#Global Settings # Enable or disable old hand light # Backwards compatibility for shader packs not supporting main and off hand. # When enabled uses the handheld item with higher light value for the main hand. # The old hand light is also controlled by "Video Settings -> Shaders -> Old Hand Light" with higher priority #oldHandLight=true|false # Enable or disable old block lighting with fixed multiplier # The old block lighting is also controlled by "Video Settings -> Shaders -> Old Lighting" with higher priority # oldLighting=true|false oldLighting=false # Enable or disable rendering of translucent blocks (water, stained glass) in the shadow pass # shadowTranslucent=true|false shadowTranslucent=true # Frustum culling # Enable or disable frustum culling frustum.culling=true # Enable or disable the dynamic hand light from "Dynamic Lights" # This option can be used to disable the dynamic hand light from "Dynamic Lights" if the shader implements its own hand light. # dynamicHandLight=true|false # Enable or disable underwater screen overlay underwaterOverlay=false # Enable or disable sun rendering # sun=true|false # Enable or disable moon rendering # moon=true|false # Disable the shadow progam if shadows or VL are disabled program.shadow.enabled=Shadows || Volumetric_Lighting #Final screen screen=[AA_SCREEN] [BLOOM_SCREEN] [COLORS_SCREEN] [DOF_SCREEN] [FOG_SCREEN] [MB_SCREEN] [NORMALMAP_SCREEN] [REFLECTIONS_SCREEN] [SKY_SCREEN] [SHADOWS_SCREEN] [SHADING_SCREEN] [WAVING_SCREEN] [EMISSIVE_SCREEN] [Debug] MobsFlashRed Whiteworld #Sub-screens: screen.AA_SCREEN=TAA TAA_sharpness screen.BLOOM_SCREEN=Bloom bloom_strength screen.COLORS_SCREEN=Brightness Contrast [WATERC_SCREEN] [LIGHTINGC_SCREEN] screen.WATERC_SCREEN=watertex wtexblend waterCR waterCG waterCB waterA screen.LIGHTINGC_SCREEN=HandLight eyeLight light_brightness r_multiplier g_multiplier b_multiplier screen.MB_SCREEN=Motionblur MB_strength screen.DOF_SCREEN=Depth_of_Field DoF_Strength smoothDof Distance_Blur Dof_Distance_View screen.SKY_SCREEN=Lens_Flares Lens_Flares_Strength Rain_Drops Godrays Godrays_Density Volumetric_Lighting VL_amount Clouds cloudsIT Cloudsblur cloud_height defskybox skyboxblendfactor customStars sunPathRotation Moonlight WeatherAngle screen.SHADOWS_SCREEN=Shadows ColoredShadows Penumbra grass_shadows shadowMapResolution raytracedShadows shadowDistance shadow_samples Nearshadowplane Farshadowplane screen.WAVING_SCREEN=animationSpeed Waving_Grass Waving_Tallgrass Waving_Entities Waving_Leaves Waving_Vines Waving_Fire Waving_Lanterns Waving_Lava Waving_Lilypads Waving_Water waves_amplitude screen.NORMALMAP_SCREEN=nMap POM_RES POM_DEPTH POM_DIST WaterParallax waterheight screen.FOG_SCREEN=Fog wFogDensity morningFog Underwater_Fog uFogDensity uwatertint screen.EMISSIVE_SCREEN=minlight emissive_R emissive_G emissive_B screen.REFLECTIONS_SCREEN=waterRefl Refraction Caustics causticsStrength iceRefl waveSize metallicRefl metalStrength polishedRefl metallicSky RainReflections rainNoise BiomeCheck Cloud_reflection cloudreflIT screen.SHADING_SCREEN=SSDO ao_strength Celshading Celborder Celradius screen.Debug=Showbuffer #screen.Experimental=* sliders=TAA_sharpness VL_amount ao_strength Celborder Celradius eyeLight emissive_R emissive_G emissive_B waterCR waterCG waterCB waterA light_brightness r_multiplier g_multiplier