9.0 IS OUT! 🥏🌐
━━━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━━━

Short About
Zayko is a shader pack for Minecraft Java Edition, designed with an emphasis on detail, excellent quality and optimization. It offers PBR effects, emissive textures for mobs, blocks and items, as well as a wide range of settings: from Low to Ultra. provides a stable frame rate, while allowing you to adjust the settings to suit any requirements.
━━━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━━━

Zayko Shaders is a shader pack for Minecraft Java Edition with amazing attention to detail, great quality, and the best possible optimisation. Offering a range of amazing quality visuals and ajustable effects, instead of just giving you presets we also give you great ajustability with our shaders, including emmissive textures for mobs and blocks even certain items including PBR thanks to compatablity with Optifine and Iris,and for those who just want a simple click and play without ajusting there are profiles ranging from Very Low to Ultra and it's build for Keeping a stable framerate with amazing shaders.
━━━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━━━
if your new or don't know how to download shaders then were here to help!
Modrith Launcher
Click Install --> Pick an Instence or Create one --> Wait for it to do its magic --> Launch and Enjoy the Shaders!
Natrual Launcher
Download File --> Launch Game with Optifine or Iris --> Options --> shaders --> Open shaderpack folder --> drag and drop the file into the folder --> close folder and click on the shaders in game and enjoy!

Showcase Videos
Even videos where they show off shaders takes time to create which can take away from their personal lives. Originally this only showed our offical showcase but we wanted to support the community. (contact@fivenova.org if you want a video added or removed.) ━━━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━━━
Gamomnia - Shows Zayko at 4:02
━━━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━━━yukowara - Shows Zayko at 1:33
━━━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━━━FiveNova - Shows Zayko for full video
━━━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━☆━━━━━━━━━━☆━━━━━━━━━━All Versions
+ Add Version- Quality and Design
+ Added six designs: Zayko, AMC, Radiant, Endear, OBS and Evocative, each in its own colour in the menu
+ Added Zayko, the pack's own look. It overrides nothing, so pick this one if you want to tune everything yourself
+ Added AMC, the game you know with shadows, water and sky underneath. Nearly white daylight, soft shadows, readable nights, vanilla's own sky and fog colours, each biome's water showing its own colour, almost no bloom, thin air
+ Added Radiant, everything turned up. Golden sun, strong contrast, cool shadows against warm highlights, punchy curve, more colour, more bloom, clearer distance
+ Added Endear, very girly and pastel. Pink sunlight, milky pink shadows that are never hard, lavender and pink tones through the whole image, a bright airy exposure, a soft glow and the violet sky all day (built to Ahleyrie's idea)
+ Added OBS, made for recording. Clean and punchy, with shadows filled and black lifted just enough that dark scenes, nights and caves stay readable after YouTube compression, so there is nothing to fix in an editor
+ Added Evocative, dreamy. A soft curve, a lavender haze in the shadows, heavier air, the strongest glow of any design, and a golden sky with a peach sun
+ Changed how a preset works: a Design sets the Tonemap Operator and Sky Preset outright, the colour of sunlight, how dark shadows and nights are, contrast, a split tone and how far black is lifted, and scales everything else, so sliders you have already tuned keep working underneath it
+ Changed Tonemap Operator and Sky Preset to be locked while any Design other than Zayko is selected
+ Changed Profile to Quality and rebuilt the six tiers: Low, Lite, Balance, High, ExHigh, Divine
+ Changed the default to Balance, tuned for a GTX 1660 to an RTX 2060 at 1080p
+ Changed a fresh install so it no longer opens on "Custom"
+ Changed the menu into seven categories with the essentials on each page and the fine sliders behind an Advanced screen
+ Changed every option's colour to match the menu it lives in, so nothing reads as belonging somewhere else
+ Changed Tonemap Operator names to Signature, Filmic, Filmic Punch, Cinematic and Gentle
- Night Sky
+ Added a sky that turns about the celestial pole, which stands 40 degrees up in the north at the default Sun Path Rotation
+ Added a slow yearly drift, so which constellations are up at night changes across a 365 day cycle. Orion is high at midnight on day zero
+ Added nights that differ from each other. How faint a star can be and still show is drawn fresh each night, so some nights are crystal and some are hazy
+ Added Constellations, faint figure lines through all 88 (off by default, enable it under Sky and Weather)
