-shaders/assets/minecraft/shaders/include/utils.glsl - Alternative to
CoreShadersCustomTemplateRP
: https://github.com/Godlander/core-shader-template
Orthographic Shader RP (Version 1.0.2)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.6/OrthographicShaderRP.zip
This core shader pack renders the entire game using orthographic projection. When using this pack, you can adjust your FOV to zoom in or zoom out as well. If you get confused using this, I recommend pressing F5 and going in third person so you can see your body as you move around.
Changes in 1.0.2
- Fixed rendering in UI menus
- Included some missing new shaders
Demo video: https://github.com/onnowhere/core_shaders/assets/17817284/b1c4d77a-1671-40ab-a2ac-c54a49f9bb33
To edit shader properties, go to assets/minecraft/shaders/include/ortho_config.glsl
and modify the values there
ZOOM
- This value determines how zoomed the orthographic projection is (higher = more zoomed in)
Vertex Fade RP (Version 1.0.4)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.6/VertexFadeRP.zip
This core shader pack offsets and shrinks block faces based on their normal direction and distance from the player. It works by using gl_VertexID on the vertices in order to estimate the block face's center and then offsetting faces all by the same distance.
Demo video: https://github.com/onnowhere/core_shaders/assets/17817284/b2d7c12b-2aee-461c-b912-9215ef573c3b
Changes in 1.0.4
- Included some missing new shaders
Known Issues
- Rotated faces at non-90 degree angles on blocks do not fade accurately*
- Entity faces do not fade accurately*
- Liquids do not fade properly in certain cases*
*Cannot be fixed currently due to lack of information in vanilla core shaders
To edit shader properties, go to assets/minecraft/shaders/include/vertex_fade.glsl
and modify the values there
distanceThreshold
- Increasing this value increases the distance at which fading starts
fadeScale
- Increasing this value increases the amount of distance it takes for faces to fade
Core Shader Custom Template RP (Version 1.0.2)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.6/CoreShadersCustomTemplateRP.zip
This core shader pack is a modified template that renders identically to the default core shaders. This pack provides a condensed version of the default core shaders such that all vertex shaders can be edited with just 14 shader files located in assets/minecraft/shaders/core/main
. This works by combining vertex shaders based on similar implementation and usage type. All 54 vanilla core shaders have their vertex shader mapped to the main
shaders. This may not be the perfect solution for every use case and may need to be modified for your usage, but it can decrease development time by letting you worry about less shaders to edit. Fragment shaders have been left untouched.
Changes in 1.0.2
- Updated vsh_util to match latest version
- Included some missing new shaders
Core Shader VSH Util (Version 1.0.2)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.6/vsh_util.glsl
Utility functions for core vertex shaders. Includes functions for offsetting entities in world space, orthographic projection, render distance and far clipping plane (thebbq's implementation), getting FOV, and checking if rendering in GUI/nether/main menu panorama. This shader include should be put in your include directory assets/<namespace>/shaders/include/vsh_util.glsl
.
Changes in 1.0.2
- Fixed isGUI no longer working reliably
Release 1.0.5 for Minecraft Snapshot 1.17+
These experimental core shader resource packs are created to be used in 1.17 and above.
These resource packs are individually versioned, so releases may not always update all resource packs.
Download any of the provided zip files and drop in your resource packs folder.
For related posts and updates: https://twitter.com/onnowhere_
Orthographic Shader RP (Version 1.0.1)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.5/OrthographicShaderRP.zip
This core shader pack renders the entire game using orthographic projection. When using this pack, you can adjust your FOV to zoom in or zoom out as well. If you get confused using this, I recommend pressing F5 and going in third person so you can see your body as you move around.
Changes in 1.0.1
- Fixed near clipping plane causing blocks behind the player to cutoff too early. Note that this does not prevent chunks behind you from disappearing when not visible in normal view.
- Updated vsh_util to match latest version
Demo video: https://gfycat.com/mindlessathleticasianelephant
To edit shader properties, go to assets/minecraft/shaders/include/ortho_config.glsl
and modify the values there
ZOOM
- This value determines how zoomed the orthographic projection is (higher = more zoomed in)
Vertex Fade RP (Version 1.0.3)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.5/VertexFadeRP.zip
This core shader pack offsets and shrinks block faces based on their normal direction and distance from the player. It works by using gl_VertexID on the vertices in order to estimate the block face's center and then offsetting faces all by the same distance.
