
Vulkan PostFX
Experimental VPFX shader pack loader and post-processing framework for Minecraft’s modern Vulkan-based rendering path.
Vulkan PostFX 1.15.0+mc26.2-rc2-2026-06-14
Список изменений
Vulkan PostFX 1.15.0 — Native & Shadow Stabilization
Highlights
VPFX 1.15.0 focuses on stabilizing the new native rendering path and fixing several long-standing shadow artifacts. This release improves shader pack switching, native backend selection, shadow depth handling, and terrain shadow receiver logic.
Added
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Added native-first shader pack selection.
- VPFX now prefers native-compatible external VPFX packs when available.
- Unsupported packs can still fall back to the Minecraft PostChain backend.
-
Added support for native shadow depth inputs.
- Native pipelines can now recognize
vulkanpostfx:shadow_depthandminecraft:shadow_depth.
- Native pipelines can now recognize
-
Added support for
use_depth_bufferadmission in native graph validation.- Valid scene/depth target usage is no longer rejected too early.
-
Added configurable diagnostic throttling options for native and shadow logs.
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Added default in-world hard resource reload for development builds.
- Shader pack switching inside a world is now much easier during testing.
Changed
-
Reworked terrain shadow receiver logic.
- Replaced unstable screen-derivative receiver normal estimation.
- Replaced unreliable direct
Normalattribute usage. - Added a stable axis/grid-based receiver mask for block surfaces.
-
Reduced shadow artifacts on vertical block faces.
- Vertical surfaces that should not receive strong parallel-light shadows are now filtered more safely.
-
Reduced excessive native runtime and shadow diagnostic logging.
- Legacy NR-1C / NR-1F diagnostic output is now silent by default.
- Shadow pass and shadow sync logs are throttled by default.
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Improved failed-pack warning behavior.
- Failed external pack warnings are no longer spammed every frame.
-
Improved shader pack reload behavior in-world.
- Development workflow is smoother when repeatedly changing VPFX ZIP packs.
Fixed
- Fixed shadow/light behavior appearing to rotate with the player camera.
- Fixed excessive striping on vertical faces perpendicular to the sun/moon movement plane.
- Fixed
use_depth_buffer=truecausing valid VPFX packs to be rejected from native admission. - Fixed repeated warning spam when an external VPFX pack was marked as failed.
- Fixed old builtin/default configuration behavior that could leave users stuck on the Builtin Debug Pack.
- Fixed native backend selection not being obvious when external VPFX packs were available.
Developer Notes
- The current stable terrain shadow receiver strategy is axis/grid based.
- VPFX no longer relies on screen-space
dFdx/dFdynormals for terrain shadow receiver masking. - VPFX also does not yet implement the full Iris/Sodium-style extended terrain vertex normal pipeline.
- Native multi-pass execution and Showcase pack support continue to be developed.
- Entity and player shadows remain a later-stage task.
Recommended Test Points
- Test vertical walls under sun and moon lighting.
- Test rotating the camera while observing terrain shadows.
- Test F7 shader pack switching inside a loaded world.
- Test native-compatible VPFX packs with scene depth and shadow depth inputs.