+ Changed the Aurora completely
+ Added nine palettes, four following the real physics of an aurora and five that are not trying to
+ Added an Aurora Colors switch for Real, Fantasy or both (both by default, fantasy about one night in five)
+ Added per night activity, so a quiet night shows one arc and an active night fills much more of the sky
+ Added vertical rays and a sharp lower edge to the curtains
+ Added an Aurora Brightness slider
+ Changed the Nebula completely
+ Added six deep sky palettes with dark dust lanes, drawn fresh each night
+ Changed the nebula to sit among the stars and turn with them, high enough that it never sets or gets cut off by the horizon
+ Changed Shooting Stars to travel on real paths across the upper sky and stay clear of the moon, instead of appearing behind it or at the very edge of the world
+ Changed the moon so it stops hanging as a grey disc in a bright sky through dawn and dusk
- Zayko PBR
+ Added real depth to every vanilla block, built from the block's own texture and kept shallow, the way a good labPBR pack is. Mortar, cracks, bark, the gaps between cobbles and the books on a shelf sink into the block with rounded edges, and cast sharp shadows across the surface
+ Added a material for every vanilla block family, from how smooth it is to how much light it reflects and how much rain it soaks up
+ Added real metals. Iron, gold and copper reflect with their measured colour, copper's patina stays rough and dull at every stage of weathering, and the gold in ore and gilded blackstone shines
+ Added wet surfaces in rain. Porous blocks darken, sealed ones turn glossy, walls get wet as well as floors, and puddles gather in the recesses first
+ Changed metals on glass and other translucent blocks to their measured colour under labPBR, which they never got
- Lighting and Shadows
+ Changed shadows to harden on contact. A shadow is now sharp where it meets whatever casts it and spreads softly with distance
+ Changed Shadow Quality so it actually does something. The top three settings used to be identical
+ Fixed the soft edge of a shadow coming out brighter than full sunlight when the sun is low, which lit up the sunny side of trees at sunset
+ Changed light shafts so they no longer have hard cardboard edges
+ Added more samples at every quality tier, for smoother shafts at the same brightness as before
+ Changed how shafts are filled in around trees and other edges, so light seen past an edge no longer smears onto whatever stands in front of it
+ Changed materials so generated ones no longer overwrite a resource pack's own labPBR data
+ Changed Generated Normals and Generated Specular to fill in only for blocks your resource pack gives no maps, so a PBR pack's own surface detail and shine show through. Both used to replace them everywhere
+ Fixed turning off Generated Emission also switching off a PBR pack's own glowing parts
+ Changed Generated Specular to cover whole block families, so red sand, red sandstone, mossy and cracked stone bricks, red bricks, walls and pale oak planks match the rest of their family instead of getting nothing
+ Changed metals, which had their reflectivity halved and their falloff distorted
+ Changed texture ambient occlusion, which was being applied up to four times over on terrain and once everywhere else, so a mob never matched the floor it stood on
+ Changed Generated Normals to draw a clean bevel along the edges in a texture, sized to your screen. They drew a hairline that broke into a repeating grid of bright dashes at a distance, most of all where light crossed a wall at a low angle
+ Changed the relief to fade out where texture detail gets smaller than a pixel, instead of cutting off at a fixed distance
+ Changed the sampling to your textures' real resolution, measured from the atlas, instead of assuming 128x textures
+ Changed the comparison so a tinted block is measured against itself. One half of it carried the biome tint and the other did not, which switched the effect off entirely on grass, leaves and other tinted blocks
+ Changed the taps to follow parallax, which had them reading a different part of the texture the further from straight on you looked
+ Removed Generated Normal Resolution. The shader measures your resource pack itself now, block by block, so a pack that mixes resolutions works as well
- Water
+ Added real absorption, so shallow water barely tints what is under it and deep water turns green and then blue on its own. A metre of pond still shows dirt as dirt, where before every bottom went the same grey
+ Added refraction that knows how deep the water is. Shallow water barely moves what is under it, deep water moves it a lot, and the surface's own reflections no longer smear along with it
+ Changed the water in the pond, the sea, the fog around you underwater and the tint of light reaching the seabed to all come from one set of numbers, so they finally agree with each other
