Stracciatella Shaders

A vanilla-style shader with colored lights, many quality of life features and visual improvements aiming for the highest performance.

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Stracciatella Shaders

Stracciatella

A very lightweight vanilla style shader with colored lights. Focuses on adding some nice features that go hand in hand with vanilla. It is highly configurable and lets you craft your own personal vanilla experience.

Feature Highlights

Colored Lighting

Stracciatella adds multi-lightsource colored lighting to Minecraft with excellent performance. Light emitting blocks glow bright and tint and shade the environment.

Beautiful Distance Fog

The Overworld and the Nether have highly optimized volumetric-like fog effects that look especially beautiful with Distant Horizons, such as dynamic fog based on height aswell as patches of dense fog that sweep the landscape.

Many Bells and Whistles

Stracciatella is packed with many subtle but important visual improvements and quality of life features that improve Minecraft's look, such as rain refraction, puddles, shooting stars and much, *much* more!

Configurable

Make it yours! Stracciatella puts you in the driver's seat. All of Stracciatellas effects are highly customisable, so you can dial in the look exactly as you like it.

Full Feature List

Fog and Sky

- Fog - *OFF, Border, Auto, Advanced*  Border:  Simple, comparable to vanilla  Auto:  Enables "Advanced" fog when Distant Horizons is present  Advanced:  Border fog aswell as configurable exponential distance and height based fog - End Sky - Global Fog Density  Constant fog density applied to exponential fog  Overworld, Nether and End densities are relative to this value - Overworld Fog Density  Density of constant Overworld fog  Relative to "Global Density" - Overworld Noise Fog - End Sky - Height Scale Multiplier  Multiplier applied to the scale factor used to calculate height fog  Higher values correspond to a harsher density falloff - Height Density Multiplier  Multiplier applied to the density calculated from world height - Dynamic Density Start Height  Fog density starts to increase with player height after the selected world height  Set to the default value, this acts as a correctional factor to keep the fog density (visually) constant - Dynamic Density Multiplier  Controls how much player height influences fog density - Anisotropic Sunset Fog  Fog density at sunset and sunrise increases more in direction of the sun - Sunset Fog Anisotropy  Amount of Anisotropy - Sunset Fog Multiplier  Controls how much the fog changes during sunset and sunrise - Wind Speed - Noise Fog Scale - Noise Fog Fade - Noise Fog Density Multiplier - Nether Fog Density  Density of constant Nether fog  Relative to "Global Density" - Nether Noise Fog - End Sky - Wind Speed - Noise Fog Scale - Noise Fog Fade - Near Fog Density Multiplier - End Fog Density  Density of constant End fog  Relative to "Global Density" - End Sky - Fog Start  Sets where the fog starts appearing  Relative to render distance - Fog End  Sets where the fog reaches its maximum  Relative to render distance - End Sky - Cave Fog  Fog changes to a different color when you are underground - Cave Sky  Sky changes to a different color when you are underground - Cave Sky Height Threshold  Controls which world height is necessary for the sky color to change - Cave Fog *(RGB Color Picker)*  Color of fog inside of caves - End Sky - Change Sun and Moon Size - Sun and Moon Size  Changes the size of sun and moon - Sun Angle  Tilts the rotation axis of sun and moon  Vanilla is 0 - Hide under Horizon  Sun and moon start disappearing under the horizon - Transition Height  Lower: sun and moon appear lower  Higher: sun and moon appear higher - Transition  Lower: Longer transition  Higher: Shorter transition - End Sky - Vanilla Star Brightness - Custom Stars - Size - Density - Coverage - Glow Radius - Glow Amount - Shooting Stars  End Sky works with "Custom Stars" enabled - Direction - Density - Speed - Trail Length - Trail Thickness - Custom Sky Color - End Sky - Custom Sunset - Sky Sunset *(RGB Color Picker)* - Sky Day *(RGB Color Picker)* - Sky Day Rain *(RGB Color Picker)* - Night Sky Brightness - Sky Night *(RGB Color Picker)* - Sky Night Rain *(RGB Color Picker)* - Custom Fog Color - End Sky - Fog Day *(RGB Color Picker)* - Fog Day Rain *(RGB Color Picker)* - Night Fog Brightness - Fog Night *(RGB Color Picker)* - Fog Night Rain *(RGB Color Picker)* - End Sky - End Sky Upper *(RGB Color Picker)* - End Sky Lower *(RGB Color Picker)*

