Some guys found a way to get shadows without path tracing using the core shaders system. Since you can't render the world a second time for the shadow map it just renders the shadow map every second frame and then projects the shadows on the first frame, which basically halves your framerate.
Not only did they add vanilla shaders, they actually completely rewrote the rendering engine to update from OpenGL 2.1 to OpenGL 3.3, updated to Java 16 (they had been using the outdated 1.8 for years), and they also made it to where the world height limit can be changed using a datapack. 1.17 is a very under-the-hood heavy update, to say the least.
No reason why they couldn't go with a newer OpenGL like 4.0+, but the only major addition is tesselation support, and in a voxel engine there isn't a lot of use for that.
@@TM450FI and it's crazy because anything else and they'd be asking for help talkin bout "I don't know how to work this thing" and then proceed to install ALL the viruses with a vengeance
It is definitely a difficult thing to explain at a stage like this and I wouldn't have been able to explain it properly if I was given the same resources. Man's got not only programming knowledge, but can teach well enough too
The block bugs in the pathtracing resource pack remind me of how a rendering technique called raymarching can seem to change the actual geometry of models. Really cool, actually!
A CPU gets its speed through instruction level parallelism. Since that parallelism isn't explicit, a TON of hardware is dedicated to tracking and executing instructions to run in parallel and out of order and then putting them back into order again. The result is one or two threads (per core) that run pretty fast. On the other hand, a GPU gets its speed from massive thread-level parallelism. Instead of a few massive beefy CPU cores, there are *thousands* of really simple ones. One pixel isn't computed super fast, but the GPU can compute thousands of pixels in parallel.
During the 1.17 snapshot cycle I really got hyped because og the OpenGL, I thought it was the first step to shaders and new amazing light features to come in vanilla. But I found few resourse pack or people talking about what this can mean for the future.
Mojang should allocate way more resources into customization and modding of the game, especially documentation, and developer tools. It is in my opinion the single thing that keeps the Minecraft community alive all these years later. Honestly, all these useless mobs and blocks they have been adding lately, aren't interesting enough on their own to keep players coming. Amateur modders have put Mojang to shame for years. Even with all the resources Mojang has, modders still make more interesting content, and faster as well. The extension of Y axis was absolutely the main selling point in 1.17. Now that we have to wait, they could make the shaders more accessible, perhaps by actually writing documentation for it... Same goes for datapacks, and commands, which are a topic for themselves. The commands in Minecraft are probably the most chaotic implementation I have seen that wasn't added by a third party developer. Creating official tools, such as skin and resource pack editors, data pack creators, adding back the world customization that they got rid off, would take the game way further than adding a fucking goat. Now I understand all of these things are possible to do, and if someone wants to understand how to do it, they can. However I'm looking at this from a "Company that wants their game to do well" perspective. You always want to have as big of a reach as possible without compromising your products use and value. Making these tools isn't a problem for Mojang at all, they have all the money and tools they need. If people can do it for free because of the passion for the game, Mojang can do it for the long term investment, that will without a doubt yield in years to come. Why they don't is truly fascinating to me.
The thumbnail alone makes me bring up the fact that window reflections with a reflection of the player are needed. I’ve wanted this for a very long time.
As someone who was trying to get into a career for graphic engineering while I was still studying in Uni, even I wasn't aware you could do this in 1.17 lmao nice! I'm gonna make some absolute wild stencil buffer stuff c:
@@LiamNajor At the time I written that comment I wasn't diagnosed with ADHD B) You can guess how that went aha. Didn't even open up an example project.
Suggestion: Making custom advancements and recipes for datapacks! I discovered how to make them, so I would love to see them explained in one of your videos!
It has occurred to me that the texture swapping probably allows for animated mob textures, which could of course also be synchronized with other shaders stuffs- ie, hypothetically you miiiiiiiight find a way to make the eyes of the drowned glow, but have a blinking texture that geys applied every now and then, and have the glow effect turned off for this time. That being said, even though I'm pretty sure it's possible (now), I have no idea how to actually code it.
heat distortion would actually be pretty straightforward on its own (scrolling noise textures, spooky stuff I know), but it would really depend on if biome information is passed to shaders or not. If it's possible to access that data in a shader it would be super easy to add some cool heat distortion/mirage effects.
