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Stracciatella

A very lightweight vanilla style shader with colored lights. Focuses on adding some nice features that go hand in hand with vanilla. It is highly configurable and lets you craft your own personal vanilla experience.

Feature Highlights

Colored Lighting

Stracciatella adds multi-lightsource colored lighting to Minecraft with excellent performance. Light emitting blocks glow bright and tint and shade the environment.

Beautiful Distance Fog

The Overworld and the Nether have highly optimized volumetric-like fog effects that look especially beautiful with Distant Horizons, such as dynamic fog based on height aswell as patches of dense fog that sweep the landscape.

Many Bells and Whistles

Stracciatella is packed with many subtle but important visual improvements and quality of life features that improve Minecraft's look, such as rain refraction, puddles, shooting stars and much, much more!

Configurable

Make it yours! Stracciatella puts you in the driver's seat. All of Stracciatellas effects are highly customisable, so you can dial in the look exactly as you like it.

Full Feature List

Fog and Sky

  • Fog - OFF, Border, Auto, Advanced
     Border:
     Simple, comparable to vanilla
     Auto:
     Enables "Advanced" fog when Distant Horizons is present
     Advanced:
     Border fog aswell as configurable exponential distance and height based fog
  • Advanced Fog
    • Global Fog Density
       Constant fog density applied to exponential fog
       Overworld, Nether and End densities are relative to this value
    • Overworld Fog Density
       Density of constant Overworld fog
       Relative to "Global Density"
    • Overworld Noise Fog
    • Overworld
      • Height Scale Multiplier
         Multiplier applied to the scale factor used to calculate height fog
         Higher values correspond to a harsher density falloff
      • Height Density Multiplier
         Multiplier applied to the density calculated from world height
      • Dynamic Density Start Height
         Fog density starts to increase with player height after the selected world height
         Set to the default value, this acts as a correctional factor to keep the fog density (visually) constant
      • Dynamic Density Multiplier
         Controls how much player height influences fog density
      • Anisotropic Sunset Fog
         Fog density at sunset and sunrise increases more in direction of the sun
      • Sunset Fog Anisotropy
         Amount of Anisotropy
      • Sunset Fog Multiplier
         Controls how much the fog changes during sunset and sunrise
      • Wind Speed
      • Noise Fog Scale
      • Noise Fog Fade
      • Noise Fog Density Multiplier
    • Nether Fog Density
       Density of constant Nether fog
       Relative to "Global Density"
    • Nether Noise Fog
    • Nether
      • Wind Speed
      • Noise Fog Scale
      • Noise Fog Fade
      • Near Fog Density Multiplier
    • End Fog Density
       Density of constant End fog
       Relative to "Global Density"
  • Fog Start
     Sets where the fog starts appearing
     Relative to render distance
  • Fog End
     Sets where the fog reaches its maximum
     Relative to render distance
  • Cave Fog and Sky
    • Cave Fog
       Fog changes to a different color when you are underground
    • Cave Sky
       Sky changes to a different color when you are underground
    • Cave Sky Height Threshold
       Controls which world height is necessary for the sky color to change
    • Cave Fog (RGB Color Picker)
       Color of fog inside of caves
  • Sun and Moon
    • Change Sun and Moon Size
    • Sun and Moon Size
       Changes the size of sun and moon
    • Sun Angle
       Tilts the rotation axis of sun and moon
       Vanilla is 0
    • Hide under Horizon
       Sun and moon start disappearing under the horizon
    • Transition Height
       Lower: sun and moon appear lower
       Higher: sun and moon appear higher
    • Transition
       Lower: Longer transition
       Higher: Shorter transition
  • Stars
    • Vanilla Star Brightness
    • Custom Stars
    • Size
    • Density
    • Coverage
    • Glow Radius
    • Glow Amount
    • Shooting Stars
       Only works with "Custom Stars" enabled
    • Direction
    • Density
    • Speed
    • Trail Length
    • Trail Thickness
  • Custom Sky Color
  • Sky Color Configuration
    • Custom Sunset
    • Sky Sunset (RGB Color Picker)
    • Sky Day (RGB Color Picker)
    • Sky Day Rain (RGB Color Picker)
    • Night Sky Brightness
    • Sky Night (RGB Color Picker)
    • Sky Night Rain (RGB Color Picker)
  • Custom Fog Color
  • Fog Color Configuration
    • Fog Day (RGB Color Picker)
    • Fog Day Rain (RGB Color Picker)
    • Night Fog Brightness
    • Fog Night (RGB Color Picker)
    • Fog Night Rain (RGB Color Picker)
  • End Sky
    • End Sky Upper (RGB Color Picker)
    • End Sky Lower (RGB Color Picker)