Lighting

- Lightmap - *Simple, Default*  Default:  All Features  Simple:  Reduced features (only "Adaptive Blocklight Reduction" and "Minimum Light") - Colored Light Settings - Skylight AO  Specifies the amount of ambient occlusion on skylight - Blocklight AO  Specifies the amount of ambient occlusion on blocklight - Skylight Gamma  Higher = Darker  Lower = Brighter - Blocklight Gamma  Higher = Darker  Lower = Brighter - Minimum Light  Restricts blocklight to never go below this value  Prevents caves from being pitch black (unless you set it to zero that is) - Colored Light Settings - Adaptive Blocklight Reduction  Reduces blocklight when the sky is bright to avoid clipping  If the blocklight is too bright during daytime, increase this slider - Nether Ambient Brightness - Colored Light Settings - End Ambient Brightness - End Ambient Saturation - Skylight Day *(RGB Color Picker)* - Skylight Night *(RGB Color Picker)* - Blocklight *(RGB Color Picker)*  Select blocklight color (torches, glowstone, etc.)  If "Complex Blocklight" is enabled, this color will Colored Light Settings be used - Complex Blocklight  Allows you to select two colors for blocklight  One for dark parts, one for bright parts - Blend Curve  Higher: Emphasize "Bright" color  Lower: Emphasize "Dark" color  50 = linear transition - Complex Blocklight Dark *(RGB Color Picker)* - Complex Blocklight Bright *(RGB Color Picker)* - Colored Lights  Enabled colored lighting on blocks - Colored Light Settings - Vibrance - Accumulation Rejection - *Low, Default, High*  Sets how temporal history information is discarded  Higher corresponds to history being discarded more easily - Acc. Blend Factor  Sets how temporal history information is merged with new information  A lower value places less emphasis on history and will cause colors to update faster at the cost of more flicker - Flicker Reduction  Increase this slider if you experience frequent spots of color blinking into existence  Higher values will decrease the speed at which new color spreads and appears - Acc. Regeneration Speed  Sets how fast empty regions (with no color information) are filled up  A high value will cause colors to appear faster initially, but may introduce flicker in disoccluded regions - Sample LOD Bias  Controls the detail level at which colors are sampled  A higher value will make colors smoother but may cause small lights to be skipped  A lower value will sample at higher detail but will decrease smoothness and introduce flicker  The shader does its best to calculate the appropriate LOD itself - Directional Lightmaps - Directional Lightmap Strength - Normals - *Generated, Texture* - Normals Resolution Multiplier  Auto-Generated Normals may have a different resolution than your resource pack  This slider allows you to select a higher resolution for the normals  No performance impact - HDR Emissives - HDR Emissive Brightness

Weather

- Rain Detection - *Temperature, Color*  How the shader detects if rain is present  "Color" is generally the better option  Select "Temperature" if:  Rain does not receive rain effects  Things that are not rain receive rain effects - Rain Opacity - Rain Refraction - *OFF, Fast, Fancy* - Rain Refraction Strength - Angled Downfall - Angled Downfall Amount - Angled Downfall Rotation Speed - Rain Puddles - Rain Puddle Color - Rain Puddle *(RGB Color Picker)* - Rain Puddle Coverage - Rain Puddle Size - Rain Puddle Opacity - Rain Puddle Parallax - Parallax Refraction - Parallax Depth

Waving Blocks

- Waving Blocks - Waving Blocks Amount - Waving Blocks Speed - Waving Leaves - Waving Lilypads  Controlled by "Waving Liquids Amount" and "Waving Liquids Speed" - Waving Lanterns - Waving Fire - Waving Liquids  Water and Lava - Waving Liquids Amount - Waving Liquids Speed

Camera and Color

- FXAA  Enables Anti-Aliasing  Improves quality of edges - High Quality Upscaling  Switches to bicubic sampling  Internally enables FXAA  Can be useful with lower render quality settings - Contrast - Vibrance - Saturation - Brightness - Vignette - *OFF, Round, Square*  Darkens screen borders - Vignette Strength - LUT  Applies a custom color LUT to the image  Only works for Optifine G8 and higher!  How to add your luts:  Extract the .zip  Go to: shaders/lut  Put your LUT in this folder and name it "lut[number].png"  You can then select the file using the slider  Up to 6 luts can be loaded this way - Selected LUT  Default LUTs shipped with the shader are:  lut0.png: Neutral  lut1.png: Skyfall  lut2.png: A Summer Night's Adventure  lut3.png: Chrome  lut4.png: Admiral's Anime LUT  lut5.png: Green->Red Color swap (Infrared) - Use LOG Color - LUT Cell Size  Amount of cells on one side  Count the squares on the lut image along one side to figure this out

Water

- Underwater Fog Density - Depth Influence  Higher: Depth will have a strong influence on fog density  Lower: Depth will have a weak influence on fog density  Zero: Depth will have no influence on fog density - Fog Brightness Influence  Higher: Underwater fog will be darker at night - Fog Brightness Influence  Higher: Underwater fog will get darker faster when you dive deeper

Utilities and Effects

- Blinking Ores - Blinking Ores Settings - Blink Brightness - Diamond - Ancient Debris - Iron - Gold - Copper - Redstone - Lapis Lazuli - Emerald - Coal - Nether Quartz - Nether Gold - Damage Effect - Damage Effect Redness - Damage Effect Displacement - Damage Effect Cell Size - Speed Effect  Adds streaks when moving fast - Speed Effect Strength - Speed Effect Streak Length

Other

- Custom Color Configuration - Fade Terrain  Smoothly fades out Minecraft terrain, reducing the transition between Distant Horizons' terrain and Minecraft's terrain - Discard DH Terrain - Terrain Discard Tolerance - Chunk Discard DH Transparents - Transparents Discard Tolerance - Dithering - *None, Smart, Full*  Removes Banding  Smart: Enables dithering in select programs  Full: Enables dithering in all programs - Time Mode - *Realtime, Worldtime, Framecount*  Sets which method the shader uses to determine the time  Time is used for driving animations, for example waving leaves and water  Realtime:  Uses the actual time  Worldtime:  Uses the ingame time  This can be useful for animation tools like replaymod  Framecount:  Uses the frame count based on a fixed framerate  This can be useful for animation tools like replaymod - Time Mode Framerate  Framerate used for calculating the time when "Time Mode: Framecount" is selected - Solid Block Outline - Line Thickness  Applies to all lines, for example block outline and hit boxes  Custom Color ConfigurationCustom Color Configuration - Block Outline Style - *Black, White, Rainbow, Custom Color* - Custom Color Configuration - Block Outline *(RGB Color Picker)* - Aggressive Optimization - *OFF, On, Unsafe*  Activates Optimizations that can break some visuals or might break in future versions of Minecraft

Agreement

You are allowed to - Use my shaderpack in your videos / screenshots

must - Redistribute my shaderpack: If you want to provide a download link you must link to my Modrinth / Curseforge page - Use monetized URL shorteners linking to downloads of my shaderpack - Publish edits of my shaderpack without my permission

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