@@noktu man I haven't played that one in years. good times tho. I mean I didn't know it was impossible to play both gacha club and minecraft on the same device, but if you think so then you do you boo-boo
This looks absolutely amazing. I'm trying to learn how to code shaders currently (having some trouble wrapping my head around the whole rendering procedure), and hopefully I can make something fun for a minecraft resourcepack. Thank you for sharing this, and not being one of *those people* who feel their audiences are too dumb to understand technical terms.
I really wish these caught on. They're so cool but there's basically nothing new made using this feature since then. Good thing the ones from this video still work though - I use the rainbow block select all the time and honestly it should replace the vanilla one which is almost invisible
there _is_ actually a ton of cool stuff made with this feature since this video, but it's still _rather_ obscure lol someone made _working realtime_ optifine style shaders: github.com/bradleyq/mc_vanilla_shaders/tree/dev and this person just repeatedly goes sicko mode: twitter.com/spheya_ maybe i'll gather enough stuff for a part 2 someday
i know i’m a year late, but that sounds So Exciting! i also know that “another year later” is a very optimistic estimate of when i’ll get to playing with all of that, but when i do, things are gonna get Wonky!!
one of my favorite game OSTs, and no one ever uses it in videos! it's always cursed when you're watching a video and suddenly "wait, this is the mark rober music-"
@@Legitimoose Yeah. The music in the game was a bop to listen to. I mostly loved the opera scene where she looses her voice and the end credits. I really wish they'd putbthe8r music out to buy on iTunes to vibe to it.
Hi! I am a Russian person, I watch your videos, they often help me! The video about writing data packs helped a lot! You are so cool! You deserve more followers!
Without mathheads, modern technology, let alone gaming, wouldn't exist. I appreciate them so much for it This kinda thing must be a paradise who have fun playing with numbers
Sure, 1.6 was a small update. But 1.6 was one of 3 major updates released in 2013. Every version between 1.4.7 and 1.7.4, that is 15 major or minor updates, was released in that same year. Then, there was the April Fools 2.0 update, which included a lot more stuff than you might see in a modern april fools release, 57 snapshots, and 12 prerelease versions. Even at this time, with a team several times smaller than now, the update schedule was much, much faster.
lol bs straight of the ass Those 15 updates are not "major" updates at all bruh (adding 2 blocks ain't major my dude), the only reason they're faster is because they're like 5x smaller in actual content. Also; 2020 April fools added a billion dimensions demonstrating a command implemented in 1.16, 2023's April Fools put MC 2 to shame
everyone from 3 months ago said this was gonna go viral in a month but i think youtube is just gonna put this in everyone's recomendations 20 years froom now
Actually before the implementation of the new rendering engine for bedrock edition (Render dragon) it was possible to do most of the thing he showed on the video. It still works on the windows 10 edition if you're running a x86 copy of the game
@@bakajanai. Yet no dynamic shadows though, yes it was possible but no one made a dynamic shadow shader like this one. Yes there is rtx but only for windows 10 edition
1.17+ really screwed my Minecraft experiece, all because of this change, which made the game use Java 16 and OpenGL 3.3, and my Intel Graphics only supports up to 3.2 (on windows) Thankfully, I found a work-around, which was installing Linux, and since Linux is open source, there are open source Mesa drivers which support OpenGL 3.3 and up. (still a headache tho)
I remember years ago, back then when my computer was barely able to run shaders, I tried looking up shaders texture packs, and back in the day, they were kinda garbage lmao. So it's cool to see this.
Well, here we go boys. The man's 'bout to go viral, get 100k subs and deserve the exposure he deserves. I AM HERE TO ENGRAVE MY PRESENCE ON THIS VIDEO BEFORE IT BLOWS UP. SO hi.
Title answer : there is a beautiful piece of software called DXR : it allows your computer to take advantage of your GPU's RT cores to ray trace in real time. Minecraft bedrock on windows uses it natively, that's why it beats the shit out of MC java in rendering quality and performance
I taught myself GLSL to rewrite a games shaders because it bugged me that they hadnt fixed then yet. It is surprisingly straightforward and easy to learn with help from ChatGPT
I just want to say that I caught the Kirby Air Ride music in the background. Celestial Valley. Fun game with an amazing soundtrack. I haven't played it in ages, and yet I remember the music instantly.
people keep trying to come up with super vibrant or realistic shaders but not many actually come up with a shader that makes minecraft look like an entirely new game
@@HoradelJuegoV2 I’m just gonna say this Minecraft uses OpenGL and they implemented glsl into resource packs so .vert and .frag is for pixels and .vert is looks
4:55 you got this wrong. Graphics card isn't faster than CPU but quite the opposite. Graphics cards are very slow but can perform millions of operations at a time whereas CPU usually can run a couple of threads at a time however at a very fast speed. I hope I helped resolve the confusion.
