r/minecraftshaders • u/Mob-of-One • 16h ago
Screenshot Peak... Just absolute Peak
there are no shaders looking better than this one.
r/minecraftshaders • u/AutoModerator • Sep 29 '25
Issues like distorted water moving skyboxes are likely caused by OptiFine.
Although there's nothing that directly replaces all of OptiFine's features in a single mod, Iris is the mod that replaces OptiFine's shaders feature, and there are Fabric modpacks like Fabulously Optimized that the closest thing to a direct replacement, with generally better performance and more customizability.
So before posting any issues while using OptiFine, please try the other alternatives (look up YouTube guides if you're unsure how to install them).
r/minecraftshaders • u/Mob-of-One • 16h ago
there are no shaders looking better than this one.
r/minecraftshaders • u/Lanky_Carpet_632 • 18h ago
I wanted to address some questions and concerns regarding the use of AI in SEUS PTGI HRR 2.1 Reforged, especially after seeing discussions about whether AI was used to write the shader's code.
I understand why people want clarification, so I want to explain what I use AI for, why I use it, and which shader projects contributed to Reforged.
No. I used AI for the descriptive text inside the shader menu, mainly to explain what individual settings do and to help translate those explanations. The goal was to make the settings easier for users to understand, not to generate the shader's underlying rendering logic.
I think it's important to distinguish between using AI to help document a feature and using AI to generate the code that implements it.
The comments are there to make the shader easier to understand and maintain, especially as Reforged has grown and more features have been added.
Shader code can get quite complicated, so comments help explain what certain sections do, why specific changes were made, and how different features work together. Some comments are more descriptive than others because they serve different purposes, from explaining an entire feature to documenting a specific implementation detail.
I understand why some of these comments might raise questions, especially considering the discussion about AI. However, the way a comment is written does not, by itself, establish how the code it describes was created.
I want to be transparent about the distinction between AI-assisted documentation and the actual implementation of the shader.
Yes. SEUS PTGI HRR 2.1 Reforged builds on an existing shader and incorporates contributions and ideas from other shader projects. Some code from GFME was incorporated to help fix bugs and implement features.
Although I previously included credits inside the shader files, I realize those credits weren't visible enough to people visiting the project pages. That's something I should have handled better.
To make everything clearer, I'm adding explicit credits to the GitHub and Modrinth pages and updating the license to clarify the project's terms.
Here is a list of the shader projects that contributed to SEUS PTGI HRR 2.1 Reforged, along with what each one is used for.
These projects have different roles in Reforged, and I want to make sure their contributions are acknowledged properly. This list is intended to give users a clearer overview of the project's origins and the sources behind some of its features.
Shader settings aren't always self-explanatory, particularly when they control complex rendering techniques. I wanted the menu descriptions to be clearer and easier to understand, so users could tell what a setting does before changing it.
AI was a tool for helping with that documentation. My intention was to improve the user experience, not to replace the work involved in developing and refining the shader itself.
I'm taking the feedback seriously. I'm improving the credits on the GitHub and Modrinth pages so contributors are easier to identify.
I understand that people want to know what they're downloading, how it was made, and which projects contributed to it. Those are fair questions, and I want the project documentation to reflect that.
I'm not asking anyone to take my word for everything without question. I want SEUS PTGI HRR 2.1 Reforged to be transparent about its development, its inspirations, and the contributions it builds upon.
Thank you to everyone who has provided feedback, raised concerns, or taken the time to look into the project. I'd rather address these questions openly and improve the documentation than leave people guessing.
Thanks for reading, and thanks to the original shader developers whose work helped make Reforged possible.
r/minecraftshaders • u/Top-Advantage4245 • 5h ago
Shader iteration 3.2.0
CPU R7 7700x GPU 7900gre RAM 32 9GB allocated
so recently after powering on my PC and loading up Minecraft. IterationT experiences extreme lag spikes when looking at the ground and oddly deformed. clouds I can only come up with one solution which is my driver but that's the only thing I recently updated or changed. I also tried to change mod loaders and versions but before doing something about my driver I want to see if I can get help from here
r/minecraftshaders • u/Lanky_Carpet_632 • 21h ago
I really like how it looks.
