Minecraft Windows 10 Edition Shaders 1.12.0
This article is a work in progress.
Please help in the expansion or creation of this article by expanding or improving it. The talk page may contain suggestions.
This article is about the in-game shaders. For the shaders provided by the modification, see ftb:Optifine.
Shaders are used to depict how to render the game.
Contents
- 1 Java Edition
- 1.1 Core shaders
- 1.1.1 Non-rendertype
- 1.1.2 Rendertype
- 1.2 Include shaders
- 1.3 Post-processing shaders
- 1.4 Render process
- 1.5 File format
- 1.5.1 Render program
- 1.5.2 Render pipeline
- 1.6 Tutorials and useful docs
- 1.1 Core shaders
- 2 Bedrock Edition
- 3 History
- 4 Issues
- 5 References
Java Edition [ ]
There are two kinds of shaders: core shaders and post-processing shaders.
Core shaders are used to render different parts of the game.
Post-processing shaders are used for mob view in spectator mode, blending of translucent layers in Fabulous! graphics, and glowing status effect.
Shaders are written in OpenGL Shading Language (GLSL). Each single render program come in two parts, vertex and fragment. The vertex shaders modify the positions of individual vertices and are most often used to create waving foliage and water. Fragment shaders are applied to every pixel and can be used to add effects like bloom, god rays, and blur.
Shaders are stored in the assets/minecraft/shaders/ directory of minecraft.jar. Can be replaced with a resource pack. Note that if any error occurs when loading the shaders, the resource pack will be disabled and fabulous graphics mode will be turned off.
Core shaders [ ]
Core shaders are responsible for rendering parts of the game. They are used to render not only blocks and entities when playing the game, but also the main screen, option screen and so on.
Each core shader is a single render program defined by a JSON file, in which vertex and fragment shader file are specified.
Core shaders are stored in the assets/minecraft/shaders/core directory of minecraft.jar.
The following table lists them all including a short description of what the shader renders, as well as, an image highlighting the shaders target in red.
This section is too long. Please click the "show" button to read it
This section is missing information about What affects the following specially rendered game elements:
- Fishing rod line
- Darkness vignette, and world border vignette screen effects
- The super subtle underwater screen effect
- Totem of Undying use animation
- End gateway beam (possibly different from beacon beam due to a since-fixed rendering issue MC-173745, however it may have been unified as a result)
- Wither armor
- Enchantment overlay
- Ender dragon death beams
- Ender dragon disintegration effect.
Please expand the section to include this information. Further details may exist on the talk page.
Non-rendertype [ ]
Name | Used for | Sample Images |
---|---|---|
blit_screen | Blit copies one buffer to another, however this cannot be overridden in a resource pack. | |
block | Unknown, does not seem to have any usages in code. | |
new_entity | Unknown, does not seem to have any usages in code. | |
particle | All particles. | |
position |
| |
position_color | Used for solid color-block, including:
| |
position_color_lightmap | Unknown, does not seem to have any usages in code. | |
position_color_normal | Unknown, does not seem to be referenced anywhere in code. | |
position_color_tex |
| |
position_color_tex_lightmap | Unknown, does not seem to have any usages in code. | |
position_tex | Used to render a texture:
| |
position_tex_color |
| |
position_tex_color_normal | Clouds. | |
position_tex_lightmap_color | Unknown, does not seem to have any usages in code. |
Rendertype [ ]
- Blocks
Name | Description | Sample Image |
---|---|---|
rendertype_beacon_beam | The beam of the beacon. | |
rendertype_crumbling | The block cracks when mining a block. | |
rendertype_cutout | All non-cube-hitbox blocks.[ verify ] | |
rendertype_cutout_mipped | Some blocks: grass blocks, iron bars, glass panes, tripwire hooks, hoppers, chains (leaves when using fancy or fabulous graphics) | |
rendertype_end_gateway | The inside of an end gateway, reuses the same shader as rendertype_end_portal . | |
rendertype_end_portal | The inside of an end portal, as well as the insides of end gateways. | |
rendertype_solid | All solid blocks, lava, and when in fast mode, leaves. | |
rendertype_translucent | Translucent blocks: water (still and flowing), ice, nether portal, stained and tinted glass, slime and honey, bubbles. | |
rendertype_translucent_moving_block | Blocks which are translucent and are being moved by a piston. The one below is stained glass. | |
rendertype_translucent_no_crumbling | Unknown, does not seem to have any usages in code. | |
rendertype_tripwire | Tripwire (sections connected to tripwire hooks are instead rendered completely solid[1] | |
rendertype_water_mask | Used to mask out water surface inside a boat to to prevent it from appearing flooded. |
- Entities