Lighting

  • Lightmap - Simple, Default
     Default:
     All Features
     Simple:
     Reduced features (only "Adaptive Blocklight Reduction" and "Minimum Light")
  • Lightmap Settings
    • Skylight AO
       Specifies the amount of ambient occlusion on skylight
    • Blocklight AO
       Specifies the amount of ambient occlusion on blocklight
    • Skylight Gamma
       Higher = Darker
       Lower = Brighter
    • Blocklight Gamma
       Higher = Darker
       Lower = Brighter
    • Minimum Light
       Restricts blocklight to never go below this value
       Prevents caves from being pitch black (unless you set it to zero that is)
  • Lightmap Colors
    • Adaptive Blocklight Reduction
       Reduces blocklight when the sky is bright to avoid clipping
       If the blocklight is too bright during daytime, increase this slider
    • Nether Ambient Brightness
    • End Ambient Light
      • End Ambient Brightness
      • End Ambient Saturation
    • Skylight Day (RGB Color Picker)
    • Skylight Night (RGB Color Picker)
    • Blocklight (RGB Color Picker)
       Select blocklight color (torches, glowstone, etc.)
       If "Complex Blocklight" is enabled, this color will NOT be used
    • Complex Blocklight
       Allows you to select two colors for blocklight
       One for dark parts, one for bright parts
    • Blend Curve
       Higher: Emphasize "Bright" color
       Lower: Emphasize "Dark" color
       50 = linear transition
    • Complex Blocklight Dark (RGB Color Picker)
    • Complex Blocklight Bright (RGB Color Picker)
  • Colored Lights
     Enabled colored lighting on blocks
  • Colored Light Settings
    • Vibrance
    • Accumulation Rejection - Low, Default, High
       Sets how temporal history information is discarded
       Higher corresponds to history being discarded more easily
    • Acc. Blend Factor
       Sets how temporal history information is merged with new information
       A lower value places less emphasis on history and will cause colors to update faster at the cost of more flicker
    • Flicker Reduction
       Increase this slider if you experience frequent spots of color blinking into existence
       Higher values will decrease the speed at which new color spreads and appears
    • Acc. Regeneration Speed
       Sets how fast empty regions (with no color information) are filled up
       A high value will cause colors to appear faster initially, but may introduce flicker in disoccluded regions
    • Sample LOD Bias
       Controls the detail level at which colors are sampled
       A higher value will make colors smoother but may cause small lights to be skipped
       A lower value will sample at higher detail but will decrease smoothness and introduce flicker
       The shader does its best to calculate the appropriate LOD itself
  • Directional Lightmaps
  • Directional Lightmap Strength
  • Normals - Generated, Texture
  • Normals Resolution Multiplier
     Auto-Generated Normals may have a different resolution than your resource pack
     This slider allows you to select a higher resolution for the normals
     No performance impact
  • HDR Emissives
  • HDR Emissive Brightness

Weather

  • Rain Detection - Temperature, Color
     How the shader detects if rain is present
     "Color" is generally the better option
     Select "Temperature" if:
     Rain does not receive rain effects
     Things that are not rain receive rain effects
  • Rain Opacity
  • Rain Refraction - OFF, Fast, Fancy
  • Rain Refraction Strength
  • Angled Downfall
  • Angled Downfall Amount
  • Angled Downfall Rotation Speed
  • Rain Puddles
  • Rain Puddle Color
    • Rain Puddle (RGB Color Picker)
  • Rain Puddle Coverage
  • Rain Puddle Size
  • Rain Puddle Opacity
  • Rain Puddle Parallax
  • Parallax Refraction
  • Parallax Depth

