There is a bug in the BSL shader settings within the "Minecraft" game.
There is a bug in the BSL shader settings within the "Minecraft" game.
Hi guys, can someone assist with this unusual shadow bug in BSL shaders? It appears on grass and leaves ☹️. I’m not sure how to describe it, but the shadow texture seems to move oddly due to the sun angle. I don’t know how to stop it or make it stop blurring. Also, how can I improve FPS in BSL shader textures? My shaders have a grainy filter that’s affecting performance. My PC specs aren’t great, but I can share them if needed. Lastly, a friend wants to add water ripple effects in Minecraft using WebGL – any good code suggestions?
For BSL, you need to raise the "shadow resolution" option in the shader pack settings. If the shadows are of very low resolution, then since the sun moves throughout the day, it will create that effect.
Also, if you're using a "POM resource pack", the "POM Quality" shouldn't be set above 256, and the POM range shouldn't be set above 32. Shadow Map resolution can have a pretty big impact on performance, so low/medium should be OK.
I have noticed that Shadow map resolution at medium looks good, though you should always keep Directional Lightmap setting to off while using simultaneously with this. World Curvature set at 4096 also looks natural, if you prefer this to be added.
For more FPS, go into BLS's settings and disable "light shafts", as they significantly lower framerate and impact performance. Set your shadow distance value to a number between 100 and 120. Any value above 120 looks awkward and is totally unnecessary. Lastly, if your Minecraft's render distance is set above 8, then try to keep it at or
below
8.
For grainy filter, try turning off "Ambient Occlusion" within shader settings. If you're using BSL shaders, it's in the "Visuals" section. Is the grain too high ?
To create a simple water "ripple" effect, here is the GLSL code which I always use. There are other codes as well. Ripple effect is just an evaluation of the
sombrero function
. Or, we can call it a 2D version of the SINC function.
Just scale down the "height" of the function, and animate it by adding time into the sin term to generate a repeating pulse. Any doubts ask me ?
Code:
#ifdef GL_ES
precision highp float;
#endif
uniform float time;
uniform vec2 resolution;
uniform sampler2D tex;
void main(void) {
vec2 cPos = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
float cLength = length(cPos);
vec2 uv = gl_FragCoord.xy/resolution.xy+(cPos/cLength)*cos(cLength*12.0-time*4.0)*0.03;
vec3 col = texture2D(tex,uv).xyz;
gl_FragColor = vec4(col,1.0);
}
if defined GL_ES
precision highp float;
endif
uniform float time;
uniform vec2 resolution;
uniform sampler2D tex;
void main() {
vec2 cPos = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
float cLength = length(cPos);
vec2 uv = gl_FragCoord.xy/resolution.xy + (cPos/cLength) * cos(cLength * 12.0 * time * 4.0) * 0.03;
vec3 col = texture2D(tex, uv).xyz;
gl_FragColor = vec4(col, 1.0);
}
Great news about the issue being fixed. Your recommendation on shader packs is appreciated. Thanks for sharing the code as well—your friend will be informed soon. I’m glad the shadow quality has improved. Thanks for your support!
Updated. Everything looks fine now. No problems with the mod and textures yet. Thanks.
I've consistently favored SEUS renewed. IRIS Shaders and Sodium are also worth checking out. IRIS actually employs "shadow frustum culling" which can boost performance without compromising image quality.
Hey there, sorry for the hassle. I'm curious why SEUS and IRIS shaders don't work together? It seems like the game sometimes doesn't launch properly, but IRIS has actually helped boost performance. 😊