{"id":58945,"date":"2026-06-03T08:35:52","date_gmt":"2026-06-03T05:35:52","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/drdestens-shaders\/"},"modified":"2026-06-03T08:35:52","modified_gmt":"2026-06-03T05:35:52","slug":"drdestens-shaders","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/drdestens-shaders\/","title":{"rendered":"DrDestens Minecraft Shaders"},"content":{"rendered":"<p># DrDestens MinecraftShaders<\/p>\n<p>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.<\/p>\n<p><iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube-nocookie.com\/embed\/DTBNaAfrB_M\" 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 Overview<\/p>\n<p>&#8211; Screen Space Reflections<br \/>\n&#8211; Depth of Field<br \/>\n&#8211; Screen Space Ambient Occlusion (SSAO)<br \/>\n&#8211; Temporal Anti-Aliasing (TAA)<br \/>\n&#8211; Physically Based Rendering<br \/>\n&#8211; Various Water Effects<br \/>\n&#8211; Godrays<br \/>\n&#8211; Bloom<br \/>\n&#8211; Motion Blur<br \/>\n&#8211; Realistic DoF Chromatic Aberration<br \/>\n&#8211; Custom sky gradient<br \/>\n&#8211; Improved Fog with Sunsets<br \/>\n&#8211; Improved Dynamic Lighting<br \/>\n&#8211; Directional Lightmaps<br \/>\n&#8211; Outline<br \/>\n&#8211; Custom Block Selection Outline<\/p>\n<p>## Full Feature List<\/p>\n<p>### Lighting<\/p>\n<p> &#8211; PBR<br \/>\n&emsp;Enables Physically Based Rendering<br \/>\n&emsp;Make sure you enable Normal and Specular mapsm in the OptiFine shader options<br \/>\n &#8211; PBR Format &#8211; *LabPBR 1.3, SeusPBR \/ OldPBR*<br \/>\n &#8211; **Physically Based Rendering**<br \/>\n   &#8211; Height as AO<br \/>\n&emsp;Uses the Height information for Ambient occlusion<br \/>\n   &#8211; Normal Mapping Fix<br \/>\n&emsp;With newer OptiFine versions this might not be necessary<br \/>\n&emsp;Enable this if normal maps do not show on entities or handheld objects<br \/>\n   &#8211; Use Hardcoded Metals<br \/>\n&emsp;If disabled, the shader will use the color for the reflectance data<br \/>\n&emsp;LabPBR only<br \/>\n   &#8211; Subsurface Scattering<br \/>\n   &#8211; Parallax Occlusion Mapping<br \/>\n&emsp;Adds additional detail to blocks using the height map<br \/>\n&emsp;Low performance impact<br \/>\n&emsp;Can create artifacts at screen borders<br \/>\n   &#8211; POM Depth<br \/>\n&emsp;Specifies how deep the POM goes<br \/>\n&emsp;Higher values will create artifacts<br \/>\n   &#8211; POM Distortion<br \/>\n&emsp;Exaggerates the height map<br \/>\n&emsp;Helps create more depth with small POM Depth values<br \/>\n&emsp;Creates artifacts when used with high POM Depth values<br \/>\n   &#8211; Smooth POM<br \/>\n&emsp;Smooths out the height map<br \/>\n&emsp;Significantly reduces artifacts<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; Nether Ambient Brightness<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)*<\/p>\n<p>### Depth Of Field<\/p>\n<p> &#8211; Depth of Field<br \/>\n&emsp;Blurs non-focused objects, like a real camera<br \/>\n &#8211; Bokeh Samples<br \/>\n&emsp;Quality of the blur<br \/>\n&emsp;Higher is better<br \/>\n&emsp;Significantly affects performance<br \/>\n &#8211; DoF Intensity<br \/>\n&emsp;Intensity of the Depth of Field effect<br \/>\n&emsp;Low performance impact<br \/>\n &#8211; Maximum Blur &#8211; *High, Unlimited*<br \/>\n&emsp;Limits the strength of the DoF blur<br \/>\n&emsp;Helps reduce artifacts when using lower sample counts and is better for gameplay<br \/>\n &#8211; DoF Downsampling Amount<br \/>\n&emsp;Amount of Downsampling that takes place for the Depth of Field effect<br \/>\n&emsp;Reduces DoF artifacts, increases pixelation artifacts<br \/>\n&emsp;No\/Low performance impact<br \/>\n &#8211; Far Blur Only<br \/>\n&emsp;Only blurs far away things<br \/>\n &#8211; Sample Rejection<br \/>\n&emsp;Improved DoF Quality by (mostly) removing color bleeding<br \/>\n&emsp;Can have a significant performance impact<br \/>\n &#8211; Focus Delay<br \/>\n&emsp;Sets how long the focus takes to adjust<\/p>\n<p>### Reflections<\/p>\n<p> &#8211; Reflection Mode &#8211; *OFF, Sky, Flipped Image, Raytraced*<br \/>\n &#8211; Raytracing Quality<br \/>\n&emsp;Number of raytracing iterations<br \/>\n&emsp;Lower is faster<br \/>\n &#8211; Thickness Estimation Modifier &#8211; *Infinite*<br \/>\n&emsp;Increase this if the reflection blind spots annoy you<br \/>\n&emsp;Influences assumption about how thick a pixel is<br \/>\n&emsp;No performance impact<br \/>\n &#8211; Fade Edges<br \/>\n &#8211; Reflection Threshold<br \/>\n&emsp;PBR only<br \/>\n&emsp;Sets the minimum required reflectiveness in order for SSR to enable<br \/>\n&emsp;Higher values may introduce reflection cutoffs<br \/>\n &#8211; Screen Space Refraction<br \/>\n&emsp;Distorts things seen through water<br \/>\n &#8211; Refraction Strength<br \/>\n &#8211; Glass Reflections<br \/>\n&emsp;Adds reflections to tinted glass blocks<\/p>\n<p>### Water<\/p>\n<p> &#8211; Waving Water<br \/>\n&emsp;&#8221;Physical&#8221; Waves<br \/>\n&emsp;Moves the water surface<br \/>\n &#8211; Wave Height<br \/>\n &#8211; Wave Normals &#8211; *OFF, Noise, Sine*<br \/>\n &#8211; Normals Strength<br \/>\n&emsp;Fake Waves, pretending to be real ones<br \/>\n&emsp;Added detail<br \/>\n &#8211; Normals Scale<br \/>\n &#8211; Water Absorption Density<br \/>\n &#8211; Water Absorption Bias<br \/>\n&emsp;Adds a constant to the water fog distance<br \/>\n&emsp;Can help in making water more visible<br \/>\n &#8211; Water Texture<br \/>\n&emsp;Enables the vanilla water texture<br \/>\n &#8211; **Water Color Options**<br \/>\n   &#8211; Water Absorption *(RGB Color Picker)*<br \/>\n   &#8211; Absorption Color Multiplier<\/p>\n<p>### Camera and Tonemapping<\/p>\n<p> &#8211; Exposure<br \/>\n &#8211; Tonemapping &#8211; *Custom Reinhard, Unreal*<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<\/p>\n<p>### Post Processing<\/p>\n<p> &#8211; TAA<br \/>\n&emsp;Temporal Anti-Aliasing<br \/>\n&emsp;Smooths edges at the cost of a slightly blurrier image<br \/>\n&emsp;Might cause problems with OptiFine&#8217;s high-res screenshot feature<br \/>\n &#8211; **TAA Options**<br \/>\n   &#8211; TAA Blending Constant<br \/>\n&emsp;Controls the opacity of the current frame<br \/>\n&emsp;Set this value lower for smoother TAA<br \/>\n   &#8211; TAA Sharpening<br \/>\n&emsp;Changes the strength of the sharpening effect<br \/>\n &#8211; Bloom<br \/>\n&emsp;Creates a glow around bright objects<br \/>\n&emsp;Looks nice \ud83d\ude09<br \/>\n &#8211; Bloom Strength<br \/>\n &#8211; Motion Blur<br \/>\n &#8211; Motion Blur Intensity<br \/>\n &#8211; SSAO<br \/>\n&emsp;Screen Space Ambient Occlusion<br \/>\n&emsp;Makes cavities dark<br \/>\n&emsp;High performance impact<br \/>\n &#8211; SSAO Quality &#8211; *Low, Medium, High*<br \/>\n &#8211; SSAO Strength<\/p>\n<p>### Atmospherics<\/p>\n<p> &#8211; Fog &#8211; *OFF, Normal, Border*<br \/>\n &#8211; Fog Amount<br \/>\n &#8211; Morning Fog<br \/>\n&emsp;Increases fog amount during sunsets<br \/>\n&emsp;Only works with fog in &#8220;Normal&#8221; mode<br \/>\n&emsp;Requires fog and sunsets to be enabled<br \/>\n &#8211; Morning Fog Strength<br \/>\n &#8211; Cave Fog<br \/>\n &#8211; Cave Fog Brightness<br \/>\n &#8211; Godrays<br \/>\n &#8211; **Godray Colors**<br \/>\n   &#8211; Godray Sun *(RGB Color Picker)*<br \/>\n   &#8211; Godray Moon *(RGB Color Picker)*<br \/>\n &#8211; Godray Strength<br \/>\n &#8211; Godray Radius<br \/>\n &#8211; Godray Samples<br \/>\n &#8211; **Sky Colors**<br \/>\n   &#8211; Sky Noon *(RGB Color Picker)*<br \/>\n   &#8211; Sky Sunset *(RGB Color Picker)*<br \/>\n   &#8211; Sky Midnight *(RGB Color Picker)*<br \/>\n   &#8211; End Sky Upper *(RGB Color Picker)*<br \/>\n   &#8211; End Sky Lower *(RGB Color Picker)*<br \/>\n &#8211; Sun Angle<\/p>\n<p>### Weather<\/p>\n<p> &#8211; Rain Detection &#8211; *Temperature, Color*<br \/>\n &#8211; Rain Opacity<br \/>\n &#8211; Rain Refraction<br \/>\n &#8211; Rain Refraction Strength<\/p>\n<p>### Other Stuff<\/p>\n<p> &#8211; Outline &#8211; *OFF, White, Black, Rainbow*<br \/>\n &#8211; Outline Distance<br \/>\n &#8211; Block Selection Outline &#8211; *Black, White, Rainbow*<br \/>\n&emsp;**Only works with newer OptiFine versions (G7 or higher)**<br \/>\n &#8211; Block Selection Outline Opacity<br \/>\n &#8211; Wavy Blocks<br \/>\n &#8211; Wavy Leaves<br \/>\n &#8211; World Curvature<br \/>\n &#8211; World Radius<br \/>\n &#8211; Hand Invisibility Effect<br \/>\n&emsp;Distorts handheld objects when invisible<br \/>\n &#8211; White World<br \/>\n &#8211; Directional Lightmaps<br \/>\n&emsp;Applies normal mapping to dynamic lights<br \/>\n&emsp;Requires a ressource pack with PBR support<br \/>\n &#8211; Directional Lightmap Strength<br \/>\n &#8211; Dynamic Light Brightness<br \/>\n&emsp;Changes the brightness of light from emissive blocks<\/p>\n<p>### Optimisation<\/p>\n<p> &#8211; Flat Vertices<br \/>\n&emsp;Disable when using custom models with smooth surfaces<br \/>\n## 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 High Performance Shaderpack with great shadowless Visuals and PBR 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