I was impressed and then when he explained the part with moving vertices to make waving water and blocks, I got less surprised as I thought, "Hey, I've seen this before. I use these all the time in another free game to have waving water and leaves." And we just got native dynamic shadows too. 3:15 Also this looks like the game I just mentioned, Minetest Game(to differentiate from Minetest Engine) with maybe medium dynamic shadows enabled. I play this already. 😂
WRONG, They are, you just didn't understand the video. These are shaders. Yes they May not have realistic shadows or rtx-like features, but they are still shaders. You can change the way the game renders and how the lighting works. To simplify it, it is like a low end optifine shader. Edit: found out that there is a rtx-like shader using this option, wich proves my point, these are shaders.
Talking about using just shaders with Raytracing, without the textures. Like using the nvidia-pbr-example-texturesets-pixelart just so that can enable the raytracing setting, and replace all the textures with vanilla textues, and see what Raytracing does with just shader modified stuff. Probably shaders would need to be custom modified so that raytracing would work with it without texture pack. Or raytracing works only with raytracing compatible textures.
This is actually how a lot of fancy effects were done in the earlier days of GPU and shader programming. Pretend you're rendering a 3d scene, but actually the pixels don't represent color but some other kind of data, like a fluid simulation or pieces of a cloth in a cloth simulation. Then, when you go to render the scene for real, you can read information from this texture in the same way you read colors from the pixels of a texture pack. Nowadays the GPU can do away with all this pretense, and run general computations unrelated to rendering, with something called a "compute shader". However, in cases like this where you don't have easy access to compute (Minecraft's version of OpenGL is too old to support them), you can go back to the old -school method! The real definition of a shader (oversimplified) is "a program that runs on the GPU, converting a bunch of input data to a bunch of output data". For example, the corners of every block gets run through a "vertex shader" which converts those corners from their world position into coordinates on your 2d screen. This shader is where you animate or bend the vertices. Next, another shader runs for each visible pixel on each block, converting it into a color. This is where you do effects like lighting, shadows, texture packs, etc. That last really cool texture pack you showed is using a technique called "displacement mapping" or "parallax mapping", which gives flat surfaces a fake sense of depth. Finally, some more shaders are run directly on the screen's pixels to add overlays, antialiasing, chromatic aberration, bloom, and all that fun stuff. This is "post-processing".
I still remember 10 years ago , edge craft ,literally changed the texture of 15 different blocks for just one but with different degrees of shadow.Nothing revolutionary, but it is interesting how to solve problems with non-commercial solutions.
I just finished my computer science degree and I did my dissertation in graphics and I wrote s game engine with realtime screensaver subsurface scattering that Pixar introduced a few years back... I wanna apply those techniques to a resource pack and uh... Um... Make a shader pack in resource packs
wow, I never would've thought 1.17 was such a big deal honestly, seeing this though I can't believe how under the radar this was, as a texture pack enthusiast I am honestly in shock
I was hesitant about doing path tracing in OpenGL batchelor thesis in the next grade and then going for computer graphics masters degree, but if it means I will be able to make shaders for Minecraft, I'M IN. I'm learning OpenGL now so thanks for this video, I'll include messing with Minecraft shaders in my free time 😅
I love when people lie Resource packs are mods utilizing the mojang provided modding API Where as "mods" as most people know them utilize the forge or fabric API's respectively so by installing a resource pack that provides shaders, you are indeed installing a mod.
Some guys found a way to get shadows without path tracing using the core shaders system. Since you can't render the world a second time for the shadow map it just renders the shadow map every second frame and then projects the shadows on the first frame, which basically halves your framerate.
omg
Do you have a link to that? 👀 That sounds awesome.
@@Legitimoose unfortunately I don't. I heard of this on the Shaderlabs discord server, try searching there.
i want a link too👀
hmm 800/2 400 and my monitor is 144hz sooooooooooo can i have the link
@@Legitimoose Feel like we in the 90s and someone is saying, hey I can build a computer for you.