+ Changed the Water Color sliders to drive that: the three colour sliders set what the water swallows, since water is the colour of the light it does not, Color Strength how strongly, Murkiness how much it scatters and Fog Brightness how brightly it glows
+ Added Biome Water Color, so water is no longer one colour everywhere. Each biome pulls the water off the pack's colour by however far its own water is from ordinary water: a warm ocean turns turquoise, a frozen sea goes deep blue, a swamp goes green, and an ordinary river stays exactly as tuned. It reaches the surface, the fog underwater, the light on the seabed and distant water alike, and a slider sets how far it goes or turns it off
+ Changed the waves. Long waves from 7 to 34 blocks carry the shape of the sea and the fine ripples sit on top of them, and every wave fades out as it gets too small for the screen to draw
+ Fixed distant water sparkling. Ripples finer than a pixel were being shaded rather than filtered, which cannot be anything but noise; measured on a screenshot, the pixel to pixel jitter far out was over twice what it should be
+ Fixed the mid distance wobble, which was about twice as strong as it should be, so reflections out on the water hold their shape
+ Added what the fading takes away back as roughness, so the sun spreads into a real glitter path exactly where the ripples stop being drawn
+ Changed each layer of ripples to travel its own way around the wind, so the surface forms and breaks up as it moves instead of sliding along as one sheet
+ Added waving water. The wave system existed but had never once run, so water was completely flat
+ Added a Wave Height slider, from flat to six times the default
+ Rebuilt the view from under water
+ Added light that comes down through the water. Everything underwater used to be lit by the same white light as dry land, only dimmer, so sand a few blocks down was grey, seagrass kept its dry land green and your own hand looked as if it were out of the water. Now sunlight and sky light lose their red on the way down, so the seabed, plants, mobs and your hand take on the water's colour the deeper they are
+ Changed the water around you to get bluer and darker looking down and brighter looking up, since the light in it really does change with depth. It used to be the same full sunlight at every depth
+ Changed the colour of the water around you to come from the Water Color sliders directly, so it is teal rather than slate blue
+ Changed the surface seen from below to show the sky, the clouds and the shore through all of it, moved only by the ripples, even looking out level: it is only faintly a mirror from below, and the water fog in front of it stops at ten blocks, so the world above the water stays visible instead of fading to solid blue
+ Added Snell's Window (Water, Advanced, off by default). With it on, the world above comes through only in a circle overhead and the rest of the surface is a mirror, which is what real water does from below
+ Changed caustics on the seabed to be about twice as strong. They barely showed
+ Changed the water in cauldrons to be proper water: the biome's own water colour, glassy with gentle ripples and reflections, and a little see through to the cauldron's floor. It used to be the flat vanilla texture, because to the game it is part of a solid block rather than water
+ Fixed reflections in water breaking up. Walls reflected with holes of sky blue punched through them, torches reflected as scattered red and yellow squares, and things standing in front of the water, like a market stall, smeared down across it. The reflection now checks what it actually hit, and ignores anything that is in front of the water rather than above it
+ Fixed kelp and seagrass near the surface lighting up as blown out white blobs where the sun's highlight met a caustic
+ Changed the water so things seen through it keep their own colour, darkening toward blue with distance rather than turning green, while the water around you stays teal
+ Fixed Volumetric Fog running under water, where it drowned out the water's own light and showed as a pink band at eye level on High and above
+ Fixed the underwater light shafts carrying on past the surface into the air above it, which washed the view upward out to a milky grey
+ Added Underwater Light Shafts, on from High upward. Sunlight now hangs in the water as real shafts carrying the caustic pattern from the surface above, instead of one flat glow. The march is short and fine rather than long and coarse, because everything within sight underwater scatters, and every sample is dimmed by the water between it and you, and by the water above it that the light came down through
+ Changed water shading to follow the waves. The surface normal came from noise unrelated to the geometry, so a crest could be shaded as a trough
