{"id":149251,"date":"2026-06-09T02:24:05","date_gmt":"2026-06-08T23:24:05","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/stracciatella-shaders\/"},"modified":"2026-06-09T02:24:05","modified_gmt":"2026-06-08T23:24:05","slug":"stracciatella-shaders","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/stracciatella-shaders\/","title":{"rendered":"Stracciatella Shaders"},"content":{"rendered":"<p># Stracciatella<\/p>\n<p>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.<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube-nocookie.com\/embed\/5PAsFDCkk_I\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>## Feature Highlights<\/p>\n<p>### Colored Lighting<br \/>\nStracciatella adds multi-lightsource colored lighting to Minecraft with excellent performance. Light emitting blocks glow bright and tint and shade the environment.<\/p>\n<p>### Beautiful Distance Fog<br \/>\nThe 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.<\/p>\n<p>### Many Bells and Whistles<br \/>\nStracciatella is packed with many subtle but important visual improvements and quality of life features that improve Minecraft&#8217;s look, such as rain refraction, puddles, shooting stars and much, *much* more!<\/p>\n<p>### Configurable<br \/>\nMake it yours! Stracciatella puts you in the driver&#8217;s seat. All of Stracciatellas effects are highly customisable, so you can dial in the look exactly as you like it.<\/p>\n<p>## Full Feature List<\/p>\n<p>### Fog and Sky<\/p>\n<p> &#8211; Fog &#8211; *OFF, Border, Auto, Advanced*<br \/>\n&emsp;Border:<br \/>\n&emsp;Simple, comparable to vanilla<br \/>\n&emsp;Auto:<br \/>\n&emsp;Enables &#8220;Advanced&#8221; fog when Distant Horizons is present<br \/>\n&emsp;Advanced:<br \/>\n&emsp;Border fog aswell as configurable exponential distance and height based fog<br \/>\n &#8211; **Advanced Fog**<br \/>\n   &#8211; Global Fog Density<br \/>\n&emsp;Constant fog density applied to exponential fog<br \/>\n&emsp;Overworld, Nether and End densities are relative to this value<br \/>\n   &#8211; Overworld Fog Density<br \/>\n&emsp;Density of constant Overworld fog<br \/>\n&emsp;Relative to &#8220;Global Density&#8221;<br \/>\n   &#8211; Overworld Noise Fog<br \/>\n   &#8211; **Overworld**<br \/>\n     &#8211; Height Scale Multiplier<br \/>\n&emsp;Multiplier applied to the scale factor used to calculate height fog<br \/>\n&emsp;Higher values correspond to a harsher density falloff<br \/>\n     &#8211; Height Density Multiplier<br \/>\n&emsp;Multiplier applied to the density calculated from world height<br \/>\n     &#8211; Dynamic Density Start Height<br \/>\n&emsp;Fog density starts to increase with player height after the selected world height<br \/>\n&emsp;Set to the default value, this acts as a correctional factor to keep the fog density (visually) constant<br \/>\n     &#8211; Dynamic Density Multiplier<br \/>\n&emsp;Controls how much player height influences fog density<br \/>\n     &#8211; Anisotropic Sunset Fog<br \/>\n&emsp;Fog density at sunset and sunrise increases more in direction of the sun<br \/>\n     &#8211; Sunset Fog Anisotropy<br \/>\n&emsp;Amount of Anisotropy<br \/>\n     &#8211; Sunset Fog Multiplier<br \/>\n&emsp;Controls how much the fog changes during sunset and sunrise<br \/>\n     &#8211; Wind Speed<br \/>\n     &#8211; Noise Fog Scale<br \/>\n     &#8211; Noise Fog Fade<br \/>\n     &#8211; Noise Fog Density Multiplier<br \/>\n   &#8211; Nether Fog Density<br \/>\n&emsp;Density of constant