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Шейдеры/Vanilla Enhanced
Vanilla Enhanced

Vanilla Enhanced

A lightweight shader for realistic lighting & better visuals.

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  • Vanilla Enhanced 1.17b

    release1 мая 2026 г.

    Vanilla Enhanced v1.17b — Changelog

    Upgrade from v1.08

    This update is a major internal rendering overhaul focused on modular shader architecture, improved visual fidelity, and better long-term maintainability. While the surface-level visuals may feel subtle, the underlying pipeline has been significantly reworked.


    🚀 Overview

    Version 1.17b introduces a separation of shader responsibilities (blocks, entities, terrain, sky), replacing the older monolithic approach used in v1.08. This enables more granular control, cleaner rendering logic, and future extensibility.


    ✨ New Features

    🔹 Dedicated Shader Pipelines for Blocks & Entities

    • Added:
      • gbuffers_block.fsh / .vsh
      • gbuffers_entities.fsh / .vsh

    What this means:

    • Blocks and entities are now processed through independent shader stages
    • Enables:
      • More precise lighting behavior per object type
      • Cleaner separation of rendering logic
      • Easier future feature additions (e.g. emissive entities, per-object effects)

    ❌ Removed

    🔸 shaders.properties

    • Fully removed from the shader pack

    Why it matters:

    • Configuration is now internalized into shader code
    • Reduces dependency on external config parsing
    • Improves consistency across shader loaders (OptiFine / Iris)

    🔧 Changes & Improvements

    🌌 Sky Rendering (gbuffers_skybasic.fsh)

    • Refined atmospheric coloring
    • Improved gradient transitions
    • More stable brightness levels across time cycles

    Result:

    • More natural sky tones
    • Reduced banding and visual artifacts

    🌍 Terrain Rendering (gbuffers_terrain.fsh)

    • Lighting calculations adjusted
    • Improved shading consistency across blocks
    • Better handling of indirect light

    Result:

    • More coherent world lighting
    • Slightly improved depth perception
    • Reduced harsh contrast in certain environments

    ⚙️ Technical Changes (Deep Dive)

    🧩 Modular Shader Architecture

    • Transition from semi-monolithic shader structure → modular gbuffer-based layout
    • Separate handling for:
      • Terrain
      • Blocks
      • Entities
      • Sky

    Benefits:

    • Easier debugging and iteration
    • Reduced shader conflicts
    • Cleaner codebase

    💡 Lighting Pipeline Adjustments

    • Rebalanced light contribution across render passes
    • Improved interaction between:
      • Direct light (sun/moon)
      • Ambient light
      • Block light

    🧼 Codebase Cleanup

    • Removed legacy configuration patterns
    • Simplified shader dependencies
    • Standardized file structure

    📈 Performance

    • Slight improvements in render consistency
    • Potential minor FPS gains depending on scene complexity
    • Reduced overhead from external config parsing

    ⚠️ Compatibility Notes

    • Designed to work with:

      • OptiFine
      • Iris Shaders
    • Removal of shaders.properties may affect:

      • Custom user tweaks from older versions
      • External config-based modifications

    🧠 Summary

    v1.17b is a foundational update.
    It may not drastically change visuals at first glance, but it rebuilds the rendering pipeline to be more scalable, flexible, and future-proof.


    🔎 SEO Keywords (for discoverability)

    Minecraft shaders, lightweight shader pack, vanilla enhanced shaders, Iris shaders compatible, OptiFine shader pack, performance shaders Minecraft, realistic lighting Minecraft, improved sky shader, enhanced terrain shading, entity shader support, Minecraft visual upgrade


  • Vanilla Enhanced 1.08

    release20 декабря 2025 г.