Guy says "What?"
4:00 Oh my god you can actually see the Squid's animation in that, that's funny and also incredibly cool
flat squid
hi
Not only did they add vanilla shaders, they actually completely rewrote the rendering engine to update from OpenGL 2.1 to OpenGL 3.3, updated to Java 16 (they had been using the outdated 1.8 for years), and they also made it to where the world height limit can be changed using a datapack.
1.17 is a very under-the-hood heavy update, to say the least.
@@killerbryne 3.3 is still a 12 year old version of OpenGL, and driver updates can bring newer versions of it to older cards
I had no Idea any of this was possible until today, mind is officially blown
isnt the 1.17 update the update that took some time to get an optifine release?
@@PaperTree No, that was 1.15 which also had a pretty significant engine change that the optifine dev promptly reverted them in optifine
No reason why they couldn't go with a newer OpenGL like 4.0+, but the only major addition is tesselation support, and in a voxel engine there isn't a lot of use for that.
i love how one of the instruction points for installing that shader pack is "Do as best as you can to ignore the warnings"
Nowadays cellphone and PC os has so many warnings to stop boomers from downloading trojans lmao
@@TM450FI And unfortunately it seems to not be enough
hi
@@TM450FI and it's crazy because anything else and they'd be asking for help talkin bout "I don't know how to work this thing" and then proceed to install ALL the viruses with a vengeance
As a programmer, you get my respect for explaining what shaders are
eae
It is definitely a difficult thing to explain at a stage like this and I wouldn't have been able to explain it properly if I was given the same resources. Man's got not only programming knowledge, but can teach well enough too
@@tomsterbg8130 WHAT THE FUCK HOW DID I JUST FIND YOU
@@ZweiForgot I'm an active commenter, no surprise we both watch the nerdy parts about Minecraft
okk
The block bugs in the pathtracing resource pack remind me of how a rendering technique called raymarching can seem to change the actual geometry of models. Really cool, actually!
res = smin(object1, object2, 1.0);
Yeee smooth minimum is one love in raymarching!
@@vladyslavkryvoruchko smin separates the boys from the men
Yay he remembers his password for yt
Pog
Creative
the thing is..... shaders have been in bedrock without mod for a long time
oh god is this one of those youtubers with 40k subs that uploads every other blue moon
I forgot mine so I had to create a new account :(
A CPU gets its speed through instruction level parallelism. Since that parallelism isn't explicit, a TON of hardware is dedicated to tracking and executing instructions to run in parallel and out of order and then putting them back into order again. The result is one or two threads (per core) that run pretty fast. On the other hand, a GPU gets its speed from massive thread-level parallelism. Instead of a few massive beefy CPU cores, there are *thousands* of really simple ones. One pixel isn't computed super fast, but the GPU can compute thousands of pixels in parallel.
yeah say all that without explaining any of it leaving us completely confused
@@joechristo2 CPU cores are fast, GPU cores are slow, but GPUs have thousands of cores, while CPUs only have 4-8 cores.
@@joechristo2 cpu core = few but fast monke
gpu cores = horde of gorillas
@@hi_its_jerry that..... that damn works......
@@joechristo2 CPU = 5 college students, GPU = 1000 elementary school children
7:29 manliest scream
During the 1.17 snapshot cycle I really got hyped because og the OpenGL, I thought it was the first step to shaders and new amazing light features to come in vanilla. But I found few resourse pack or people talking about what this can mean for the future.
Mojang should allocate way more resources into customization and modding of the game, especially documentation, and developer tools. It is in my opinion the single thing that keeps the Minecraft community alive all these years later.
Honestly, all these useless mobs and blocks they have been adding lately, aren't interesting enough on their own to keep players coming. Amateur modders have put Mojang to shame for years. Even with all the resources Mojang has, modders still make more interesting content, and faster as well.
The extension of Y axis was absolutely the main selling point in 1.17. Now that we have to wait, they could make the shaders more accessible, perhaps by actually writing documentation for it... Same goes for datapacks, and commands, which are a topic for themselves. The commands in Minecraft are probably the most chaotic implementation I have seen that wasn't added by a third party developer.
