# DrDestens MinecraftShaders
DrDestens MinecraftShaders is a shaderpack for Minecraft: Java Edition. It features water effects with reflections, ambient occlusion, bloom, realistic depth of field, motion blur, TAA and many other things. The shaderpack supports the LabPBR and OldPBR/SeusPBR standard, and you can use it with PBR texturepacks for added detail.
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## Feature Overview
- Screen Space Reflections
- Depth of Field
- Screen Space Ambient Occlusion (SSAO)
- Temporal Anti-Aliasing (TAA)
- Physically Based Rendering
- Various Water Effects
- Godrays
- Bloom
- Motion Blur
- Realistic DoF Chromatic Aberration
- Custom sky gradient
- Improved Fog with Sunsets
- Improved Dynamic Lighting
- Directional Lightmaps
- Outline
- Custom Block Selection Outline
## Full Feature List
### Lighting
- PBR
 Enables Physically Based Rendering
 Make sure you enable Normal and Specular mapsm in the OptiFine shader options
- PBR Format - *LabPBR 1.3, SeusPBR / OldPBR*
- **Physically Based Rendering**
- Height as AO
 Uses the Height information for Ambient occlusion
- Normal Mapping Fix
 With newer OptiFine versions this might not be necessary
 Enable this if normal maps do not show on entities or handheld objects
- Use Hardcoded Metals
 If disabled, the shader will use the color for the reflectance data
 LabPBR only
- Subsurface Scattering
- Parallax Occlusion Mapping
 Adds additional detail to blocks using the height map
 Low performance impact
 Can create artifacts at screen borders
- POM Depth
 Specifies how deep the POM goes
 Higher values will create artifacts
- POM Distortion
 Exaggerates the height map
 Helps create more depth with small POM Depth values
 Creates artifacts when used with high POM Depth values
- Smooth POM
 Smooths out the height map
 Significantly reduces artifacts
- 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)
- **Lightmap Colors**
- Nether Ambient Brightness
- 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 **NOT** 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)*
### Depth Of Field
- Depth of Field
 Blurs non-focused objects, like a real camera
- Bokeh Samples
 Quality of the blur
 Higher is better
 Significantly affects performance
- DoF Intensity
 Intensity of the Depth of Field effect
 Low performance impact
- Maximum Blur - *High, Unlimited*
 Limits the strength of the DoF blur
 Helps reduce artifacts when using lower sample counts and is better for gameplay
- DoF Downsampling Amount
 Amount of Downsampling that takes place for the Depth of Field effect
 Reduces DoF artifacts, increases pixelation artifacts
 No/Low performance impact
- Far Blur Only
 Only blurs far away things
- Sample Rejection
 Improved DoF Quality by (mostly) removing color bleeding
 Can have a significant performance impact
- Focus Delay
 Sets how long the focus takes to adjust
### Reflections
- Reflection Mode - *OFF, Sky, Flipped Image, Raytraced*
- Raytracing Quality
 Number of raytracing iterations
 Lower is faster
- Thickness Estimation Modifier - *Infinite*
 Increase this if the reflection blind spots annoy you
 Influences assumption about how thick a pixel is
 No performance impact
- Fade Edges
- Reflection Threshold
 PBR only
 Sets the minimum required reflectiveness in order for SSR to enable
 Higher values may introduce reflection cutoffs
- Screen Space Refraction
 Distorts things seen through water
- Refraction Strength
- Glass Reflections
 Adds reflections to tinted glass blocks
### Water
- Waving Water
 "Physical" Waves
 Moves the water surface
- Wave Height
- Wave Normals - *OFF, Noise, Sine*
- Normals Strength
 Fake Waves, pretending to be real ones
 Added detail
- Normals Scale
- Water Absorption Density
- Water Absorption Bias
 Adds a constant to the water fog distance
 Can help in making water more visible
- Water Texture
 Enables the vanilla water texture
- **Water Color Options**
- Water Absorption *(RGB Color Picker)*
- Absorption Color Multiplier
### Camera and Tonemapping
- Exposure
- Tonemapping - *Custom Reinhard, Unreal*
- Contrast
- Vibrance
- Saturation
- Brightness
- Vignette - *OFF, Round, Square*
 Darkens screen borders
- Vignette Strength
### Post Processing
- TAA
 Temporal Anti-Aliasing
 Smooths edges at the cost of a slightly blurrier image
 Might cause problems with OptiFine's high-res screenshot feature
- **TAA Options**
- TAA Blending Constant
 Controls the opacity of the current frame
 Set this value lower for smoother TAA
- TAA Sharpening
 Changes the strength of the sharpening effect
- Bloom
 Creates a glow around bright objects
 Looks nice ;)
- Bloom Strength
- Motion Blur
- Motion Blur Intensity
- SSAO
 Screen Space Ambient Occlusion
 Makes cavities dark
 High performance impact
- SSAO Quality - *Low, Medium, High*
- SSAO Strength
### Atmospherics
- Fog - *OFF, Normal, Border*
- Fog Amount
- Morning Fog
 Increases fog amount during sunsets
 Only works with fog in "Normal" mode
 Requires fog and sunsets to be enabled
- Morning Fog Strength
- Cave Fog
- Cave Fog Brightness
- Godrays
- **Godray Colors**
- Godray Sun *(RGB Color Picker)*
- Godray Moon *(RGB Color Picker)*
- Godray Strength
- Godray Radius
- Godray Samples
- **Sky Colors**
- Sky Noon *(RGB Color Picker)*
- Sky Sunset *(RGB Color Picker)*
- Sky Midnight *(RGB Color Picker)*
- End Sky Upper *(RGB Color Picker)*
- End Sky Lower *(RGB Color Picker)*
- Sun Angle
### Weather
- Rain Detection - *Temperature, Color*
- Rain Opacity
- Rain Refraction
- Rain Refraction Strength
### Other Stuff
- Outline - *OFF, White, Black, Rainbow*
- Outline Distance
- Block Selection Outline - *Black, White, Rainbow*
 **Only works with newer OptiFine versions (G7 or higher)**
- Block Selection Outline Opacity
- Wavy Blocks
- Wavy Leaves
- World Curvature
- World Radius
- Hand Invisibility Effect
 Distorts handheld objects when invisible
- White World
- Directional Lightmaps
 Applies normal mapping to dynamic lights
 Requires a ressource pack with PBR support
- Directional Lightmap Strength
- Dynamic Light Brightness
 Changes the brightness of light from emissive blocks
### Optimisation
- Flat Vertices
 Disable when using custom models with smooth surfaces
## Agreement
**You are allowed to**
- Use my shaderpack in your videos / screenshots
**You are not allowed to**
- 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