Nether fog<br \/>\n&emsp;Relative to &#8220;Global Density&#8221;<br \/>\n   &#8211; Nether Noise Fog<br \/>\n   &#8211; **Nether**<br \/>\n     &#8211; Wind Speed<br \/>\n     &#8211; Noise Fog Scale<br \/>\n     &#8211; Noise Fog Fade<br \/>\n     &#8211; Near Fog Density Multiplier<br \/>\n   &#8211; End Fog Density<br \/>\n&emsp;Density of constant End fog<br \/>\n&emsp;Relative to &#8220;Global Density&#8221;<br \/>\n   &#8211; **End**<br \/>\n &#8211; Fog Start<br \/>\n&emsp;Sets where the fog starts appearing<br \/>\n&emsp;Relative to render distance<br \/>\n &#8211; Fog End<br \/>\n&emsp;Sets where the fog reaches its maximum<br \/>\n&emsp;Relative to render distance<br \/>\n &#8211; **Cave Fog and Sky**<br \/>\n   &#8211; Cave Fog<br \/>\n&emsp;Fog changes to a different color when you are underground<br \/>\n   &#8211; Cave Sky<br \/>\n&emsp;Sky changes to a different color when you are underground<br \/>\n   &#8211; Cave Sky Height Threshold<br \/>\n&emsp;Controls which world height is necessary for the sky color to change<br \/>\n   &#8211; Cave Fog *(RGB Color Picker)*<br \/>\n&emsp;Color of fog inside of caves<br \/>\n &#8211; **Sun and Moon**<br \/>\n   &#8211; Change Sun and Moon Size<br \/>\n   &#8211; Sun and Moon Size<br \/>\n&emsp;Changes the size of sun and moon<br \/>\n   &#8211; Sun Angle<br \/>\n&emsp;Tilts the rotation axis of sun and moon<br \/>\n&emsp;Vanilla is 0<br \/>\n   &#8211; Hide under Horizon<br \/>\n&emsp;Sun and moon start disappearing under the horizon<br \/>\n   &#8211; Transition Height<br \/>\n&emsp;Lower: sun and moon appear lower<br \/>\n&emsp;Higher: sun and moon appear higher<br \/>\n   &#8211; Transition<br \/>\n&emsp;Lower: Longer transition<br \/>\n&emsp;Higher: Shorter transition<br \/>\n &#8211; **Stars**<br \/>\n   &#8211; Vanilla Star Brightness<br \/>\n   &#8211; Custom Stars<br \/>\n   &#8211; Size<br \/>\n   &#8211; Density<br \/>\n   &#8211; Coverage<br \/>\n   &#8211; Glow Radius<br \/>\n   &#8211; Glow Amount<br \/>\n   &#8211; Shooting Stars<br \/>\n&emsp;**Only** works with &#8220;Custom Stars&#8221; enabled<br \/>\n   &#8211; Direction<br \/>\n   &#8211; Density<br \/>\n   &#8211; Speed<br \/>\n   &#8211; Trail Length<br \/>\n   &#8211; Trail Thickness<br \/>\n &#8211; Custom Sky Color<br \/>\n &#8211; **Sky Color Configuration**<br \/>\n   &#8211; Custom Sunset<br \/>\n   &#8211; Sky Sunset *(RGB Color Picker)*<br \/>\n   &#8211; Sky Day *(RGB Color Picker)*<br \/>\n   &#8211; Sky Day Rain *(RGB Color Picker)*<br \/>\n   &#8211; Night Sky Brightness<br \/>\n   &#8211; Sky Night *(RGB Color Picker)*<br \/>\n   &#8211; Sky Night Rain *(RGB Color Picker)*<br \/>\n &#8211; Custom Fog Color<br \/>\n &#8211; **Fog Color Configuration**<br \/>\n   &#8211; Fog Day *(RGB Color Picker)*<br \/>\n   &#8211; Fog Day Rain *(RGB Color Picker)*<br \/>\n   &#8211; Night Fog Brightness<br \/>\n   &#8211; Fog Night *(RGB Color Picker)*<br \/>\n   &#8211; Fog Night Rain *(RGB Color Picker)*<br \/>\n &#8211; **End Sky**<br \/>\n   &#8211; End Sky Upper *(RGB Color Picker)*<br \/>\n   &#8211; End Sky Lower *(RGB Color Picker)*<\/p>\n<p>### Lighting<\/p>\n<p> &#8211; Lightmap &#8211; *Simple, Default*<br \/>\n&emsp;Default:<br \/>\n&emsp;All Features<br \/>\n&emsp;Simple:<br \/>\n&emsp;Reduced features (only &#8220;Adaptive Blocklight Reduction&#8221; and &#8220;Minimum Light&#8221;)<br \/>\n &#8211; **Lightmap Settings**<br \/>\n   &#8211; Skylight AO<br \/>\n&emsp;Specifies the amount of ambient