Creating official tools, such as skin and resource pack editors, data pack creators, adding back the world customization that they got rid off, would take the game way further than adding a fucking goat. Now I understand all of these things are possible to do, and if someone wants to understand how to do it, they can. However I'm looking at this from a "Company that wants their game to do well" perspective. You always want to have as big of a reach as possible without compromising your products use and value.
Making these tools isn't a problem for Mojang at all, they have all the money and tools they need. If people can do it for free because of the passion for the game, Mojang can do it for the long term investment, that will without a doubt yield in years to come. Why they don't is truly fascinating to me.
Its literaly coded in java, how much easier do you want modding to be?
Its literaly so easy you could learn it in a day.
@@ToxicMothBoi he wants it mcreator level
I really hope they add more resources for datapacks, I see them as a much simpler future of modding without clients
@@twiddlerat9920 but they are also way more limited
@@ToxicMothBoi Wheres the modding api lol
A minute into the video until I realized that this video is 3 years old. Thanks algorithm, you really got me this time
I didnt realize until about 6 and a half minutes
Such amazing content man, keep up the great work!
Thanks a ton! I'll do what I can! ;^)
@legitmoose you said the 2d MC shader where is this?
The thumbnail alone makes me bring up the fact that window reflections with a reflection of the player are needed. I’ve wanted this for a very long time.
I knew this was a thing but i always thought it was extremely limited because i didn't see too much use out of it, awesome video!
As someone who was trying to get into a career for graphic engineering while I was still studying in Uni, even I wasn't aware you could do this in 1.17 lmao
nice! I'm gonna make some absolute wild stencil buffer stuff c:
So how did it go? I think I can guess...
@@LiamNajor At the time I written that comment I wasn't diagnosed with ADHD B)
You can guess how that went aha. Didn't even open up an example project.
finally, a video that talks about shaders in minecraft instead of 100 video tutorials on downloading shaders for optifine. much gratitude
Suggestion: Making custom advancements and recipes for datapacks! I discovered how to make them, so I would love to see them explained in one of your videos!
YOU CAN DO CUSTOM ADVANCEMENTS?!??!?!?!??! BROOOOOOOOOOOOO WHGAT
@@inkkles Yeah, you can do custom biomes with custom structures, loots of other things! Datapacks are the nearest thing to mods
@@inkkles Yeah, but the main thing it's used for is custom crafting from a crafting table.
See you in a month when this has like 5 million views
Gotta mark the walls for the next people to complain about too
Crazy this isn't viral yet!!
@@seanthomas5182 still at 21k views
This didn't age well lmao
I got this video recommended randomly so it might get viral soon
Finally! I've been waiting for someone to talk about vanilla shaders. I've been wondering how to use it but I can't find anyone who talks about it.
I'm glad I finally found a video with as much enthusiasm for this change as I had when I first saw it!
It has occurred to me that the texture swapping probably allows for animated mob textures, which could of course also be synchronized with other shaders stuffs- ie, hypothetically you miiiiiiiight find a way to make the eyes of the drowned glow, but have a blinking texture that geys applied every now and then, and have the glow effect turned off for this time.
That being said, even though I'm pretty sure it's possible (now), I have no idea how to actually code it.
most underrated youtuber ever
I agree
I agree
Imagine if we could use this to make effects like heat wave distortion for deserts and the nether!!
heat distortion would actually be pretty straightforward on its own (scrolling noise textures, spooky stuff I know), but it would really depend on if biome information is passed to shaders or not. If it's possible to access that data in a shader it would be super easy to add some cool heat distortion/mirage effects.
My shaders actually do this and its really cool!
@~ MVDESTINY ~ is there an link that would be so cool
@@mvdestiny4882 you play gacha life so thats cap
@@noktu man I haven't played that one in years. good times tho. I mean I didn't know it was impossible to play both gacha club and minecraft on the same device, but if you think so then you do you boo-boo
Friendship ended with optifine 😎
Jk optifine pls give me my frames back
Plus IRIS💕
@@webots125 is sodium better then optifine?
@@webots125 ok
@@iamb0 they're better in different ways its mostly what you prefer
@@webots125 I would but my optifine cape is holding me hostage
Ain't no way you're using the drawn to life soundtrack in this video that's awesome
2:28 ah yes...the software where we delete the cube and paste it back just because why not
To be perfectly honest, i don't know where the default cube has been, the new ones also smells so good
I was thinking that it's Phoenix SC video. :o
You're alive!