Name | Desciption | Sample Image |
---|---|---|
rendertype_energy_swirl | Charged Creeper swirling outline. | |
rendertype_entity_alpha | controls the ender dragon falling apart during their death animation. | |
rendertype_entity_cutout | Items in the inventory, head (e.g. of armor stands) hand that are blocks (not flat textures)? Doesn't seem to work with shulker boxes. | |
rendertype_entity_cutout_no_cull | All entities and guardian beams. | |
rendertype_entity_cutout_no_cull_z_offset | Skulls on entities and as an item. | |
rendertype_entity_decal | Unknown. | |
rendertype_entity_glint | Unknown. | |
rendertype_entity_glint_direct | Unknown. | |
rendertype_entity_no_outline | Unknown. | |
rendertype_entity_shadow | The blocks that are affected by an entity's shadow, but not the shadow itself. | |
rendertype_entity_smooth_cutout | End crystal beams. | |
rendertype_entity_solid | Certain entities or entity-style objects: banners, shulker heads, books on lecterns/enchantment tables, shields, beds, bell part of bells, capes, shells of conduits, paintings, tridents, the ears on the Deadmau5 skin. With item frames, the item frame entity itself is part of the shader, however items on it are not. Only non-filled in parts of maps placed on an item frame where the underlying frame is exposed are part of the shader. Also includes the first person bottom skin layer. | |
rendertype_entity_translucent | Translucent entities and parts of entities: slimes, players (all layers) along with player heads with custom skins on them, markings on horses, shulker bullets, elder guardian particle effect. | |
rendertype_entity_translucent_cull | Flat texture items held by entities (and in the inventory). | |
rendertype_eyes | A shader for the entire body of an entity that has glowing eyes (not the eyes themselves). This is not fully opaque. | |
rendertype_item_entity_translucent_cull | Unknown. | |
rendertype_leash | A leash on an entity. Applies when on a fence too. | |
rendertype_outline | Glowing effect on entities. This buffer only draws the already-outlined and semi-transparent glowing, not covering the entire entity like pre-snapshot. |
- Miscellaneous
Name | Description | Sample Image |
---|---|---|
rendertype_glint | Enchanted glint for items. used only when graphics settings are below fabulous if the item is seen in-world (not in inventory or hand from first person) and either a stained glass pane or a non fully transparent block like honey, ice, slime or any glass block | |
rendertype_glint_direct | Enchanted glint for items. used when the item is in inventory, in hand in first person or the item is opaque(see rendertype_glint or rendertype_glint_translucent for list of all blocks that are not considered opaque as of version 1.17.1) | |
rendertype_glint_translucent | Enchanted glint for items. used only when graphics settings are on fabulous if the item is seen in-world (not in inventory or hand from first person) and either a stained glass pane or a non fully transparent block like honey, ice, slime or any glass block | |
rendertype_lightning | Controls lightning bolts and the purple halo of the ender dragon death animation | |
rendertype_lines | The outline when hovering over a block, as well as the debug crosshair and hitboxes. | |
rendertype_text | All parts of text, including the shadow. This encompasses all text rendered including: F3 Menu, Menu button text, Entity names, Item names, descriptions & amounts in the inventory and the Chat etc. Also includes the filled in parts of maps placed in item frames and the entirety of non-empty map items held in hand. | |
rendertype_text_see_through | The background nameplate of an entity's custom name. |
Include shaders [ ]
Include shaders aren't stand-alone shader programs. They should be invoked by other shader files.
Include shaders contain helper functions that are commonly used. To import a glsl file in a shader use #moj_import <FILENAME.glsl>
or #moj_import "FILENAME.glsl"
. NOTE: The imported file needs to end with an empty line, otherwise the shader will not load.
Include shaders are stored in the assets/minecraft/shaders/include directory of minecraft.jar.
Name | Description |
---|---|
fog | Contains the linear_fog function to calculate the color based on the vertex distance. |
light | Contains the minecraft_mix_light function. |
matrix | Contains the mat2_rotate_z function that returns the rotation matrix for a vec2 around the z-axis. |
projection | Contains the projection_from_position function. |
Post-processing shaders [ ]
Currently, post-processing shaders is used for mob view in spectator mode, blending of translucent layers in Fabulous! graphics, and glowing status effect.
Post-processing shaders use "post" files to define a pipeline made up of applying a sequence of "programs".
Each "program" is then defined by another JSON file, in which a single render program is defined.
"post" files are stored in the assets/minecraft/shaders/post directory of the version .jar, while "program" files are stored in assets/minecraft/shaders/program.