occlusion on skylight<br \/>\n   &#8211; Blocklight AO<br \/>\n&emsp;Specifies the amount of ambient occlusion on blocklight<br \/>\n   &#8211; Skylight Gamma<br \/>\n&emsp;Higher = Darker<br \/>\n&emsp;Lower = Brighter<br \/>\n   &#8211; Blocklight Gamma<br \/>\n&emsp;Higher = Darker<br \/>\n&emsp;Lower = Brighter<br \/>\n   &#8211; Minimum Light<br \/>\n&emsp;Restricts blocklight to never go below this value<br \/>\n&emsp;Prevents caves from being pitch black (unless you set it to zero that is)<br \/>\n &#8211; **Lightmap Colors**<br \/>\n   &#8211; Adaptive Blocklight Reduction<br \/>\n&emsp;Reduces blocklight when the sky is bright to avoid clipping<br \/>\n&emsp;If the blocklight is too bright during daytime, increase this slider<br \/>\n   &#8211; Nether Ambient Brightness<br \/>\n   &#8211; **End Ambient Light**<br \/>\n     &#8211; End Ambient Brightness<br \/>\n     &#8211; End Ambient Saturation<br \/>\n   &#8211; Skylight Day *(RGB Color Picker)*<br \/>\n   &#8211; Skylight Night *(RGB Color Picker)*<br \/>\n   &#8211; Blocklight *(RGB Color Picker)*<br \/>\n&emsp;Select blocklight color (torches, glowstone, etc.)<br \/>\n&emsp;If &#8220;Complex Blocklight&#8221; is enabled, this color will **NOT** be used<br \/>\n   &#8211; Complex Blocklight<br \/>\n&emsp;Allows you to select two colors for blocklight<br \/>\n&emsp;One for dark parts, one for bright parts<br \/>\n   &#8211; Blend Curve<br \/>\n&emsp;Higher: Emphasize &#8220;Bright&#8221; color<br \/>\n&emsp;Lower: Emphasize &#8220;Dark&#8221; color<br \/>\n&emsp;50 = linear transition<br \/>\n   &#8211; Complex Blocklight Dark *(RGB Color Picker)*<br \/>\n   &#8211; Complex Blocklight Bright *(RGB Color Picker)*<br \/>\n &#8211; Colored Lights<br \/>\n&emsp;Enabled colored lighting on blocks<br \/>\n &#8211; **Colored Light Settings**<br \/>\n   &#8211; Vibrance<br \/>\n   &#8211; Accumulation Rejection &#8211; *Low, Default, High*<br \/>\n&emsp;Sets how temporal history information is discarded<br \/>\n&emsp;Higher corresponds to history being discarded more easily<br \/>\n   &#8211; Acc. Blend Factor<br \/>\n&emsp;Sets how temporal history information is merged with new information<br \/>\n&emsp;A lower value places less emphasis on history and will cause colors to update faster at the cost of more flicker<br \/>\n   &#8211; Flicker Reduction<br \/>\n&emsp;Increase this slider if you experience frequent spots of color blinking into existence<br \/>\n&emsp;Higher values will decrease the speed at which new color spreads and appears<br \/>\n   &#8211; Acc. Regeneration Speed<br \/>\n&emsp;Sets how fast empty regions (with no color information) are filled up<br \/>\n&emsp;A high value will cause colors to appear faster initially, but may introduce flicker in disoccluded regions<br \/>\n   &#8211; Sample LOD Bias<br \/>\n&emsp;Controls the detail level at which colors are sampled<br \/>\n&emsp;A higher value will make colors smoother but may cause small lights to be skipped<br \/>\n&emsp;A lower value will sample at higher detail but will decrease smoothness and introduce flicker<br \/>\n&emsp;The shader does its best to calculate the appropriate LOD itself<br \/>\n &#8211; Directional Lightmaps<br \/>\n &#8211; Directional Lightmap Strength<br \/>\n &#8211; Normals &#8211; *Generated, Texture*<br \/>\n &#8211; Normals Resolution Multiplier<br \/>\n&emsp;Auto-Generated Normals may have a different resolution than your resource pack<br \/>\n&emsp;This slider allows you to select a