This looks absolutely amazing. I'm trying to learn how to code shaders currently (having some trouble wrapping my head around the whole rendering procedure), and hopefully I can make something fun for a minecraft resourcepack. Thank you for sharing this, and not being one of *those people* who feel their audiences are too dumb to understand technical terms.
you probably won't come around the projection matrices. Better try to understand the whole pipeline, but its worth it.
4:17 This reminds me exactly of the 4D dimensions videos I watched
Video about "4D Miner"?
Great video !! The drawn to life music in the background is a great too
0:27 dont let this distract you from the fact that 1.15 only added bees (and the beehives/honey, whatever)
Still had better pupose than 1.6 though since it's supposed to be a bug squashing and clean up update, people asked for it now they whine about it.
I really wish these caught on. They're so cool but there's basically nothing new made using this feature since then.
Good thing the ones from this video still work though - I use the rainbow block select all the time and honestly it should replace the vanilla one which is almost invisible
there _is_ actually a ton of cool stuff made with this feature since this video, but it's still _rather_ obscure lol
someone made _working realtime_ optifine style shaders:
github.com/bradleyq/mc_vanilla_shaders/tree/dev
and this person just repeatedly goes sicko mode:
twitter.com/spheya_
maybe i'll gather enough stuff for a part 2 someday
thanks for the recommendations!
i know i’m a year late, but that sounds So Exciting! i also know that “another year later” is a very optimistic estimate of when i’ll get to playing with all of that, but when i do, things are gonna get Wonky!!
wdym 2 years ago i had no idea
All the minecraft aside, the drawn to life music in the background was a vibe.
one of my favorite game OSTs, and no one ever uses it in videos! it's always cursed when you're watching a video and suddenly "wait, this is the mark rober music-"
@@Legitimoose Yeah. The music in the game was a bop to listen to. I mostly loved the opera scene where she looses her voice and the end credits. I really wish they'd putbthe8r music out to buy on iTunes to vibe to it.
4:11 - looks like 4D Minecraft
Literally the only video on UA-cam covering this
Hi! I am a Russian person, I watch your videos, they often help me! The video about writing data packs helped a lot! You are so cool! You deserve more followers!
drawn to life music! oh the nostalgia, love that game so much.
3 years later mojang won’t add more than 3 blocks per update
It's kinda sad Minecraft updates when the game was smaller with a smaller team were bigger, more frequent and less buggy...
Without mathheads, modern technology, let alone gaming, wouldn't exist. I appreciate them so much for it
This kinda thing must be a paradise who have fun playing with numbers
3:42, OMG THTS A HUNGARY NAME??????????
igen én is azt néztem, Bálint. Crazy mit csinál amugy
@@Gerg0Vagyok persze hogy magyar csinálja
6:28 in the words of Fundy: "change a number, change some more numbers, compile that boi"
Thatcheifguy? Is that you?
This is actually fantastic to know, thank you for giving attention to this, gotta push this to other people's recommended
Sure, 1.6 was a small update. But 1.6 was one of 3 major updates released in 2013. Every version between 1.4.7 and 1.7.4, that is 15 major or minor updates, was released in that same year. Then, there was the April Fools 2.0 update, which included a lot more stuff than you might see in a modern april fools release, 57 snapshots, and 12 prerelease versions. Even at this time, with a team several times smaller than now, the update schedule was much, much faster.
Even though 1.6 was small it’s still one of my favourites (besides 1.5 because i love redstone) just because horses were so cool.
lol bs straight of the ass
Those 15 updates are not "major" updates at all bruh (adding 2 blocks ain't major my dude), the only reason they're faster is because they're like 5x smaller in actual content.
Also; 2020 April fools added a billion dimensions demonstrating a command implemented in 1.16, 2023's April Fools put MC 2 to shame
everyone from 3 months ago said this was gonna go viral in a month but i think youtube is just gonna put this in everyone's recomendations 20 years froom now
i haven't found the right title/thumbnail combo for this baby yet. at this rate, 20 years sounds about right ;^)
Please cover the new replacement for /replaceitem and the new loot table that you can do with it.