There are only 5 post-processing shaders used in the game:
- creeper.json: Used when spectating a creeper
- invert.json: Used when spectating an enderman
- spider.json: Used when spectating a spider
- entity_outline.json: Used when a glowing entity is on screen
- transparency.json: Used when in "Fabulous!" graphics mode.
In these two directories, there are also many useless shaders, which were used for "Super Secret Settings" before 1.9 (15w31a). See Shaders/Before 1.9.
Render process [ ]
File format [ ]
Render program [ ]
- The root tag
- blend: Settings for OpenGL blending.
- func: Operator to be used when blending. Can be
add
,subtract
,reversesubtract
,reverse_subtract
,min
, ormax
. Not case sensitive. Defaults toadd
. Used asmode
parameter ofglBlendEquation
- srcrgb: Used as
sfactor
parameter ofglBlendFunc
orsrcRGB
parameter ofglBlendFuncSeparate
. Can be0
,1
,srccolor
,1-srccolor
,dstcolor
,1-dstcolor
,srcalpha
,1-srcalpha
,dstalpha
, or1-dstalpha
. Case insensitive. Ignores "_". "1", "0", "-" can be replaced by "one", "zero", "minus". - dstrgb: Used as
dfactor
parameter ofglBlendFunc
ordstRGB
parameter ofglBlendFuncSeparate
. Can be0
,1
,srccolor
,1-srccolor
,dstcolor
,1-dstcolor
,srcalpha
,1-srcalpha
,dstalpha
, or1-dstalpha
. Case insensitive. Ignores "_". "1", "0", "-" can be replaced by "one", "zero", "minus". - srcalpha: Used as
srcalpha
parameter ofglBlendFuncSeparate
. Can be0
,1
,srccolor
,1-srccolor
,dstcolor
,1-dstcolor
,srcalpha
,1-srcalpha
,dstalpha
, or1-dstalpha
. Case insensitive. Ignores "_". "1", "0", "-" can be replaced by "one", "zero", "minus". - dstalpha: Used as
dstalpha
parameter of glBlendFuncSeparate. Can be0
,1
,srccolor
,1-srccolor
,dstcolor
,1-dstcolor
,srcalpha
,1-srcalpha
,dstalpha
, or1-dstalpha
. Case insensitive. Ignores "_". "1", "0", "-" can be replaced by "one", "zero", "minus".
- func: Operator to be used when blending. Can be
- cull: If true, run
glEnable(GL_CULL_FACE)
. If false, runglDisable(GL_CULL_FACE)
. Defaults to true. - vertex: The name (without file extension) of the vertex shader to be used.
- fragment: The name (without file extension) of the fragment shader to be used.
- attributes: Attributes to be used by the vertex shader.
- : An attribute. Available values are hard-coded.
- samplers: A list of samplers that may be used in the shaders.
- : A sampler.
- name: The samplers name.
- file: [ more information needed ]
- : A sampler.
- uniforms: A list of uniforms that can be used in the shaders.
- : A uniform.
- name: The name of the uniform as referenced in the GLSL code. Some names give a uniform special behavior(Note that these following special uniform does not work in all shader programs):
- (float) Time: A value from 0 to 1, representing time in seconds. Resets every second. Only valid in post-processing shaders.
- (vec2) InSize: The width and height of the input buffer in pixels. Only valid in post-processing shaders.
- (vec2) OutSize: The width and height of the output buffer in pixels. Only valid in post-processing shaders.
- (vec2) AuxSize<i>: The width and height of the auxiliary buffer in pixels. <i> should be replaced by the order of the auxtarget in the render pass. Only valid in post-processing shaders.
- (matrix4x4) ModelViewMat: The model-view matrix. Only valid in core shaders.
- (matrix4x4) ProjMat: The projection matrix.
- (matrix4x4) TextureMat: 4D matrix used to transform UV's for item glint effects. Only valid in core shaders.
- (vec2) ScreenSize: vec2 containing the current framebuffer width and height, in that order.
- (vec4) ColorModulator: A global vec4 of multipliers that can be set from the game code as a color multiplier. Only valid in core shaders.
- (vec3) Light0_Direction: First light direction as vec3 for entity rendering. Only valid in core shaders.
- (vec3) Light1_Direction: Second light direction, see Light0_Direction. Only valid in core shaders.
- (float) FogStart: Fog start distance from the camera. Only valid in core shaders.
- (float) FogEnd: Fog end distance from the camera. Only valid in core shaders.
- (vec4) FogColor: vec4 fog color. Only valid in core shaders.
- (float) LineWidth: Line width, used for rendering wireframe lines such as the block selection frame and debug hitboxes. Only valid in core shaders.
