Animtr

A customizable Minecraft shaderpack that transforms the game into a polished anime aesthetic. eatures crisp white sticker borders with soft edges, vibrant pastel color grading, and smooth toon shading with configurable cel levels. It includes material-dependent palette corrections for water, sand, and dirt, plus optional glow effects for glowing entities and ore blocks. You can toggle on extra detail to preserve texture clarity, or enable Candy Mode for biome-specifc color boosts on foliage and water. Everything is adjustable from border thickness and opacity to hand-drawn grain and warmth—fully configurable from Minecraft’s shader settings menu.

AlternateCraft

### AlternateCraft

Transform your Minecraft world into a surreal, dreamlike dimension with AlternateCraft – a shader that makes reality itself pulse, warp, and shift before your eyes.

**Features**

Hypnotic Pulsation – All textures pulse with multi-layered frequencies, creating a mesmerizing visual rhythm
Reality Distortion – Surfaces undulate and shift in fluid, wave-like patterns
Dynamic Patterns – Subtle flowing patterns weave through textures creating depth
Atmospheric Tint – A distinctive color shift adds to the altered reality feel
Subtle Glow – Pulsing areas emit a faint luminescence enhancing the dreamlike state
Performance Optimized – Carefully crafted to maintain good FPS even on mid-range systems

**Perfect For**

Surreal and psychedelic building projects
Experimental adventure maps
Trippy content creation
Liminal space exploration
Unique streaming content with a twist
Players seeking an alternative, mind-bending Minecraft experience

aesyin’s shaders

![aesyin’s shaders](https://cdn.modrinth.com/data/cached_images/12da5f1711d3adba6bbe431c9afd8e06e8c93046.png)
![still in beta](https://cdn.modrinth.com/data/cached_images/f1c9b48062e2618e8c87afa1319c1bd11609eb6f.png)

# About
aesyin’s shaders is a shaderpack that aims to cartoonify and stylize Minecraft’s look, developed for Minecraft: Java Edition. It’s bright and vibrant.

_Resource Pack used is Bare Bones_

This shader includes:
– Realtime Shadows
– Bloom
– Motion Blur
– Entity Outlines
– and Customisable Water.

_**This shader supports [Voxy](https://modrinth.com/mod/voxy)**_

# AGREEMENT
This shaderpack is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0).

You are free to share and modify the pack as long as you:
– Credit the original creator (aesyin)
– Do not use it for commercial purposes
– License modified versions under the same terms

# INSTALLATION
– Download and install Optifine or Iris
– Download the shaderpack
– Put the shaderpack inside .minecraftshaderpacks
– Launch Minecraft
– Open Options, Video Settings, Shaders
– Choose aesyin’s shaders

Aerosol

Aerosol is a very minimal shader that improves visuals with

– Sharp shadows
– Low cost reflections
– Custom sky and fog
– Basic subsurface scattering
– Basic filtering (exponential tonemapping, gamma correction, purkinje effect)

Adaptive Outline

### This is a vanilla shader with a stroke.
The stroke brightens the light areas and darkens the dark areas.
![outline](https://cdn.modrinth.com/data/cached_images/b42c1a4b01a66753c23a81cb65522b5dbfdf0650.png)
шейдер изменём только в final.fsh

“`
#version 330 compatibility

uniform sampler2D colortex0;
uniform sampler2D depthtex0;

in vec2 texcoord;
layout(location = 0) out vec4 color;

void main() {
vec2 texel = 1.0 / vec2(textureSize(colortex0, 0));
vec4 scene = texture(colortex0, texcoord);

float d_center = 1.0 – textureLod(depthtex0, texcoord, 0.0).r;

vec2 offsets[2] = vec2[](
vec2(texel.x, 0),
vec2(texel.x * 3.0, 0)
);

float gradients[4];

for(int i = 0; i < 2; i++) { float d_right = 1.0 - textureLod(depthtex0, texcoord + offsets[i], 0.0).r; float d_left = 1.0 - textureLod(depthtex0, texcoord - offsets[i], 0.0).r; gradients[i] = abs(d_right - d_left) / (offsets[i].x * 2.0); vec2 vertical_offset = vec2(0, offsets[i].x); float d_up = 1.0 - textureLod(depthtex0, texcoord + vertical_offset, 0.0).r; float d_down = 1.0 - textureLod(depthtex0, texcoord - vertical_offset, 0.0).r; gradients[i + 2] = abs(d_up - d_down) / (vertical_offset.y * 2.0); } float gradient_ratio_h = gradients[0] / (gradients[1] + 0.0001); float gradient_ratio_v = gradients[2] / (gradients[3] + 0.0001); bool is_real_edge_h = gradient_ratio_h > 2.0;
bool is_real_edge_v = gradient_ratio_v > 2.0;

float edge = 0.0;

if(is_real_edge_h || is_real_edge_v) {
float max_gradient = max(gradients[0], gradients[2]);
edge = max_gradient * 500.0;
}

float depth_precision = 0.001 + d_center * 0.01;
if(edge < depth_precision * 100.0) { edge = 0.0; } float threshold = 0.15; if(edge > threshold && (is_real_edge_h || is_real_edge_v)) {
float edge_strength = clamp((edge – threshold) * 2.0, 0.0, 1.0);

vec4 color_up = texture(colortex0, texcoord + vec2(0, texel.y));
vec4 color_down = texture(colortex0, texcoord – vec2(0, texel.y));
vec4 color_left = texture(colortex0, texcoord – vec2(texel.x, 0));
vec4 color_right = texture(colortex0, texcoord + vec2(texel.x, 0));

vec4 avg_color = (color_up + color_down + color_left + color_right) * 0.25;

float neighbor_brightness = dot(avg_color.rgb, vec3(0.299, 0.587, 0.114));

float brightness_factor;

if(neighbor_brightness > 0.35) { // here we change the change threshold
brightness_factor = 1.0 + edge_strength * 0.2; // we’re changing it here brightens
} else {
brightness_factor = 1.0 – edge_strength * 0.2; // we’re changing it here darkens
}

color.rgb = scene.rgb * brightness_factor;
color.a = scene.a;

} else {
color = scene;
}
}
“`