5:53 - Oh my God, even Switzerland is there
Schwiizerdütsch is truely not an easy language
2:49 AMAZING
yay! I managed to make a shader that makes moody lighting actually impossible to see in when you're in a dark area :D
Bedrock edition shaders:
All I can do is darker shadows
Actually before the implementation of the new rendering engine for bedrock edition (Render dragon) it was possible to do most of the thing he showed on the video. It still works on the windows 10 edition if you're running a x86 copy of the game
@@bakajanai.
Yet no dynamic shadows though, yes it was possible but no one made a dynamic shadow shader like this one.
Yes there is rtx but only for windows 10 edition
I must say, I'm very impressed you used Drawn to Life songs for this video, probably the first time I see it on yt
This man needs much more attention!
Bro the draw to life music in the background brought back so many memories 😭
1.17+ really screwed my Minecraft experiece, all because of this change, which made the game use Java 16 and OpenGL 3.3, and my Intel Graphics only supports up to 3.2 (on windows)
Thankfully, I found a work-around, which was installing Linux, and since Linux is open source, there are open source Mesa drivers which support OpenGL 3.3 and up.
(still a headache tho)
I remember years ago, back then when my computer was barely able to run shaders, I tried looking up shaders texture packs, and back in the day, they were kinda garbage lmao.
So it's cool to see this.
Well, here we go boys. The man's 'bout to go viral, get 100k subs and deserve the exposure he deserves.
I AM HERE TO ENGRAVE MY PRESENCE ON THIS VIDEO BEFORE IT BLOWS UP. SO hi.
yep thats gonna happen
almost there 😂
Title answer : there is a beautiful piece of software called DXR : it allows your computer to take advantage of your GPU's RT cores to ray trace in real time. Minecraft bedrock on windows uses it natively, that's why it beats the shit out of MC java in rendering quality and performance
why was this on my recommanded in 2024?
the youtube algorithm does as it pleases
I taught myself GLSL to rewrite a games shaders because it bugged me that they hadnt fixed then yet. It is surprisingly straightforward and easy to learn with help from ChatGPT
Hey legitimoose! Can you do a tutorial on /function please, i am trying to learn every command but i cant find a command channel like yours :
/function is for datapacks, it triggers the .mcfunction files that you choose
I just want to say that I caught the Kirby Air Ride music in the background. Celestial Valley. Fun game with an amazing soundtrack. I haven't played it in ages, and yet I remember the music instantly.
7:29
The best part
@@oliverkodys7723 yes
people keep trying to come up with super vibrant or realistic shaders but not many actually come up with a shader that makes minecraft look like an entirely new game
1.17 is one of the best update no one understands
the drawn to life ost used in this video was so nostalgic
yes, with optifine
@@HoradelJuegoV2 I’m just gonna say this Minecraft uses OpenGL and they implemented glsl into resource packs so .vert and .frag is for pixels and .vert is looks
4:55 you got this wrong. Graphics card isn't faster than CPU but quite the opposite. Graphics cards are very slow but can perform millions of operations at a time whereas CPU usually can run a couple of threads at a time however at a very fast speed. I hope I helped resolve the confusion.
Ahem.. Pocket Edition
Bugrock edition you mean? :)
Also they broke shaders and still didn't fix them as I know
I was impressed and then when he explained the part with moving vertices to make waving water and blocks, I got less surprised as I thought, "Hey, I've seen this before. I use these all the time in another free game to have waving water and leaves." And we just got native dynamic shadows too.
3:15 Also this looks like the game I just mentioned, Minetest Game(to differentiate from Minetest Engine) with maybe medium dynamic shadows enabled. I play this already. 😂
Just so you don't waste your time, to answer the title question. No
This was going to be my last video before going to sleep, thanks dude. I shall sleep now
the answer was yes btw
WRONG, They are, you just didn't understand the video.
These are shaders. Yes they May not have realistic shadows or rtx-like features, but they are still shaders. You can change the way the game renders and how the lighting works.
To simplify it, it is like a low end optifine shader.
Edit: found out that there is a rtx-like shader using this option, wich proves my point, these are shaders.
I love the new blender monkey block
0:57 that completely...
It reminds me of him...
Rest in peace Techno
Lowkey I think the newer Lapis looks good. It tiles better with other blocks.
Talking about using just shaders with Raytracing, without the textures. Like using the nvidia-pbr-example-texturesets-pixelart just so that can enable the raytracing setting, and replace all the textures with vanilla textues, and see what Raytracing does with just shader modified stuff. Probably shaders would need to be custom modified so that raytracing would work with it without texture pack. Or raytracing works only with raytracing compatible textures.
