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Shaders.settings

Sildur's Basic Shaders v2.0 is a shader pack for Minecraft that includes various customizable features such as anti-aliasing, ambient occlusion, cel shading, and depth of field. Users are prohibited from editing, copying, or redistributing the shader pack under a different name. The document outlines specific settings and options for adjusting visual effects within the shader pack.

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iamnotacroissant
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0% found this document useful (0 votes)
14 views

Shaders.settings

Sildur's Basic Shaders v2.0 is a shader pack for Minecraft that includes various customizable features such as anti-aliasing, ambient occlusion, cel shading, and depth of field. Users are prohibited from editing, copying, or redistributing the shader pack under a different name. The document outlines specific settings and options for adjusting visual effects within the shader pack.

Uploaded by

iamnotacroissant
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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/*

Sildur's Basic Shaders v2.0:


https://www.patreon.com/Sildur
https://sildurs-shaders.github.io/
https://twitter.com/Sildurs_shaders

Permissions:
You are not allowed to edit, copy code or share my shaderpack under a different
name or claim it as yours.
*/
#ifdef AA
//#define TAA //Toggle temporal anti-aliasing
(TAA)
#define TAA_sharpness 0.65 //[0.0 0.05 0.1 0.15 0.2 0.25 0.3
0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.05 1.1 1.15 1.2
1.25 1.3 1.35 1.4 1.45 1.5] Adjust sharpening strength. 0.0 turns sharpening
completly off.
#endif

#ifdef composite0
//#define SSAO //Toggle custom ambient
occlusion.
const float ambientOcclusionLevel = 1.0f; //Adjust minecrafts inbuild ambient
occlusion. [0.0f 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f]

//#define Celshading //Cel shades everything,


making it look somewhat like Borderlands.

//Debugging stuff
//#define depthbuffer //Draw depth buffer
//#define draw_refnormals //Draw reflection normals,
actually composite normals but only reflections are stored in the buffer.
#endif

#ifdef final
#define Crossprocess //It's like a color filter, alters
all colors abit if enabled.

//#define Depth_of_Field //Simulates eye focusing on


objects. Low performance impact
//#define Distance_Blur //Requires Depth of Field to be
enabled. Replaces eye focusing effect with distance being blurred instead.
#define smoothDof //Toggle smooth transition between
clear and blurry.
#define DoF_Strength 90 //[60 90 120 150]
#define Dof_Distance_View 256 //[128 256 384 512]

//#define Motionblur //Blurres your view/camera during


movemenent. Low performance impact. Doesn't work with Depth of Field.
#define MB_strength 0.014 //[0.008 0.014 0.020]

//#define Tonemap //Toggle tonemapping, slightly


altering colors / color balance. Based of vibrant shaders, which uses
uncharted2tonemap.
#define gamma 2.2 //Adjust gamma used by tonemapping.
[1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9
3.0]
#endif
#ifdef gbuffers_clouds
#define Fog //Toggle default fog.
#endif

#ifdef gbuffers_textured
//#define Colorboost //Gives default colors a little
kick

#define MobsFlashRed

#define Fog //Toggle default fog.

const float sunPathRotation = -40.0f; //[-10.0 -20.0 -30.0 -40.0f -


50.0 -60.0 -70.0 -80.0 -0.15f -0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0]

#define nMap 0 //[0 1 2]0=Off 1=Bumpmapping,


2=Parallax, also adjust in vertex
#define POM_RES 32 //Texture / Resourcepack
resolution. [32 64 128 256 512 1024 2048]
#define POM_DIST 16.0 //[8.0 16.0 24.0 32.0 40.0 48.0
56.0 64.0]
#define POM_DEPTH 0.30 //[0.10 0.20 0.30 0.40 0.50 0.60
0.70 0.80 0.90 1.0]
//#define draw_bmap //Draw bmap normals

#define HandLight //Toggle handheld lighting.


//#define customLight //Toggle custom light support for
emissive blocks.
#define emissive_R 3.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7
0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8
2.9 3.0]
#define emissive_G 1.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7
0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8
2.9 3.0]
#define emissive_B 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7
0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8
2.9 3.0]

#define animationSpeed 1.0 //[0.25 0.5 0.75 1.0 1.25 1.5 1.75
2.0]
#define Waving_Leaves
#define Waving_Vines
#define Waving_Grass
#define Waving_Entities //Includes: Saplings, small
flowers, wheat, carrots, potatoes and beetroot.
#define Waving_Tallgrass
#define Waving_Fire
#define Waving_Lava
#define Waving_Water
#define Waving_Lanterns
#define waves_amplitude 0.65 //[0.55 0.65 0.75 0.85 0.95 1.05
1.15 1.25 1.35 1.45 1.55 1.65 1.75 1.85 1.95 2.05]
#endif

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