+ Changed caustics to match the waves you can actually see. The pattern on the seabed was being cast by a different surface entirely
+ Changed Water Fog so the Underwater Only setting does something. It did nothing at all before
- Clouds, Sky and Fog
+ Changed the sun back to a clear disc. The glow around it had grown six and a half times over at low sun and covered a third of the sky in near white, so the sun itself was lost
+ Changed the warm colour to stay low along the horizon, with pink and mauve above it, instead of turning the whole sky orange right up to the top
+ Changed hills and clouds toward a low sun to keep their shape. Fog and cloud lighting took the sun's glow as well, which flattened everything toward the sun into orange haze
+ Added a sky map: the sky, the aurora and the clouds are drawn once a frame into a small texture, and every reflection reads it instead of drawing the whole sky and every cloud again for itself. With the sea filling the screen that used to mean a full cloud march for every pixel of water, up to five times a frame
+ Changed water, glass, rough surfaces and distant water to all reflect exactly the same sky, and reflected clouds now fade into the haze with distance just as the real ones do
+ Added soft reflections on distant water. Where the ripples get too small to draw, the reflection keeps the smear they would have made of the sky instead of turning into a perfect mirror, so a far off sea reflects a softly blurred sky the way a real one does
+ Changed clouds so their tops are lit and their undersides are dark, the way real clouds are
+ Changed clouds to be genuinely opaque, so the sun and moon no longer shine through a solid one
+ Changed height fog to account for the air you look through rather than the height of whatever you look at. A mountain across a fog filled valley used to come out perfectly clear
+ Changed the far fog so there is no longer a visible ring drawn on the ground at a fixed distance from you
+ Changed the fog curve so it no longer creases along one density
+ Changed Volumetric Fog into real fog banks. It was built from fine grain instead, which drew faint streaks across the sky that all met straight overhead, like sun rays coming from the wrong place. The overall amount of fog is the same
+ Added daily weather variety, so cloud cover and haze differ from one in game day to the next
- Distant Terrain
+ Added lighting for LOD terrain using exactly the same colours as near terrain at every time of day
+ Added a Voxy Render Distance setting. Set it to match Voxy's own or the far fog will hide what it draws
+ Changed Distant Horizons cloud occlusion, which was decoding distances too short whenever its far plane reached past the vanilla one
- Portals
+ Added Nether Portal Fire, white hot flame along the boundary where a portal meets its obsidian frame, because that is where you lit it (on by default, with a strength slider under Materials, Advanced)
+ Changed end portal frames so they are lit properly instead of sitting black in the middle of the light they give off
- Camera and Post
+ Changed CAS so it works. It was locked behind temporal anti aliasing, which ships off, so the option and its slider did nothing
+ Rebuilt TAA from scratch
+ It now runs on the lit image straight after the light shafts, before bloom, depth of field, lens flare and tonemapping. It used to run last, on the finished picture, so bloom and flares smeared into its history and it was blending an image FXAA had already blurred
+ Rain and snow now move with the rest of the world each frame, so they no longer sit a fraction of a pixel off from everything behind them
+ History is kept much tighter to what is actually on screen, and read through a sharper filter, so it ghosts less and stays crisp
+ Mobs, the hand and particles always keep less history than the world, so they trail less
+ Its light sharpening now runs whenever TAA is on, not only alongside FXAA
+ Changed auto exposure to measure brightness properly, and to adapt at the same speed whatever your frame rate is. It used to adjust nearly five times faster at 144 FPS than at 30
+ Changed bloom so it stops blowing out in the Nether, where glowstone and lava sit far above everything around them
+ Changed bloom to be calmer wherever there is no sky, in the Nether, the End, caves and closed rooms, where a halo over near black rock was most of what you saw. Daylight bloom is unchanged
+ Changed fire, torches, lanterns and lit furnaces to glow through the whole flame, brightest at the base and a deep red at the tips. The base used to blow out to white while the tips did not glow at all and went grey in the dark. Soul fire the same, and a little dimmer than fire, as it is in the game, so it stays cyan instead of going pale white
+ Changed every glowing block to keep its colour. Glow now rolls off softly and tops out around the brightness of a fire's core, where glowstone, soul fire, redstone and others used to reach twelve times their own colour and show as white blobs with a heavy halo