    Vanilla Enhanced 1.08 - Version Log

    Underwater Effects Update

    New Features

    • Advanced Underwater Caustics System

      • Dual-layer caustics patterns with realistic light refraction
      • Wave-based modulation for dynamic underwater lighting
      • Depth-based fallback that fades with distance
      • Day/night adaptive caustics (only visible during daytime with sufficient skylight)
    • Improved Underwater Atmosphere

      • Realistic blue water tinting with day/night variations
      • Exponential depth fog for better visibility gradient
      • Underwater particle simulation using procedural noise
      • God rays effect (light shafts) when looking upward underwater
    • Enhanced Water Visuals

      • More natural water color tones (blue-cyan spectrum)
      • Dynamic tinting based on world time
      • Better color blending between shallow and deep water
      • Improved caustics visibility and brightness

    Improvements

    • Optimized caustics calculation for better performance
    • Refined underwater fog distance curve for smoother transitions
    • Better integration of caustics with existing lighting system
    • Enhanced depth-based color grading underwater

    Configuration

    • Added CAUSTICS_STRENGTH slider (0.0 - 2.0)
    • Added WATER_CLARITY slider (0.5 - 2.0)
    • Added WAVE_HEIGHT slider (0.0 - 2.0)
    • Added UNDERWATER_TINT slider (0.5 - 2.0)

    Version 1.01 - Wind Animation Safety Update

    Bug Fixes

    • Critical: Fixed water blocks incorrectly applying wind animation
    • Critical: Fixed ice blocks being affected by foliage animation
    • Critical: Fixed chest blocks having unwanted vertex displacement

    Improvements

    • Added explicit block ID blacklist system (shouldNotWave function)
    • Implemented safer block ID validation (range checking)
    • Added additional safety checks for invalid block IDs
    • Improved wind animation filtering to prevent edge cases

    Technical Changes

    • Separated block exclusion logic from inclusion logic
    • Added water, flowing water, ice, chests, and glass to blocked blocks list
    • Enhanced vertex shader safety with multi-level ID validation
    • Better handling of edge cases in block ID detection

    Version 1.0 - Initial Release

    Core Features

    Dynamic Sky System

    • Smooth day/night cycle transitions with custom color gradients
    • Time-based sky color phases (morning, day, evening, night)
    • Volumetric cloud rendering with fbm noise
    • Dynamic cloud colors that change throughout the day
    • Rain weather integration with desaturation effects

    Advanced Lighting & PBR

    • Physical-based rendering for metallic and reflective surfaces
    • Dynamic specular highlights from sun and moon
    • Torch light with warm color temperature and rim lighting
    • Multi-light source support (sky, block, torch)
    • Normal map integration for enhanced surface detail
    • Adaptive specular power based on time of day

    Foliage Animation

    • Wind-based animation for grass, leaves, flowers, and crops
    • Block-specific animation patterns (leaves sway differently than grass)
    • Multi-frequency wind waves for natural movement
    • Vertex height-based displacement (tops move more than bases)
    • Vertical bobbing for added realism
    • Support for multiple foliage types:
      • Tall grass and wheat
      • Tree leaves (both types)
      • Flowers (roses, dandelions)
      • Vines with hanging movement
      • Lily pads with floating motion
      • Saplings and dead bushes
      • Sugar cane

    Color Grading & Atmosphere

    • Day/night ambient color tinting
    • Depth-based atmospheric perspective
    • Distance fog with warm tint in low light
    • Enhanced lightmap processing with gamma correction
    • Torch light color bleeding
    • Rain desaturation effect
    • Dynamic contrast and saturation adjustments

    Performance

    • Optimized noise functions for caustics and clouds
    • Efficient fbm implementation for procedural details
    • Conditional shader paths based on light levels
    • Smart PBR strength blending

    Configuration Options

    • PBR reflection intensity control
    • Wind animation strength adjustment
    • Rain saturation control
    • Day/night color intensity
    • Torch warmth temperature
    • Cloud density control
    • Multiple performance toggles

    Technical Specifications

    • GLSL Version 120 compatibility
    • Support for Optifine shader system
    • Custom uniforms for world state
    • Attribute support for block entities
    • Normal and specular map integration

    Future Planned Features

    • Water wave animation and displacement
    • Screen-space reflections for water
    • Improved rain particles and splash effects
    • Additional weather effects (fog, mist)
    • Biome-specific color tinting
    • Enhanced night sky with stars
    • Aurora borealis in specific biomes
  • Vanilla Enhanced 1.00

    release22 октября 2025 г.