Demo video: https://gfycat.com/defensiveimpracticalgrackle
Known Issues
- Rotated faces at non-90 degree angles on blocks do not fade accurately*
- Entity faces do not fade accurately*
- Liquids do not fade properly in certain cases*
*Cannot be fixed currently due to lack of information in vanilla core shaders
To edit shader properties, go to assets/minecraft/shaders/include/vertex_fade.glsl
and modify the values there
distanceThreshold
- Increasing this value increases the distance at which fading starts
fadeScale
- Increasing this value increases the amount of distance it takes for faces to fade
Core Shader Custom Template RP (Version 1.0.1)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.5/CoreShadersCustomTemplateRP.zip
This core shader pack is a modified template that renders identically to the default core shaders. This pack provides a condensed version of the default core shaders such that all vertex shaders can be edited with just 14 shader files located in assets/minecraft/shaders/core/main
. This works by combining vertex shaders based on similar implementation and usage type. All 54 vanilla core shaders have their vertex shader mapped to the main
shaders. This may not be the perfect solution for every use case and may need to be modified for your usage, but it can decrease development time by letting you worry about less shaders to edit. Fragment shaders have been left untouched.
Changes in 1.0.1
- Updated vsh_util to match latest version
Core Shader VSH Util (Version 1.0.1)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.5/vsh_util.glsl
Utility functions for core vertex shaders. Includes functions for offsetting entities in world space, orthographic projection, render distance and far clipping plane (thebbq's implementation), getting FOV, and checking if rendering in GUI/nether/main menu panorama. This shader include should be put in your include directory assets/<namespace>/shaders/include/vsh_util.glsl
.
Changes in 1.0.1
- Fixed isNether returning true when player pitch is 0 in dimensions other than the Nether.
- Fixed getWorldMat returning 0 when player pitch is 0, caused by isNether issue
- Fixed getOrthoMat near clipping plane causing blocks behind the player to cutoff too early.
Usage of WorldMat (must be a shader that has light0 and light1 directions):
mat3 WorldMat = getWorldMat(Light0_Direction, Light1_Direction);
gl_Position = ProjMat * ModelViewMat * vec4(Position + WorldMat * vec3(0.0, 1.0, 0.0), 1.0);
Usage of OrthoMat:
mat4 OrthoMat = getOrthoMat(ProjMat);
gl_Position = OrthoMat * ModelViewMat * vec4(Position, 1.0);
Release 1.0.4 for Minecraft Snapshot 21w13a, 1.17+
These experimental core shader resource packs are created to be used in 21w13a and above.
These resource packs are individually versioned, so releases may not always update all resource packs.
Download any of the provided zip files and drop in your resource packs folder.
For related posts and updates: https://twitter.com/onnowhere_
Orthographic Shader RP (Version 1.0.0)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.4/OrthographicShaderRP.zip
This core shader pack renders the entire game using orthographic projection. When using this pack, you can adjust your FOV to zoom in or zoom out as well. If you get confused using this, I recommend pressing F5 and going in third person so you can see your body as you move around.
Demo video: https://gfycat.com/mindlessathleticasianelephant
To edit shader properties, go to assets/minecraft/shaders/include/ortho_config.glsl
and modify the values there
ZOOM
- This value determines how zoomed the orthographic projection is (higher = more zoomed in)
Vertex Fade RP (Version 1.0.3)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.4/VertexFadeRP.zip
This core shader pack offsets and shrinks block faces based on their normal direction and distance from the player. It works by using gl_VertexID on the vertices in order to estimate the block face's center and then offsetting faces all by the same distance.
Demo video: https://gfycat.com/defensiveimpracticalgrackle
Known Issues
- Rotated faces at non-90 degree angles on blocks do not fade accurately*
- Entity faces do not fade accurately*
- Liquids do not fade properly in certain cases*
*Cannot be fixed currently due to lack of information in vanilla core shaders
To edit shader properties, go to assets/minecraft/shaders/include/vertex_fade.glsl
and modify the values there
distanceThreshold
- Increasing this value increases the distance at which fading starts
fadeScale
- Increasing this value increases the amount of distance it takes for faces to fade
Core Shader Custom Template RP (Version 1.0.0)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.4/CoreShadersCustomTemplateRP.zip
This core shader pack is a modified template that renders identically to the default core shaders. This pack provides a condensed version of the default core shaders such that all vertex shaders can be edited with just 14 shader files located in assets/minecraft/shaders/core/main
. This works by combining vertex shaders based on similar implementation and usage type. All 54 vanilla core shaders have their vertex shader mapped to the main
shaders. This may not be the perfect solution for every use case and may need to be modified for your usage, but it can decrease development time by letting you worry about less shaders to edit. Fragment shaders have been left untouched.