Modrinth: https://modrinth.com/shader/seus-ptgi-hrr-reforged
Official Website: https://seusptgireforged.github.io/
r/minecraftshaders • u/Emergency-Face-9410 • 21h ago
Disclaimer - I have no great grievance with using AI as a tool, or AI-assistance in code. It is incredibly hard to deny that AI-assistance in programming is a force multiplier when utilized by developers that understand the code, and do not simply slam out PRs. See Linus Torvalds.
However, I think that people should have a right to understand where the code they run on their PC is from. Not attributing it to AI is whatever, I guess - but outright denying that AI was utilised whatsoever even when asked is incredibly poor form.
This is one example of the issue, and is not in any way, shape, or form, an isolated incident. This is becoming the norm, since people want to be able to choose to avoid AI-assistance where possible. Getting upset that people have a preference is poor form - why would you be upset about that? Yes, almost every platform uses AI. Yes, you can try to minimize utilizing AI-assisted software. These are not mutually exclusive, and people should have that chance.

Quiet removal of AI use in the git history.

If you meant no AI use in the code -



I suppose, for feedback on the above, you can get Codex to make a harness and run the game for itself doing A/B tests - or Claude, I suppose.
My bigger issue, however, is this;
The code plagiarizes and violates another shader's licence - "You can't claim this patch or this shader is your own work".
Reforged code:
// Ported verbatim from SEUS GFME 1.22 RC1: per-berry animated warm glow colour
vec3 GetGlowBerryColor(vec3 worldPos)
{
`worldPos = floor(worldPos);`
`float hashTime = frameTimeCounter * 0.0;`
`vec3 hash0 = hash33(worldPos + mod(floor(hashTime), 256.0));`
`float time = frameTimeCounter;`
`vec3 color = textureLod(noisetex, (worldPos.xz + time) * 0.002 , 0.0).rgb;`
`color *= color;`
`color *= pow(hash0, vec3(1.0)) + 0.05;`
`color = color.rrr * 5.0;`
`color += 0.05;`
`color *= vec3(0.3, 0.09, 0.003);`
`return color;`
}
GFME's code:
vec3 GetGlowBerryColor(vec3 worldPos)
{
`worldPos = floor(worldPos);`
`float hashTime = frameTimeCounter * 0.0;`
`vec3 hash0 = hash33(worldPos + mod(floor(hashTime), 256.0));`
`// vec3 hash1 = hash33(worldPos + mod(floor(hashTime + 1.0), 256.0));`
`// vec3 hashSmooth = mix(hash0, hash1, fract(hashTime));`
`float time = frameTimeCounter;`
`vec3 color = textureLod(noisetex, (worldPos.xz + time) * 0.002 , 0.0).rgb;`
`color *= color;`
`// vec3 color = vec3(1.0);`
`// color *= hashSmooth;`
`// color *= hashSmooth;`
`// color *= hashSmooth;`
`// color *= exp((hash0 * hash0 * hash0 - 0.9) * 5.0);`
`color *= pow(hash0, vec3(1.0)) + 0.05;`
`color = color.rrr * 5.0;`
`color += 0.05;`
`color *= vec3(0.3, 0.09, 0.003);`
`return color;`
}
And for lava fog, the code mentions a GFME fix as it's own - Reforged Code:
#ifdef IMPROVED_LAVA_FOG
// Lava was previously tinted using GetWaterAbsorption() (a blue-water light absorption
// color) via the same UnderwaterFog() function used for water. That absorption color kills
// red/orange light the fastest, so being submerged in lava crushed the whole screen toward
// a dark teal/near-black very quickly, exposing dither/banding noise as a "checkered" look.