    🌿 Vanilla Enhanced Shader v1.00 - Full Release Changelog


    Example


    • Small things are changed,
    • Contrast changed.
    • Weather changed.
  • Vanilla Enhanced 0.97

    release28 сентября 2025 г.

    🌿 Vanilla Enhanced Shader v0.97 - Changelog


    Example


    🔆 Sun / Moon Direction Fix:

    • Now properly uses sunPosition and moonPosition uniforms when available.
    • If unavailable, a reliable fallback calculation is applied.
    • Sun movement now follows the correct east-to-west trajectory using cos / sin.

    🔥 Torch PBR Fix:

    • Torch light is now fully omnidirectional (radiates in all directions).
    • Added rim lighting for torches, enhancing glow realism.
    • Softer specular highlights (power reduced from 64 → 16).
    • Introduced a minimum ambient value (0.2) for consistent visibility.

    👁️ View Direction Correction:

    • viewDir now correctly computed as: normalize(cameraPosition - worldPos)
    • All calculations are now consistent in world space.

    💎 Reflection Calculation Fix:

    • Proper reflection vector using: reflect(-lightDirection, normal)
    • Accurate specular highlights based on: dot(viewDir, reflectionDir)
    • Ensures reflections respond correctly to camera angle.

    ✅ Overall Impact:

    • Sunlight and moonlight now illuminate from the correct directions.
    • Torches provide consistent, realistic lighting from all angles.
    • Specular reflections behave properly based on camera perspective.
    • No more north-locked lighting artifacts — lighting directions now feel natural.
  • Vanilla Enhanced 0.8

    release30 августа 2025 г.

    🌿 Vanilla Enhanced Shader v0.8 - Release Notes


    Day-Night lights fixed.

    PBR strength decreased.

    Added volumetric clouds.

    Big bugs are fixed.


  • Vanilla Enhanced 0.72

    release15 августа 2025 г.

    🌿 Vanilla Enhanced Shader v0.72 - Release Notes


    Sun/Moon light direction fixed.

    PBR strength changed.

    Sun light's PBR improved.

    Small bugs are fixed.


  • Vanilla Enhanced 0.6

    release11 августа 2025 г.

    🌿 Vanilla Enhanced Shader v0.6 - Release Notes


    Example Image


    🔄 General Overview:

    • Builds upon the vanilla-inspired style with advanced Physically Based Rendering (PBR).
    • Focuses on realistic light interaction, improved water reflections, and immersive visual depth.
    • Maintains lightweight performance with broad GPU compatibility (#version 120 GLSL).

    ✨ NEW FEATURES & IMPROVEMENTS

    🧪 Physically Based Rendering (PBR) Enhancements:

    • Full dynamic PBR support integrating normal, specular, and roughness maps.
    • Multiple light sources handled: sun, torch, lava/glow blocks with realistic specular highlights.
    • Environmental reflections added for metallic surfaces with Fresnel effect.
    • Normal mapping approximation added for richer surface detail.

    🌬️ Dynamic Wind Effect (Experimental):

    • Subtle color shifting for foliage and grass based on world position and wind simulation.
    • Currently implemented but disabled by default (commented out).

    🌊 Water Reflection & Wetness:

    • Enhanced water reflection responding to rain and wetness.
    • Fresnel-based wet reflection highlights add realism during rainfall.

    🎨 Depth-Based Color Grading:

    • Distance-dependent desaturation and tinting for atmospheric depth.
    • Warmer tones applied underground; cooler tones near surface.

    💎 Improved Ore Glow:

    • Smoothed glow intensity with pulsating shimmer for ore blocks in low light.
    • Expanded ore types and refined glow colors.

    🚫 Removed / Changed:

    • Ambient environment tint no longer changes dynamically based on in-game time to maintain consistent tones.

    🎯 Minor Tweaks & Optimizations:

    • Balanced tone-mapping and saturation for better PBR integration.
    • Refined advanced lighting calculations and lightmap enhancement.
    • Improved underwater color attenuation and fog blending.
    • General shader code cleanup and optimization for better performance.