5:04 oof…gave me calculus 3 ptsd flashbacks with that one
Matrices are easy
This is the first videos of yours I watched. If your others videos are even a little similar I can easily say I love your content.
Subscribed
Thanks! Definitely more videos in a similar style to come, I'm real proud of this one :D
Respect for the drawn to life music in the background
When I played pocket edition, the only way to get shaders was with resource packs. That was YEARS ago. So this has actually been around for a while.
The glitches when a squid was on screen are actually a block squid. look closely and you see all the tentacles and body as blocks
This is actually how a lot of fancy effects were done in the earlier days of GPU and shader programming. Pretend you're rendering a 3d scene, but actually the pixels don't represent color but some other kind of data, like a fluid simulation or pieces of a cloth in a cloth simulation. Then, when you go to render the scene for real, you can read information from this texture in the same way you read colors from the pixels of a texture pack.
Nowadays the GPU can do away with all this pretense, and run general computations unrelated to rendering, with something called a "compute shader". However, in cases like this where you don't have easy access to compute (Minecraft's version of OpenGL is too old to support them), you can go back to the old -school method!
The real definition of a shader (oversimplified) is "a program that runs on the GPU, converting a bunch of input data to a bunch of output data". For example, the corners of every block gets run through a "vertex shader" which converts those corners from their world position into coordinates on your 2d screen. This shader is where you animate or bend the vertices. Next, another shader runs for each visible pixel on each block, converting it into a color. This is where you do effects like lighting, shadows, texture packs, etc. That last really cool texture pack you showed is using a technique called "displacement mapping" or "parallax mapping", which gives flat surfaces a fake sense of depth. Finally, some more shaders are run directly on the screen's pixels to add overlays, antialiasing, chromatic aberration, bloom, and all that fun stuff. This is "post-processing".
Lets go 3 years later but still nice video bro
Love the use of Drawn To Life music
I still remember 10 years ago , edge craft ,literally changed the texture of 15 different blocks for just one but with different degrees of shadow.Nothing revolutionary, but it is interesting how to solve problems with non-commercial solutions.
YEAH I love EdgeCraft, for my "fixing parkour" video I actually ported it to 1.18 so I could have a cool demo map
BRO WHATT?!?! How has this not been INSANELY capitalized on!?!? How have I only just now seen this wtf!?!?
IKR?? the community is SLEEPIN on this!
I just finished my computer science degree and I did my dissertation in graphics and I wrote s game engine with realtime screensaver subsurface scattering that Pixar introduced a few years back... I wanna apply those techniques to a resource pack and uh... Um... Make a shader pack in resource packs
"Split into 2 parts." The wild update is basically caves and cliffs part 3, and yet they still didn't add half the stuff they said.
half is a massive exaggeration
wow, I never would've thought 1.17 was such a big deal honestly, seeing this though I can't believe how under the radar this was, as a texture pack enthusiast I am honestly in shock
This is one of the few channels I've subscribed to after watching only one video.
I was hesitant about doing path tracing in OpenGL batchelor thesis in the next grade and then going for computer graphics masters degree, but if it means I will be able to make shaders for Minecraft, I'M IN.
I'm learning OpenGL now so thanks for this video, I'll include messing with Minecraft shaders in my free time 😅
Have fun buddy, what's your github? Id like to take a look at what you do :D
"make EVERYTHING wave" giving minecraft LSD
2:29 My blender brainrot brain actually just got my body to start dieting uncontrollably like I have permanent muscle damage but it was worth it
The glitches in that one resource pack were like an incredible creepypasta
Oh God, someone finally acknowledged that Minecraft has shaders in resource packs. It's been years...
I love when people lie
Resource packs are mods utilizing the mojang provided modding API
Where as "mods" as most people know them utilize the forge or fabric API's respectively
so by installing a resource pack that provides shaders, you are indeed installing a mod.
1:19 OH MY GOD I IMMEDIATELY RECOGNIZED THIS MUSIC! Drawn to life the next chapter!!
Wait... is that Drawn to Life and Kirby Air Ride music in a single video in 2021? You sir take my like.
drawn to life ost slaps forever
BÁÁÁÁLIIINT, HUNGARY MENTIONED!!!!!