// GetLavaAbsorption() instead keeps red mostly intact and only attenuates blue/green, so
// lava stays a glowing orange the way it actually looks, instead of crushing to near-black.
vec3 GetLavaAbsorption()
{
`return vec3(0.0, 0.05, 0.2);`
}
void UnderLavaFog(inout vec3 color, float eyeLength, vec3 eyeDir)
{
`float underwaterDepth = 1.0 - (eyeBrightnessSmooth.y / 240.0);`
`float x = eyeLength * 5.0;`
`vec3 wAK = GetLavaAbsorption() + WaterM;`
`float v = eyeDir.y - 1.0;`
`color *= exp(-wAK * x);`
`vec3 w = (0.15 * WaterM / v) * (exp(-wAK * (underwaterDepth - v * x)) - exp(-underwaterDepth * wAK)) / wAK;`
`color += max(vec3(0.0), w * vec3(1.0, 0.08, 0.0));`
}
#endif
GFME code:
vec3 GetLavaAbsorption()
{
`return vec3(0.0, 0.05, 0.2);`
}
void UnderLavaFog(inout vec3 color, float eyeLength, vec3 eyeDir)
{
`float underwaterDepth = 1.0 - (eyeBrightnessSmooth.y / 240.0);`
`float x = eyeLength * 5.0;`
`vec3 wAK = GetLavaAbsorption() + WaterM;`
`float v = eyeDir.y - 1.0;`
`color *= exp(-wAK * x);`
`vec3 w = (0.15 * WaterM / v) * (exp(-wAK * (underwaterDepth - v * x)) - exp(-underwaterDepth * wAK)) / wAK;`
`color += max(vec3(0.0), w * vec3(1.,.08,0.));`
}
These are not the only examples of directly copied code from GFME's edit, and it is not inherited from SEUS HRR 2.1.
I don't think this is an issue with a resolution, really, but I did want to shine light on the fact that people are intentionally attempting to deceive about the origins of their code, hopefully encourage people to properly disclose their AI usage, and for the love of god respect people's time and work, rather than having an AI copy out their code and avoid crediting them. See Rule 2's wording - "Shaders take a lot of hard work to make."
r/minecraftshaders • u/Lanky_Carpet_632 • 1d ago
I’ve also added the option to switch to blocky footprints ;)
Modrinth: https://modrinth.com/shader/seus-ptgi-hrr-reforged
Official Website: https://seusptgireforged.github.io/
r/minecraftshaders • u/Sephoyy • 1d ago
Finally got iterationrp to work on voxy with a stable 60-70fps base paired with super resolution all is good and dandy
I really just need help with water, because the Shader settings for RP isnt really that userfirendly, I tried tweaking it but it turned out to be this very clear and very almost translucent water so I need help with what settings i should tweak
r/minecraftshaders • u/Nervous-Mirror-7057 • 20h ago
Heyu, recently upgraded my pc a little and I can finally use nice shaders, so I'm pretty new to this. I love Sildurs vibrant shaders but I discovered some weird texture issue that I can't fix, I especially notice it in the clouds and water but it also appears with grass or tree shadows. Does anyone know what might cause this?
I am on minecraft version 26.3
Mods I use are:
- fabric-api-0.164.0+26.3
- iris-fabric-1.11.7+mc26.3
- journeymap-fabric-0.9.2+mc26.3
- terrablender-fabric-26.3-26.3.0.0.9
The shader I use is: Sildur's Vibrant Shaders v2.02 Extreme
My pc specs are:
- AMD Ryzen 7 5700X
- 32gb ram
- NVIDIA Geforce RTX 5060 (8gb)
I hope that information helps >_<
It's my first time posting here and the auto mod deleted my post because I uploaded the screenshots here for some reason. So here is an imgur link to how it looks like:
https://imgur.com/a/y87pPvC
r/minecraftshaders • u/Lanky_Carpet_632 • 2d ago
It works actually very well lol.