    📊 Performance & Compatibility:

    • Continues support for older GPUs with GLSL #version 120.
    • PBR and lighting calculations optimized to minimize frame rate impact.

    🔮 Roadmap for v0.7:

    • Enable and refine dynamic wind effects.
    • Add volumetric godrays (sunlight beams).
    • Implement lightweight screen-space reflections.
    • Add configurable user options for brightness, saturation, and wetness effects.
  • Vanilla Enhanced 0.5

    release6 августа 2025 г.

    🌿 Vanilla Enhanced Shader v0.5 - Release Notes


    🔄 General Overview:

    • Continues to stay true to the vanilla aesthetic, now with physically based rendering (PBR) support.
    • Prioritizes clarity and light realism while keeping the shader light and fast.

    ✨ NEW FEATURES

    🧪 Physically Based Rendering (PBR):

    • 🧱 Basic PBR integration for terrain and blocks:
      • Normal, specular, and roughness maps supported.
      • Surfaces now respond dynamically to light angle and intensity.
    • 💡 Real-time specular highlights and improved surface depth perception.
    • 🕹️ PBR maps pulled from texture channels (normals, specular, etc.).

    ❌ Removed Features:

    • 🌅 Dynamic ambient color by game time has been removed:
      • Lighting no longer shifts based on Minecraft's in-game time.
      • Ensures more stable and consistent environmental tones.

    🎯 Tweaks & Improvements:

    • 🌈 Balanced tone-mapping to better match new PBR lighting.
    • ✏️ Minor code cleanups and optimization across shader passes.

    📊 Performance & Compatibility:

    • Still based on #version 120 GLSL for wide GPU support.
    • PBR calculations are optimized to minimize performance loss.

    🔮 Planned for v0.6:

    • Volumetric godrays
    • Lightweight screen-space reflections
    • Configurable shader options (brightness, saturation, etc.)
    • Smooth water caustics and reflection tweaks
  • Vanilla Enhanced 0.4

    release5 августа 2025 г.

    🌿 Vanilla Enhanced Shader v0.4 - Release Notes


    🔄 General Overview:

    • Faithful to vanilla style, but with significantly enhanced lighting, saturation, and vibrancy.
    • Balanced for performance and quality, keeping a lightweight shader core.

    🔆 UPDATES & FEATURES

    🎨 Color & Lighting Enhancements:

    • 📈 Improved saturation and contrast:
      • Colors are now vivid and lively instead of washed out.
      • Powered by saturation(..., 1.2) and contrast(..., 1.15) functions.
    • ☀️ Dynamic day-night tinting:
      • Gradual and natural sky tint transitions throughout the time cycle.
      • Handled by getDayNightColor() function.

    🌊 Underwater Visuals:

    • 💧 New underwater tint and depth shading:
      • Replaces vanilla's flat water with deeper, immersive blue tones.
      • Realistic light attenuation using depthFade blending.
    • 🌫️ Fog inside water for enhanced depth perception:
      • Color blending simulates realistic underwater vision limits.

    🌦️ Weather & Fog Effects:

    • 🌧️ Rain fog tint now gives a moody gray-blue filter to the world.
      • Applied via fogColor = mix(...) depending on rainStrength.
    • 💦 Wetness effect post-rain: adds mild brightness and saturation for realism.

    🕳️ Cave Environments:

    • 🌌 Darkening and tinting in low skylight caves:
      • Faint purple shadows and flickering light in deep darkness.
      • frameTimeCounter adds a pulsing flicker effect.

    📊 Performance & Compatibility:

    • Built using #version 120 GLSL, works even on older GPUs.
    • Focused on visual fidelity with minimal post-processing.

    🚧 Roadmap for v0.5:

    • Godrays (sunlight beams)\
    • Simple SSR reflections\
    • Layered distance fog\
    • Smoother skybox transitions

Сведения

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Опубликован:10 месяцев назад
Обновлён:1 месяц назад
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