- Blocks
+ Added a glow to the Creaking Heart while it is awake
+ Fixed lit oxidized copper bulbs, which never glowed because their entry was misspelled
+ Added the rest of every vanilla block family to the pack's block list, including the 1.21.9 copper doors, bars, chains and lanterns, resin, pale oak and many walls, slabs and stairs that were missing
- Removed
+ Removed the Milky Way
+ Removed Rain on Lens
+ Removed Mirror Mode
+ Removed Water Alpha Mode, Vanilla Alpha Curve and Depth Coloring. Water is no longer mixed in at a set transparency, so there is no alpha left for them to set, and depth colouring is now what the water does by default
+ Removed Water Texture Mode and Vanilla Intensity. The water surface no longer draws a texture at all, it works out what you see through it, so there was nothing left for them to pick. Biome Water Color is what carries the vanilla water colour now
+ Removed Previous Frame Reflection. The buffer it borrowed now carries the scene the water shades itself against, and the option shipped off in every quality tier
+ Removed TAA Mode and Selective TAA. The rebuilt TAA always treats moving things separately, and the Coarse mode's alternating two point pattern is gone with the old pass
+ Removed three settings that could not work: two with full descriptions that did nothing, and one that could not be switched off because another setting forced it back on
+ Removed Soul Fire Tinting. It said it tinted the light soul fire casts, which already comes from soul fire's own cyan, and all it actually did was repaint the flame a paler blue
- Fixed
+ Fixed moon crescents, which were nearly three times too thin
+ Fixed half the screen reading uninitialised memory for its shadow value, and the whole Nether doing the same
+ Fixed a divide by zero written into the normal buffer that reflections then read
+ Fixed a screen locked weave running through the sky and underwater fog
+ Fixed reflections coming back about 10 percent too dark with a hue shift
+ Fixed distant clouds keeping full contrast so they read as pasted on
+ Fixed the entire Animations screen, which pointed at settings that did not exist, so waving grass and leaves could not be configured at all
+ Fixed Emissive, which had two settings that were identical and both silently turned off flower glow
+ Fixed colour and fog going out of range at biome borders during rain
+ Fixed terrain failing to load with Advanced Materials, Generated Emission and Generated Specular all off but Generated Normals on
+ Fixed the Distant Horizons programs failing to compile since the night sky was rebuilt, which left distant terrain and distant water unshaded for anyone running it. They were still asking for a GLSL version older than the rest of the pack
+ Fixed distance fog washing out everything past the vanilla render distance with Voxy or Distant Horizons. The fog now stretches over the LOD range, so it fades at the far edge instead of burying terrain a few hundred blocks away
+ Fixed wet ground reflecting Minecraft's own sky instead of the pack's, most visible as an orange sunset in the puddles under a grey sky at dusk in the rain. A reflection that ran off into the sky was counted as hitting something there
+ Fixed players, banners and some mobs breaking apart on Minecraft 26.1 and newer, where they are drawn as translucent after the rest of the world. The pack treated them as glass, bending the skin layers into each other and shining light shafts through them. They also get their fog back
- Voxel Colored Lighting (Beta)
+ Added light that spreads around corners and keeps glowing even when the source is off-screen
+ Added smooth color mixing where different light sources meet (torch orange blending into soul-fire teal)
+ Changed the old Multicolored Blocklight into the fallback system (voxel mode replaces it when enabled)
+ enable it under Lighting > Voxel Colored Light (Beta)
- Clouds
+ Added a realistic cumulus profile: flat bases, full-bodied middles, and rounded billowing tops
+ Added an optional second high-altitude cirrus cloud layer for sky depth (Beta - off by default, enable it under Clouds)
+ Added cloud shadows on the ground (default on), god rays that break through cloud gaps, and lens flare that fades when the sun goes behind a cloud
+ Changed clouds to properly block what is behind them - sunlight and stars no longer shine through solid cloud
+ Changed backlit clouds to silhouette dark against the sun instead of washing out and disappearing
+ Changed cloud movement so shapes hold together and evolve slowly like real clouds, with brighter sunlit tops and shaded bases
- Water
+ Added micro-ripples that catch sun glints without making the surface busy
+ Added optional refraction dispersion (subtle color fringes) and gradual rain wetness on surfaces
+ Changed depth coloring to true light absorption - water grades from clear shallows to deep opaque blue and reads properly deep from above