Core Shader VSH Util (Version 1.0.0)
DOWNLOAD: https://github.com/onnowhere/core_shaders/releases/download/1.0.4/vsh_util.glsl
Utility functions for core vertex shaders. Includes functions for offsetting entities in world space, orthographic projection, render distance and far clipping plane (thebbq's implementation), getting FOV, and checking if rendering in GUI/nether/main menu panorama. This shader include should be put in your include directory assets/<namespace>/shaders/include/vsh_util.glsl
.
Usage of WorldMat (must be a shader that has light0 and light1 directions):
mat3 WorldMat = getWorldMat(Light0_Direction, Light1_Direction);
gl_Position = ProjMat * ModelViewMat * vec4(Position + WorldMat * vec3(0.0, 1.0, 0.0), 1.0);
Usage of OrthoMat:
mat4 OrthoMat = getOrthoMat(ProjMat);
gl_Position = OrthoMat * ModelViewMat * vec4(Position, 1.0);
Release 1.0.3 for Minecraft Snapshot 21w11a, 1.17+
Release of the Vertex Fade experimental shader resource pack created to be used in 21w11a and above.
Download VertexFadeRP.zip
and drop in your resource packs folder.
Preview demo video: https://gfycat.com/defensiveimpracticalgrackle
For related posts and updates: https://twitter.com/onnowhere_
Changes:
- Handling of entities and non-full blocks is improved.
- Modified subtle idle animation on fading faces to be slightly more noticeable
- Fixed issues with non-full block fading and blocks that have random variants with rotation and mirroring
- Fixed issue with entities blinking in at certain angles by checking far plane to determine if rendering is in world vs inventory
- Modified implementation to rely on gl_VertexID instead of UV where possible
Known Issues:
- Rotated faces at non-90 degree angles on blocks do not fade accurately*
- Entity faces do not fade accurately*
- Liquids do not fade properly in certain cases*
*Cannot be fixed currently due to lack of information in vanilla core shaders
To edit shader properties, go to assets/minecraft/shaders/include/vertex_fade.glsl
and modify the values there
distanceThreshold
- Increasing this value increases the distance at which fading starts
fadeScale
- Increasing this value increases the amount of distance it takes for faces to fade
Release 1.0.2 for Minecraft Snapshot 21w11a, 1.17+
Release of the Vertex Fade experimental shader resource pack created to be used in 21w11a and above.
Download VertexFadeRP.zip
and drop in your resource packs folder.
Preview demo video: https://gfycat.com/ignorantplumpdungenesscrab
Notes:
- Handling of entities and non-full blocks is improved since 1.0.0. They still won't fade as cleanly as full blocks but there shouldn't be things left floating around or in the wrong place now.
- Added subtle idle animation to fading faces
- Fixed bug with entity visual rendering at edge of visible area
- To edit shader properties, go to
assets/minecraft/shaders/include/vertex_fade.glsl
and modify the values there
distanceThreshold
- Increasing this value increases the distance at which fading starts
fadeScale
- Increasing this value increases the amount of distance it takes for faces to fade
Release 1.0.1 for Minecraft Snapshot 21w11a, 1.17+
Initial release of the Vertex Fade experimental shader resource pack created to be used in 21w11a and above.
Download VertexFadeRP.zip
and drop in your resource packs folder.
Preview demo video: https://gfycat.com/ignorantplumpdungenesscrab
Notes:
- This update improves handling of entities and non-full blocks. They still won't fade as cleanly as full blocks but there shouldn't be things left floating around or in the wrong place now.
- To edit shader properties, go to
assets/minecraft/shaders/include/vertex_fade.glsl
and modify the values there
distanceThreshold
- Increasing this value increases the distance at which fading starts
fadeScale
- Increasing this value increases the amount of distance it takes for faces to fade
Release 1.0.0 for Minecraft Snapshot 21w11a, 1.17+
Initial release of the Vertex Fade experimental shader resource pack created to be used in 21w11a and above.
Download VertexFadeRP.zip
and drop in your resource packs folder.
Preview demo video: https://gfycat.com/ignorantplumpdungenesscrab
Notes:
- This shader doesn't work correctly on all blocks, namely non-full blocks and blocks with random rotation, mirroring, or non 90 degree angles.