Waving Blocks

  • Waving Blocks
  • Waving Blocks Amount
  • Waving Blocks Speed
  • Waving Leaves
  • Waving Lilypads
     Controlled by "Waving Liquids Amount" and "Waving Liquids Speed"
  • Waving Lanterns
  • Waving Fire
  • Waving Liquids
     Water and Lava
  • Waving Liquids Amount
  • Waving Liquids Speed

Camera and Color

  • FXAA
     Enables Anti-Aliasing
     Improves quality of edges
  • High Quality Upscaling
     Switches to bicubic sampling
     Internally enables FXAA
     Can be useful with lower render quality settings
  • Contrast
  • Vibrance
  • Saturation
  • Brightness
  • Vignette - OFF, Round, Square
     Darkens screen borders
  • Vignette Strength
  • LUT
     Applies a custom color LUT to the image
     Only works for Optifine G8 and higher!
     How to add your luts:
     Extract the .zip
     Go to: shaders/lut
     Put your LUT in this folder and name it "lut[number].png"
     You can then select the file using the slider
     Up to 6 luts can be loaded this way
  • Selected LUT
     Default LUTs shipped with the shader are:
     lut0.png: Neutral
     lut1.png: Skyfall
     lut2.png: A Summer Night's Adventure
     lut3.png: Chrome
     lut4.png: Admiral's Anime LUT
     lut5.png: Green->Red Color swap (Infrared)
  • Use LOG Color
  • LUT Cell Size
     Amount of cells on one side
     Count the squares on the lut image along one side to figure this out

Water

  • Underwater Fog Density
  • Depth Influence
     Higher: Depth will have a strong influence on fog density
     Lower: Depth will have a weak influence on fog density
     Zero: Depth will have no influence on fog density
  • Fog Brightness Influence
     Higher: Underwater fog will be darker at night
  • Fog Brightness Influence
     Higher: Underwater fog will get darker faster when you dive deeper

Utilities and Effects

  • Blinking Ores
  • Blinking Ores Settings
    • Blink Brightness
    • Diamond
    • Ancient Debris
    • Iron
    • Gold
    • Copper
    • Redstone
    • Lapis Lazuli
    • Emerald
    • Coal
    • Nether Quartz
    • Nether Gold
  • Damage Effect
  • Damage Effect Redness
  • Damage Effect Displacement
  • Damage Effect Cell Size

Other

  • Distant Horizons
    • Fade Terrain
       Smoothly fades out Minecraft terrain, reducing the transition between Distant Horizons' terrain and Minecraft's terrain
    • Discard DH Terrain
    • Terrain Discard Tolerance
    • Chunk Discard DH Transparents
    • Transparents Discard Tolerance
  • Dithering - None, Smart, Full
     Removes Banding
     Smart: Enables dithering in select programs
     Full: Enables dithering in all programs
  • Time Mode - Realtime, Worldtime, Framecount
     Sets which method the shader uses to determine the time
     Time is used for driving animations, for example waving leaves and water
     Realtime:
     Uses the actual time
     Worldtime:
     Uses the ingame time
     This can be useful for animation tools like replaymod
     Framecount:
     Uses the frame count based on a fixed framerate
     This can be useful for animation tools like replaymod
  • Time Mode Framerate
     Framerate used for calculating the time when "Time Mode: Framecount" is selected
  • Solid Block Outline
  • Line Thickness
     Applies to all lines, for example block outline and hit boxes
     Only works from versions 1.17 and onwards
     Doesn't work on Iris
  • Block Outline Style - Black, White, Rainbow, Custom Color
  • Custom Color Configuration
    • Block Outline (RGB Color Picker)
  • Aggressive Optimization - OFF, On, Unsafe
     Activates Optimizations that can break some visuals or might break in future versions of Minecraft

Agreement

You are allowed to

  • Use my shaderpack in your videos / screenshots

You are not allowed to

  • Redistribute my shaderpack: If you want to provide a download link you must link to my Modrinth / Curseforge page
  • Use monetized URL shorteners linking to downloads of my shaderpack
  • Publish edits of my shaderpack without my permission

External resources


Project members

DrDesten

Member


Technical information

License
ARR
Project ID