+ Changed waves to calmer, larger swells that move more naturally
- Sky & Atmosphere
+ Added Daily Weather Variety: every Minecraft day gets its own sky mood like clear days, streaky cirrus days, overcast days with morning fog banks
+ Added optional Volumetric Fog: rolling fog banks that sunbeams cut through
+ Changed fog and sunlight to always match the sky - distance haze blends into the horizon it fades into
+ Changed sunlight to warm realistically as the sun gets low
- Customize Skybox
+ Added Sky Presets: Zayko, Golden, Violet Twilight, and Deep Night moods that shift sky, fog, and night lighting together
+ Added a much wider and finer Skybox Intensity range (0.05 to 4.00)
+ Changed Skybox Intensity and Skybox Opacity to actually work - resource-pack custom skies now show correctly instead of being overwritten
+ Changed vanilla sun/moon handling so they also display properly when shader sun/moon is disabled
- Night Sky
+ Added smaller, faster shooting stars with tighter incandescent heads
+ Changed stars to render as crisp points - no more glow halos
+ Changed star visibility to respond to moonlight and weather
- Color & Post-processing
+ Added the optional Purkinje night-vision effect and CAS sharpening
+ Changed bloom to a modern 13-tap filter - torch and star glow is visibly steadier and the pass is cheaper
+ Changed TAA with an anti-flicker refinement for specular sparkle
- Lighting & Performance
+ Added AO Resolution and Light Shaft Resolution options (default Half - about 4x cheaper with near-identical visuals)
+ Added quality-profile coverage for all new features (Minimum through Ultra)
+ Changed the entire pack from 2006-era GLSL 120 to modern GLSL 330
+ Changed many internal passes to cost less (fewer texture fetches in bloom, cheaper volumetrics)
- Fixes
+ Fixed the washed-out white daytime sky from early V8 builds
+ Fixed Skybox Intensity/Opacity having no effect
+ Fixed clouds almost disappearing when in front of the sun
+ Fixed profile descriptions claiming features that were never enabled
- Bugfixes
+ Fixed Issue with Distant Horizons Ambient Occlusion
+ Fixed shared Issue with all three dimensions
+ Fixed Issue with Moon Visibility
- Reworked Shader Pack
- Added new Shooting stars
- Added more WIP Features
- Fixed Reported Issues from V7.2
- Overhauled the End Atmosphere
+ Dragon's End Aurora
+ End Nebula
+ Void Particles
- Added Rainbow (Appearing Opposite the sun after rain)
- Added Froglight
- Fixed Soul Fire color correction to MCBL
- Overhauled Settings Menu
- Overhauled Water
+ Shore Foam = white foam where water meets terrain
+ Depth-Based Colouring = deeper water appears darker/more saturated
+ Rain Ripples = circular ripple distortion on water surface during rain
- Overall Code Improvements to Increase FPS (exp. Removed Unnecessary duplicate code 40 or so lines)
- Added New Auroras along with rarities
+ Red/Crimson = 20% Chance of Appearing
+ Golden = 12% Chance of Appearing
+ White/Silver = 8% Chance of Appearing
- Added Nebula with Rarity System
+ Common 75% Chance of Appearing
+ Uncommon 37% Chance of Appearing
+ Rare = 25% Chance of Appearing
- Added Multiple Aurora Visual Improvements
+ Temporal pulsation = slow breathing that varies
+ lit depth falloff = Brighter at base fading upwards like irl
- Added Partial Screen-Space Contact Shadows (WIP - Disabled by Default)
- Added Fun Effects (Replacing Extra Category in Settings)
+ Psychedelic = continuously shifts all hues over time with adjustable speed
+ Earthquake = terrain shakes with sinusoidal waves, adjustable strength
+ Hologram Entities = sci-fi holograms with blue tint, scanlines, and glow
+ Glitch Effect = RGB splitting, scanline displacement, and block artifacts
+ Old Film = 1920s cinema look with sepia, scratches, flicker, and vignette
+ Thermal Vision = thermal heat palette based on brightness
+ Thermal Vision = thermal heat palette based on brightness
+ CRT Monitor = old CRT display with scanlines, barrel distortion
- Added Rain on Lens (WIP - Disabled by Default)
- Added More Settings that trigger depending on specific preset
- Added Adaptive Shadow Sampling
- Added Blood Moon
+ Red fog tint at night during blood moon
+ Activates only at night, blends out at sunrise
- Added Adaptive Raytrace Stepping
- Added full PCSS Shadows (Ultra Only)
- Added Mirror Mode (WIP - Disabled by Default)
+ Stained glass becomes tinted mirrors
+ Uses existing reflection system (SSR)
- Changed File Name Layout from "Zayko Shaders V7.1" to "Zayko V7.1"
- Changed Enhanced Light Shaft Colouring
- Changed Screen-Space Global Illumination (SSGI)
- Changed Clouds base style
+ Density: Low
+ Amount: Few
- Improved Setting Screen
+ SSGI to Lighting Config
- Improved Temporal Dither as well as TAA Dither
- Improved Volumetric light Sample Scaling
- Improved Cloud Sample Scaling
- Removed Old Nebulas to implement our new one!