b_multiplier shadow_samples Nearshadowplane Farshadowplane shadowDistance Brightness Contrast DoF_Strength Dof_Distance_View wFogDensity uFogDensity POM_DIST POM_DEPTH minlight cloudsIT cloudreflIT cloud_height skyboxblendfactor sunPathRotation rainNoise waveSize causticsStrength AS_sharpening waves_amplitude wtexblend metalStrength metallicSky # Setup for different colors per biome uniform.float.inSwamp=smooth(1, if(in(biome, BIOME_SWAMP, BIOME_SWAMP_HILLS), 1, 0), 5) # Rainy biomes #uniform.bool.rainBiomes=in(biome, BIOME_PLAINS, BIOME_SUNFLOWER_PLAINS, BIOME_FOREST, BIOME_WOODED_HILLS, BIOME_FLOWER_FOREST, BIOME_BIRCH_FOREST, BIOME_BIRCH_FOREST_HILLS, BIOME_TALL_BIRCH_FOREST, BIOME_TALL_BIRCH_HILLS, BIOME_DARK_FOREST, BIOME_DARK_FOREST_HILLS, BIOME_SWAMP, BIOME_SWAMP_HILLS, BIOME_JUNGLE, BIOME_JUNGLE_HILLS, BIOME_MODIFIED_JUNGLE, BIOME_JUNGLE_EDGE, BIOME_MODIFIED_JUNGLE_EDGE, BIOME_RIVER, BIOME_BEACH, BIOME_MUSHROOM_FIELDS, BIOME_MUSHROOM_FIELD_SHORE, BIOME_OCEAN, BIOME_DEEP_OCEAN, BIOME_COLD_OCEAN, BIOME_DEEP_COLD_OCEAN, BIOME_WARM_OCEAN, BIOME_LUKEWARM_OCEAN, BIOME_DEEP_LUKEWARM_OCEAN) # Rainy biomes below y = 90+ otherwise snowy, using cameraPosition.y to workaround this #uniform.bool.coldBiomes=in(biome, BIOME_MOUNTAINS, BIOME_GRAVELLY_MOUNTAINS, BIOME_WOODED_MOUNTAINS, BIOME_MODIFIED_GRAVELLY_MOUNTAINS, BIOME_MOUNTAIN_EDGE, BIOME_TAIGA, BIOME_TAIGA_HILLS, BIOME_TAIGA_MOUNTAINS, BIOME_GIANT_TREE_TAIGA, BIOME_GIANT_TREE_TAIGA_HILLS, BIOME_GIANT_SPRUCE_TAIGA, BIOME_GIANT_SPRUCE_TAIGA_HILLS, BIOME_STONE_SHORE) # Nether update 1.16+ #variable.bool.isBlueNether=in(biome, BIOME_SOUL_SAND_VALLEY) #uniform.float.blueNether=smooth(1, if(isBlueNether, 1, 0), 5) #uniform.bool.isBasaltNether=in(biome, BIOME_BASALT_DELTAS) #uniform.float.basaltNether=smooth(1, if(isBasaltNether, 1, 0), 5) #uniform.bool.isPurpleNether=in(biome, BIOME_WARPED_FOREST) #uniform.float.purpleNether=smooth(1, if(isPurpleNether, 1, 0), 5) # Biome temperature uniform.float.BiomeTemp=temperature # Used for TAA #uniform.vec2.texelSize=vec2(1.0/viewWidth,1.0/viewHeight) Doesn't work on 1.7.10 uniform.int.framemod8=fmod(frameCounter, 8) # Scale down the bloom buffer, it's faster than using texcoord for scaling, might break if you're in a dimension without shaders and return to one that supports shaders. #scale.composite3=0.25 # Must be turned off so that we can store data in alpha channel without issues blend.gbuffers_basic=off blend.gbuffers_damagedblock=off blend.gbuffers_clouds=off alphaTest.gbuffers_basic=GREATER 0.1 alphaTest.gbuffers_damagedblock=GREATER 0.1 alphaTest.gbuffers_clouds=GREATER 0.1 # Fixes various issues with rain if we don't render it to its own buffer. #rain.depth=true # Shadowlight pos from Chocapic #variable.float.normSunVec = sqrt(sunPosition.x*sunPosition.x+sunPosition.y*sunPosition.y+sunPosition.z*sunPosition.z) #variable.float.normUpVec = sqrt(upPosition.x*upPosition.x+upPosition.y*upPosition.y+upPosition.z*upPosition.z) #variable.float.sunPosX = sunPosition.x/normSunVec #variable.float.sunPosY = sunPosition.y/normSunVec #variable.float.sunPosZ = sunPosition.z/normSunVec #variable.float.upPosX = upPosition.x/normUpVec #variable.float.upPosY = upPosition.y/normUpVec #variable.float.upPosZ = upPosition.z/normUpVec #uniform.float.sunElevation = sunPosX*upPosX+sunPosY*upPosY+sunPosZ*upPosZ