higher resolution for the normals<br \/>\n&emsp;No performance impact<br \/>\n &#8211; HDR Emissives<br \/>\n &#8211; HDR Emissive Brightness<\/p>\n<p>### Weather<\/p>\n<p> &#8211; Rain Detection &#8211; *Temperature, Color*<br \/>\n&emsp;How the shader detects if rain is present<br \/>\n&emsp;&#8221;Color&#8221; is generally the better option<br \/>\n&emsp;Select &#8220;Temperature&#8221; if:<br \/>\n&emsp;Rain does not receive rain effects<br \/>\n&emsp;Things that are not rain receive rain effects<br \/>\n &#8211; Rain Opacity<br \/>\n &#8211; Rain Refraction &#8211; *OFF, Fast, Fancy*<br \/>\n &#8211; Rain Refraction Strength<br \/>\n &#8211; Angled Downfall<br \/>\n &#8211; Angled Downfall Amount<br \/>\n &#8211; Angled Downfall Rotation Speed<br \/>\n &#8211; Rain Puddles<br \/>\n &#8211; **Rain Puddle Color**<br \/>\n   &#8211; Rain Puddle *(RGB Color Picker)*<br \/>\n &#8211; Rain Puddle Coverage<br \/>\n &#8211; Rain Puddle Size<br \/>\n &#8211; Rain Puddle Opacity<br \/>\n &#8211; Rain Puddle Parallax<br \/>\n &#8211; Parallax Refraction<br \/>\n &#8211; Parallax Depth<\/p>\n<p>### Waving Blocks<\/p>\n<p> &#8211; Waving Blocks<br \/>\n &#8211; Waving Blocks Amount<br \/>\n &#8211; Waving Blocks Speed<br \/>\n &#8211; Waving Leaves<br \/>\n &#8211; Waving Lilypads<br \/>\n&emsp;Controlled by &#8220;Waving Liquids Amount&#8221; and &#8220;Waving Liquids Speed&#8221;<br \/>\n &#8211; Waving Lanterns<br \/>\n &#8211; Waving Fire<br \/>\n &#8211; Waving Liquids<br \/>\n&emsp;Water and Lava<br \/>\n &#8211; Waving Liquids Amount<br \/>\n &#8211; Waving Liquids Speed<\/p>\n<p>### Camera and Color<\/p>\n<p> &#8211; FXAA<br \/>\n&emsp;Enables Anti-Aliasing<br \/>\n&emsp;Improves quality of edges<br \/>\n &#8211; High Quality Upscaling<br \/>\n&emsp;Switches to bicubic sampling<br \/>\n&emsp;Internally enables FXAA<br \/>\n&emsp;Can be useful with lower render quality settings<br \/>\n &#8211; Contrast<br \/>\n &#8211; Vibrance<br \/>\n &#8211; Saturation<br \/>\n &#8211; Brightness<br \/>\n &#8211; Vignette &#8211; *OFF, Round, Square*<br \/>\n&emsp;Darkens screen borders<br \/>\n &#8211; Vignette Strength<br \/>\n &#8211; LUT<br \/>\n&emsp;Applies a custom color LUT to the image<br \/>\n&emsp;**Only works for Optifine G8 and higher!**<br \/>\n&emsp;How to add your luts:<br \/>\n&emsp;Extract the .zip<br \/>\n&emsp;Go to: shaders\/lut<br \/>\n&emsp;Put your LUT in this folder and name it &#8220;lut[number].png&#8221;<br \/>\n&emsp;You can then select the file using the slider<br \/>\n&emsp;Up to 6 luts can be loaded this way<br \/>\n &#8211; Selected LUT<br \/>\n&emsp;Default LUTs shipped with the shader are:<br \/>\n&emsp;lut0.png: Neutral<br \/>\n&emsp;lut1.png: Skyfall<br \/>\n&emsp;lut2.png: A Summer Night&#8217;s Adventure<br \/>\n&emsp;lut3.png: Chrome<br \/>\n&emsp;lut4.png: Admiral&#8217;s Anime LUT<br \/>\n&emsp;lut5.png: Green->Red Color swap (Infrared)<br \/>\n &#8211; Use LOG Color<br \/>\n &#8211; LUT Cell Size<br \/>\n&emsp;Amount of cells on one side<br \/>\n&emsp;Count the squares on the lut image along one side to figure this out<\/p>\n<p>### Water<\/p>\n<p> &#8211; Underwater Fog Density<br \/>\n &#8211; Depth Influence<br \/>\n&emsp;Higher: Depth will have a strong influence on fog density<br \/>\n&emsp;Lower: Depth will have a weak influence on fog density<br \/>\n&emsp;Zero:  Depth will have no influence on fog density<br \/>\n &#8211; Fog Brightness Influence<br \/>\n&emsp;Higher: Underwater fog will be darker at night<br \/>\n &#8211; Fog Brightness Influence<br \/>\n&emsp;Higher: Underwater fog will get darker faster when you dive deeper<\/p>\n<p>### Utilities and Effects<\/p>\n<p> &#8211; Blinking Ores<br \/>\n &#8211; **Blinking Ores Settings**<br \/>\n   &#8211; Blink Brightness<br \/>\n   &#8211; Diamond<br \/>\n   &#8211; Ancient Debris<br \/>\n   &#8211; Iron<br \/>\n   &#8211; Gold<br \/>\n   &#8211; Copper<br \/>\n   &#8211; Redstone<br \/>\n   &#8211; Lapis Lazuli<br \/>\n   &#8211; Emerald<br \/>\n   &#8211; Coal<br \/>\n   &#8211; Nether Quartz<br \/>\n   &#8211; Nether Gold<br \/>\n &#8211; Damage Effect<br \/>\n &#8211; Damage Effect Redness<br \/>\n &#8211; Damage Effect Displacement<br \/>\n &#8211; Damage Effect Cell Size<br \/>\n &#8211; Speed Effect<br \/>\n&emsp;Adds streaks when moving fast<br \/>\n &#8211; Speed Effect Strength<br \/>\n &#8211; Speed Effect Streak Length<\/p>\n<p>### Other<\/p>\n<p> &#8211; **Distant Horizons**<br \/>\n   &#8211; Fade Terrain<br \/>\n&emsp;Smoothly fades out Minecraft terrain, reducing the transition between Distant Horizons&#8217; terrain and Minecraft&#8217;s terrain<br \/>\n   &#8211; Discard DH Terrain<br \/>\n   &#8211; Terrain Discard Tolerance<br \/>\n   &#8211; Chunk Discard DH Transparents<br \/>\n   &#8211; Transparents Discard Tolerance<br \/>\n &#8211; Dithering &#8211; *None, Smart, Full*<br \/>\n&emsp;Removes Banding<br \/>\n&emsp;Smart: Enables dithering in select programs<br \/>\n&emsp;Full: Enables dithering in all programs<br \/>\n &#8211; Time Mode &#8211; *Realtime, Worldtime, Framecount*<br \/>\n&emsp;Sets which method the shader uses to determine the time<br \/>\n&emsp;Time is used for driving animations, for example waving leaves and water<br \/>\n&emsp;Realtime:<br \/>\n&emsp;Uses the actual time<br \/>\n&emsp;Worldtime:<br \/>\n&emsp;Uses the ingame time<br \/>\n&emsp;This can be useful for animation tools like replaymod<br \/>\n&emsp;Framecount:<br \/>\n&emsp;Uses the frame count based on a fixed framerate<br \/>\n&emsp;This can be useful for animation tools like replaymod<br \/>\n &#8211; Time Mode Framerate<br \/>\n&emsp;Framerate used for calculating the time when &#8220;Time Mode: Framecount&#8221; is selected<br \/>\n &#8211; Solid Block Outline<br \/>\n &#8211; Line Thickness<br \/>\n&emsp;Applies to all lines, for example block outline and hit boxes<br \/>\n&emsp;**Only works from versions 1.17 and onwards**<br \/>\n&emsp;**Doesn&#8217;t work on Iris**<br \/>\n &#8211; Block Outline Style &#8211; *Black, White, Rainbow, Custom Color*<br \/>\n &#8211; **Custom Color Configuration**<br \/>\n   &#8211; Block Outline *(RGB Color Picker)*<br \/>\n &#8211; Aggressive Optimization &#8211; *OFF, On, Unsafe*<br \/>\n&emsp;Activates Optimizations that can break some visuals or might break in future versions of Minecraft<\/p>\n<p>## Agreement<br \/>\n**You are allowed to**<br \/>\n&#8211; Use my shaderpack in your videos \/ screenshots<\/p>\n<p>**You are not allowed to**<br \/>\n&#8211; Redistribute my shaderpack: If you want to provide a download link you **must** link to my Modrinth \/ Curseforge page<br \/>\n&#8211; Use monetized URL shorteners linking to downloads of my shaderpack<br \/>\n&#8211; Publish edits of my shaderpack without my permission<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A vanilla-style shader with colored lights, many quality of life features and visual improvements aiming for the highest 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