Download the shader here: https://seusptgireforged.github.io/
And no it is not made with ai
r/minecraftshaders • u/Mob-of-One • 2d ago
have been editing my own patch for IterationRP to match my preferences. This is my most recent build being showcased with it.
r/minecraftshaders • u/HaozheJiang • 1d ago
Estoy usando shaders en mi Mac es un MacBook Air m3 no sé por qué salen estos rayas raras estoy en la versión 26.3 con complementary shaders y sodium y iris no sé qué pasa he intentado hacer de todo
r/minecraftshaders • u/Lanky_Carpet_632 • 2d ago
Modrinth: https://modrinth.com/shader/seus-ptgi-hrr-reforged
Official Website: https://seusptgireforged.github.io/
r/minecraftshaders • u/According-Heat-8858 • 2d ago
r/minecraftshaders • u/Ruby_Bloop • 2d ago
Hi! Just came back to Minecraft after years, I’ve had my laptop for years too. I’m not sure if my laptop is good enough to run any shaders.
The GPU is NVIDIA Geforce GTX 1050, the CPU is Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz and it is Minecraft Java edition version 26.3.
Are there any shaders that could run on my laptop? I’d like it to be at 60fps, otherwise it would probably just annoy me. I would really appreciate any advice! Let me know if you need any other info about my laptop.
r/minecraftshaders • u/Sephoyy • 1d ago
I already know RETHINKING VOXELS shaders is a very demanding shader but I don't know what I'm doing wrong I have
5060 ti 8gb
16gb 5600mhz RAM
Ryzen 5 7500F
Reasonable PC specs but I want to run voxel shaders at least at 60 fps or 50 at least
r/minecraftshaders • u/kami7154 • 3d ago
Finally got ts working in 26.3 took forever, still working on native compatibility with Fresh Animations though.
If you want detailed information on how to achieve this specific setup feel free to DM me or message me on my discord channel https://discord.com/invite/75r4GK3Fra
Hardware
Resource Packs
r/minecraftshaders • u/Dante627 • 3d ago
iterationRP
r/minecraftshaders • u/CityIsBetter • 2d ago
The water looks beautiful from a distance but i get close to it, this happens. This is supposed to happen? or am i missing something? im sure i didnt mess with shader settings a lot and iirc it was always like this.
Shader and version: Makeup Ultrafast - 9.5g
Minecraft and mod versions: 26.3 Fabric with Iris
Hardware specifications: i5 1240p | 16gb ddr5 | windows 11 | no dgpu using Iris Xe
Additional details such as logs or screenshots: Attached a video and an image

r/minecraftshaders • u/Zealousideal_Room570 • 3d ago
60-80fps no SHaRC, no bounce cache.
r/minecraftshaders • u/Lost7Genix • 2d ago
I always loved Shrimple as a shader, but sadly it isn't available for the newest versions. Any recommendations?
r/minecraftshaders • u/DavinDotNook • 3d ago
Still life + DH + Eclipse (custom settings) + AVPBR
r/minecraftshaders • u/Accomplished-Buy-910 • 2d ago
I'm running Minecraft 26.2 with complimentary shaders version 5.9.3,
I want to make the end significantly darker ambiently while not affecting light sources if possible. Also if someone can tell me how i could make modded light sources work with ACT (mainly Enderscape void lantern but a generaly solution would be preferable) that would be greatly appreciated. Thank you
Shader: Complimentary Reimagined 5.9.3
CPU: ryzen 7800x3d GPU: radeon7900xtx
r/minecraftshaders • u/Zealousideal_Room570 • 2d ago

caustic strength is x32 so theyre bright lol, also the strip of light is because end rods base' have normals almost at a 90 angle. Here is the research paper in case anyone wants to integrate this as well: https://github.com/TU-Clausthal-Rendering/Guided-ReSTIR-FG-Plus