- Removed Certain Effects in the End for V7.2 Update
- Added Shooting Stars that appear time to time (Randomized Chance of appearing at night, Higher chance when further from light sources)
- Added a preset for the Original water
- Added loading improvements when using Distent Horizons
- Changed Stars to flicker? twinkle? whatever you want to call it.
- Updated Water loading (Should load chunks with water faster at the possible cost of FPS)
- Changed Water Design to be more clear when its less dence
- Changed Water Colors
- Changed Distent Horizons Water to match water preset
- Changed underwater blurriness
- Fixed Bugs reported in B-6.3 and V6.3
- Fixed Water darkening too early
- Fixed Sun not appearing when ajusting certain cloud settings
- Fixed Stars not animating when faced with certain mods
- Fixed End sky color being White when attempting to use Voxy (Still not Supported!)
- Fixed Glass breaking or turning to water with certain mods
- Fixed issue for newer mods not working due to incompatabilities
- Fixed issue with Shader not working on Nividia Graphics cards _(20 Series & Below)_
- Fixed Modded blocks not working with Shaders _(all mods should work perfect now)_
- Improved Preformance if using Sodium
- Fixed Glass breaking or turning to water with certain mods
- Fixed issue for newer mods not working due to incompatabilities
- Fixed issue with Shader not working on Nividia Graphics cards _(20 Series & Below)_
- Changed Shader Settings Layout to be more simple and understandable
- Made it possible to turn off glowing flowers and keep glowing ores on (and to turn off both)
- Cloud base 2 fixed
- Fixed Distent Horizons Support (tell me if you run into any issues.)
- Fixed 4 Errors with loading Shader
- "Ray" Tracing Option added _(Path Tracing)_
- Improved Lighting
- Improved Lighting loading for better prefromance _(at least +1 FPS compared to 5.2)_
- Everything in Vb5.2
- Fixed Issues from Vb5.2
- Fixed 1.15 infinate loading screen from Vb5.2
- fixed 1.11 infinate loading screen from Vb5.2
- fixed loading issue with "Low" Preset from Vb5.2
- _the B series of versions is small Beta updates before the next bigger update. this normally changes the content drastrically or minmally._
- Fixed End Portal Frame
- added support for Optifine & Iris down to 1.7
- other small changes
- added better Iris compatability
- Small Bug Fixes
- Fix a major issue with Ultra Preset
- Big Optimization Boost for Higher presets
- Fixes 1.16 & 1.19 Crashes
- Small Bug Fixes
- Fixes certain issues with lower Optifine versions
- Fixed Issue with 1.21.8 loading
- Fixed 1.17 and below crashes
- Optifine Support readded only down to 1.18
- Removed Optifine Support
- Optimized Preformance for High Presets
- Fixes Error with loading V2.1
- Added Older Version Support
- Optimization
- More Customization Features
- Bug Fixes
- Moderate Optimization
- Slight improvements to lighting
- little bug fixes for lower end PCs
- added compatibility with newer versions
- And then there was one 👽
- The Shader may have issues as its the first build and was put together by somebody who couldnt pay attention to youtube tutorials.