KUDA-Shaders v6.2.81 is out!

It’s finally out: KUDA-Shaders v6.2.81 (Non beta!)
 
The shaderpack has been rewritten and is now structured differently. Like the shadows code from composite has been moved to the gbuffers-files -> The idea comes from Chocapic and some parts are based of his code. Now you can see shadows behind colored glass/ice and underwater.
 
And now you’re able to use this shaderpack in the nether and in “End”. I added an extra effect (jitter) for these 2 worlds. If you don’t like it, you can just disable it in the “shader options” menu.
 
One huge new feature is volumetric fog. Well.. you can use it, I cannot promise it will runs smoothly. It’s not done yet and I probably will rewrite the fog code for it. So it’s disabled by default.
 
The next huge feature is crepuscular rays. That means the godrays won’t go through the clouds. Search this feature in Google and you will see some example pictures. This feature is disabled by default, because when enabled, the lens flare will start to twitch. So it’s better to turn it off then. And yes, the hexagon lens flare is back with anamorphic lens. The sun/moon will disappear now, when a cloud is in front of it.
 
Mostly all colors have been changed in this update. Sky, sun, water, torch, fog, clouds, ambient and etc.
 
In this update, I added chromatic aberration by default and for depth of field. If you don’t like it, just disable it in the “shader options” menu aswell.
 
Raytracing (based by Chocapic) has been added and the old relfection method is gone. In empty spaces (that means, there is nothing to reflect in the screen space), you will just see the sun and cloud reflection to avoid “no reflection image”. Sadly, there are not rain reflections yet, because of the new structure of the shaderpack, I get some sweet negative reflection colors on the landscape. The problem is, I haven’t implemented a normal program for it. So it only works on the water surface.
 
The water depth is back using Minecraft’s lightmaps. And the underwater looks sweet aswell now. You’re now able to see the torchlight under the water.
 
I added some kind of “emissive light”, so that the light entities like glowstone are always bright, no matter in which lightning condition. I might look weird in the hand, because I haven’t implemented dynamic handlight yet. I was to lazy for that -w-
 
When it starts to rain, you will see, the rain texture is a little bit rotated (diagonally). It looks like, there is more wind in the world.
 
Bloom has been disabled, because honestly it looks to washed out .x. I’ll proably rewrite it aswell.
 
In some pictures is volumetric fog and DOF enabled.
 
Okaaaaay, enough with that. Here is the download link: http://dedelner.net/download-v6/
 
So much text for this huge update…
And yes, I enjoyed to let you wait 😛
2016-04-02_15.57.23 2016-04-02_15.58.08 2016-04-02_15.59.02 2016-04-02_16.00.21 2016-04-02_16.03.47 2016-04-02_16.07.14 2016-04-02_16.09.08 2016-04-02_16.12.42 2016-04-02_16.13.52 2016-04-02_16.15.36 2016-04-02_16.16.29 2016-04-02_16.17.11 2016-04-02_16.19.01 2016-04-02_16.20.04 2016-04-02_16.24.27 2016-04-02_16.25.10 2016-04-02_16.25.52 2016-04-02_16.27.12 2016-04-02_16.28.03 2016-04-02_15.54.05 2016-04-02_15.55.04 2016-04-02_15.57.01

63 thoughts on “KUDA-Shaders v6.2.81 is out!

        1. I think you need at least OptiFine for 1.8 to have that option. Otherwise you have to enable it manualy. It’s stored in composite.fsh and gbuffers_texturex_lit.fsh. Open it with any text editor and remove the “//” from “#define volumetricFog”.

  1. Hi dedelner, thanks for the update.Can you tell me its possible to make Torch/lamp shadows?

    1. It is possible to make torch and lamp shadows. It’s been done in other shader packs. I don’t know if this particular developer knows how to do it or not though.

    1. Disregard the a s s h o l e that responded with “google it?” People that reply with stupid s h i t like that need to get a life.

      Volumetric lighting is a technique used in 3D computer graphics to add lighting effects to a rendered scene. It allows the viewer to see beams of light shining through the environment; seeing sunbeams streaming through an open window is an example of volumetric lighting, also known as crepuscular rays. The term seems to have been introduced from cinematography and is now widely applied to 3D modelling and rendering especially in the field of 3D gaming.

    2. Volumetric lighting is a technique used in 3D computer graphics to add lighting effects to a rendered scene. It allows the viewer to see beams of light shining through the environment; seeing sunbeams streaming through an open window is an example of volumetric lighting, also known as crepuscular rays. The term seems to have been introduced from cinematography and is now widely applied to 3D modelling and rendering especially in the field of 3D gaming.

      This was what the last guy posted. Don’t know why it was deleted … but that’s what it is. Maybe the mods really really want you to Google it though, but I wouldn’t know why … didn’t really take any effort to put the answer here for you.

  2. Horay!
    But why i cant see any volumetric light in game?(I’ve enabled volumemetric fog and used ultra version. All other settings were by default)

    1. See the comment at the very bottom:

      You have to enable it by yourself. And the rays become only visible, when there is enough fog.

        1. If you don’t have the latest shaders mod version and can’t disable it in the menu, volumetric fog should be located in the composite and gbuffers_textured_lit files.

  3. Does anyone get 15-25 fps max?
    i have a Gigabyte Windforce R9-290 and FX-8320 OC 4.7Ghz watercooled
    That is the best performance i can get using Optifine HD_U_D3
    i have tried disabling all animations, etc in Optifine but it barely makes a difference. without it i get solid 60fps+
    Lite and Default version i get no fps difference

    1. A friend has the same problem. He also has AMD hardware similar to yours.

      He wasnt able to fix it. Seems to be the latest Optifine which doesnt go well with AMD. Im here with Intel and Nvidia and I get over around 200+FPS on maximum settings.

        1. Nono, I have also the latest driver version (Crimson). But try to play Minecraft only with Shaders Mod or even try to play with the newest Minecraft version (1.9.2). Maybe some of your mods cause this FPS issue.

      1. @DeDelner:disqus could it be because im using the GLSL Shaders mod and it officially only supports upto AMD Catalyst drivers 14.9?
        Im using the latest Crimson drivers.

    2. I am personally using an HD7970, so I am obviously a happy camper here – I did hear something about your exact graphics card and CPU combination causing problems for some people in Starcraft II though, so whatever is going on, it is not necessarily something that only happens with these shaders.

  4. @DeDelner:disqus

    1.) Can you make the star field use something else i get L shaped and odd looking stars from what ever you’re using. (the old Points looked WAY better)

    2.) Can you please add bump/normal maps back in, the game looks terrible without them imho

    3.) Hand lights are missing as well…

    Great work by the way. I love the new effects, and colors!
    thanks!

  5. what is the name of that resource pack used on the screenshots? P.S. Your shaders look incredibly unbelievably beautiful, keep up the good work! ;3

  6. Hey, quick question. Is there anyway to disable the circular sun/moon and the starry skies in favor for the default textures? It’s really just preference as to keep to traditional looks, but it’d be nice to change. Thanks for your hard work!

  7. i downloaded Optifine 1.9.2 and enabled the latest KUDA shaders…now the textures are black..but the sky is ok >: can you help me please
    (i have downloaded the lite)
    (i have NVIDIA Geoforce GTS 250)

  8. The torches gives no light while holding them in the hand. very bad at night or discovering caves

  9. could you make the volumetric rays/fog a little more obvious? Right now I can only achieve the result in the pics by upping the fog to really high which ends up with a very foggy outdoors :/

  10. Great shaders, but why did you take out bump mapping and rain reflections!?! It’s in v5 but not in v6!

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