- (float) GameTime: Global time of the world, in fractional days. Only valid in core shaders.
- (vec3) ChunkOffset: When rendering a chunk section, the offset from the camera world position to the chunk section's base point. Only valid in core shaders.
- type: The type of the uniform. Can be one of
int
,float
,matrix4x4
,matrix3x3
andmatrix2x2
.int
can also be interpreted asivec2
,ivec3
orivec4
depending on how many values are actually included invalues
.float
can also be interpreted asvec2
,vec3
orvec4
depending on how many values are actually included invalues
. - count: The number of values included in
values
. - values: The value of the uniform, given as a list of floats. The length of the list should be the same as
count
.
- name: The name of the uniform as referenced in the GLSL code. Some names give a uniform special behavior(Note that these following special uniform does not work in all shader programs):
- : A uniform.
- blend: Settings for OpenGL blending.
Render pipeline [ ]
Here's the process of how a post-processing shader is used in game: first, the shader initializes all of the render targets specified in the "targets" list with the proper width and height. After that, the shader goes through each render pass specified in the "passes" list from first in the list to last in the list. Each pass will apply the program shader on the render target specified by "intarget" (with any extra data provided by other auxiliary render targets) and output the end result on the render target specified by "outtarget".
- The root tag
- targets: A list of render targets. They can be buffer provided by the game, or new buffer with any name.
- : The name of a render target. The size defaults to screen resolution. Post-processing shader
transparency
must contain render targets namedtranslucent
、itemEntity
、particles
、weather
andclouds
. Post-processing shaderentity_outline
must contain render target namedfinal
. - : A render target to add.
- name: The name of the render target to add.
- width: The width of the render target.
- height: The height of the render target.
- : The name of a render target. The size defaults to screen resolution. Post-processing shader
- passes: A list of passes.
- : A render pass.
- name: The name of a program shader to apply on the input and post into the output. Use "blit" to copy the data from intarget to outtarget.
- intarget: The name of a render target to use as an input. Use
minecraft:main
to specify the main screen. - outtarget: The name of a render target to output to. It should not be the same as intarget. Use
minecraft:main
to specify the main screen. - auxtargets: A list of auxiliary targets.
- An auxiliary target.
- name: The auxiliary target's name that is passed into the "Program" JSON.
- id: The auxiliary target's id. Either points into the name of a buffer that is defined in
targets
or into the location of a texture underassets/<namespace>/textures/effect
(use a resource location to reference it). Append:depth
after the name of the buffer to access its depth buffer. For example, to access the depth buffer ofminecraft:main
, useminecraft:main:depth
. - width: Required if
id
references a texture. Describes the width of the texture in pixels. - height: Required if
id
references a texture. Describes the height of the texture in pixels. - bilinear: Required if
id
references a texture. Determines whether the scaling algorithm used for the image is bilinear or nearest neighbour.
- An auxiliary target.
- uniforms: A list of overrides that change the values in the
uniforms
list in the "Program" JSON.- : A uniform.
- name: The name of the field that should be changed.
- values: The values that the field should be changed to.
- : A uniform.
- : A render pass.
- targets: A list of render targets. They can be buffer provided by the game, or new buffer with any name.
Tutorials and useful docs [ ]
Here are some guides with additional information on creating shaders:
- Minecraft Vanilla Shaders Guide
- Vanilla Shaders Wiki
Bedrock Edition [ ]
Since Bedrock Edition 1.16.200, third party shader resource packs are no longer supported on Windows 10 or Console versions, although they still work on mobile devices.
History [ ]
Java Edition | |||||
---|---|---|---|---|---|
1.7.2 | 13w38a | Shaders were added for Super Secret Settings. | |||
1.8 | 14w05a | The Creeper and Spider shaders were added. Shaders are automatically applied in spectator mode when viewing the world as a Creeper, Spider or Enderman. | |||
14w05b | Shaders are now removed from view when changing perspective while spectating a mob.[2] | ||||
F4 now toggles different shaders rather than turning them off.[2] | |||||
14w06a | The Entity Outline shader was added. | ||||
1.9 | 15w31a | Removed the Super Secret Settings button for an internal rewrite.[3] | |||
1.16 | 20w22a | The Transparency shader was added for Fabulous! graphics mode. | |||
1.17 | 21w10a | Core shaders were added. |
Issues [ ]
Issues relating to "Shaders" are maintained on the bug tracker. Report issues there.
References [ ]
- ↑ MC-214692
- ↑ a b MC-46727#comment
- ↑ https://twitter.com/_grum/status/627141591942209536
Minecraft Windows 10 Edition Shaders 1.12.0
Source: https://minecraft.fandom.com/wiki/Shaders
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