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How to make PBR Materials working with OptiFine
This is for everyone. Modder that used PBR materials and Normal map for glTF models, should inform their users to watch this tutorial.
https://optifine.net/downloads
Double click downloaded OptiFine .jar file to extract OptiFine Mod into mods
folder.
For Fabric users, please also download and install OptiFabric.
https://www.curseforge.com/minecraft/mc-mods/optifabric
Run Minecraft and close it to make shaderpacks
folder exist in your Game Dir.
Choose one of the shaderpack list below, and put downloaded shaderpack into shaderpacks
folder.
https://bitslablab.com/bslshaders/
Most BSL based shaderpack will work properly with MCglTF.
https://bitslablab.com/bslshaders/#extras
In this section, you need to use the Zip Archiver you familiar to fix entity.properties
.
entity.properties
is located at shaders
of shaderpack zip file.
Extract entity.properties
for editing as describe below with the desired text editor you prefered, and then put it back into the shaderpack zip file once finish.
Find this line
entity.10100=minecraft:item_frame minecraft:painting minecraft:glow_item_frame
Remove minecraft:item_frame
and minecraft:glow_item_frame
entity.10100=minecraft:painting
What this patch done is preventing normal mapped model in the Item Frame have weird lighting result after Minecraft version 1.12.2.
This issue had been fix since BSL v8.2. You don't need to apply this patch anymore.
In this section, you need to use the Zip Archiver you familiar to fix materialGbuffers.glsl
.
materialGbuffers.glsl
is located at shaders/lib/surface/
of shaderpack zip file.
Extract materialGbuffers.glsl
for editing as describe below with the desired text editor you prefered, and then put it back into the shaderpack zip file once finish.
Replace this line
vec4 specularMap = texture2DGradARB(specular, newCoord, dcdx, dcdy);
With these line
#ifdef PARALLAX
vec4 specularMap = texture2DGradARB(specular, newCoord, dcdx, dcdy);
#else
vec4 specularMap = texture2D(specular, texCoord);
#endif
Replace this line
normalMap = texture2DGradARB(normals, newCoord, dcdx, dcdy).xyz * 2.0 - 1.0;
With these line
#ifdef PARALLAX
normalMap = texture2DGradARB(normals, newCoord, dcdx, dcdy).xyz * 2.0 - 1.0;
#else
normalMap = texture2D(normals, texCoord).xyz * 2.0 - 1.0;
#endif
Replace these line
ao = texture2DGradARB(normals, newCoord, dcdx, dcdy).z;
normalMap = vec3(texture2DGradARB(normals, newCoord, dcdx, dcdy).xy, 0.0) * 2.0 - 1.0;
With these line
#ifdef PARALLAX
ao = texture2DGradARB(normals, newCoord, dcdx, dcdy).z;
normalMap = vec3(texture2DGradARB(normals, newCoord, dcdx, dcdy).xy, 0.0) * 2.0 - 1.0;
#else
ao = texture2D(normals, texCoord).z;
normalMap = vec3(texture2D(normals, texCoord).xy, 0.0) * 2.0 - 1.0;
#endif
What this patch done is preventing Normal Map and Specular Map got shifted and stretched even when Parallax Occlusion Mapping
is turn off.
In Minecraft Options
/Video Settings
/Shaders
, select the BSL shader pack and then click Shader Options
.
In Shader Options
/Material
, turn on Advanced Materials
and make sure the Material Format
match the mod that dependent on MCglTF you used. (In most case SEUS/Old PBR)
Optionally in Normals & Parallax
, if you don't like Normal Map effect fade out when looking downward in first person, you can turn off Normal Dampening
.
Now it is done. Enjoy the 3D models which provided by your Mod author that looked like it was coming from 3A Game.
https://lextermina7.wixsite.com/astralex
This patch is applied to the AstraLex Shaders v51.0 and above, similar to the issue that had been described above.
In this section, you need to use the Zip Archiver you familiar to fix gbuffers_entities.glsl
.
gbuffers_entities.glsl
is located at shaders/program/
of shaderpack zip file.
Extract gbuffers_entities.glsl
for editing as describe below with the desired text editor you prefered, and then put it back into the shaderpack zip file once finish.
Find this line
float skipAdvMat =float(entityId == 10100 || entityId == 10002 || entityId == 10312 || entityId == 10315);
Remove || entityId == 10312
float skipAdvMat =float(entityId == 10100 || entityId == 10002 || entityId == 10315);
What this patch done is preventing normal mapped model in the Item Frame have weird lighting result after Minecraft version 1.12.2.
In Minecraft Options
/Video Settings
/Shaders
, select the AstraLex Shaders pack and then click Shader Options
.
In Shader Options
/Advanced Materials
, make sure Advanced Materials
is on and the Material Format
match the mod that dependent on MCglTF you used. (In most case Seus PBR (Old PBR))
Then navigate into Reflections
, turn on Specular Reflection
and Rough Reflection
.
Optionally in Shader Options
/Advanced Materials
, if you don't like Normal Map effect fade out when looking downward in first person, you can turn off Normal Dampening
.
Now it is done. Enjoy the 3D models which provided by your Mod author that looked like it was coming from 3A Game.
https://www.complementary.dev/shaders-v4/
In Minecraft Options
/Video Settings
/Shaders
, select the Complementary Shaders pack and then click Shader Options
.
In Shader Options
, change RP Support
to either labPBR (RP Required)
or SEUS PBR (RP Required)
based on the mod that dependent on MCglTF you used. (In most case SEUS PBR (RP Required))
Now it is done. Enjoy the 3D models which provided by your Mod author that looked like it was coming from 3A Game.
https://www.curseforge.com/minecraft/customization/drdestens-minecraftshaders
This shaderpack dose not take the sky for reflection, so the PBR effect is a little bit off.
This patch is based on DrDestens MinecraftShaders v1.5.6, it has been confirm by DrDestens and may be fixed in the future.
In this section, you need to use the Zip Archiver you familiar to fix vertex_transform.glsl
and vertex_transform_simple.glsl
.
vertex_transform.glsl
and vertex_transform_simple.glsl
are located at shaders/lib/
of shaderpack zip file.
Extract vertex_transform.glsl
and vertex_transform_simple.glsl
for editing as describe below with the desired text editor you prefered, and then put it back into the shaderpack zip file once finish.
Replace these line
mat3 getTBN(vec4 tangentAttribute) {
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
vec3 tangent = normalize(gl_NormalMatrix * (tangentAttribute.xyz / tangentAttribute.w));
return mat3(tangent, cross(tangent, normal), normal);
}
With these line
mat3 getTBN(vec4 tangentAttribute) {
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
vec3 tangent = normalize(gl_NormalMatrix * tangentAttribute.xyz);
vec3 binormal = normalize(gl_NormalMatrix * cross(tangentAttribute.xyz, gl_Normal.xyz) * tangentAttribute.w);
return mat3(tangent, binormal, normal);
}
What this patch done is to get a correct lighting result on normal mapped model.
In Minecraft Options
/Video Settings
/Shaders
, select the DrDestens MinecraftShaders pack and then click Shader Options
.
In Shader Options
/Physically Based Rendering
, turn on PBR
and make sure the PBR Format
match the mod that dependent on MCglTF you used. (In most case SEUS/Old PBR)
Turn off Normal Mapping Fix
, otherwise you will get weird lighting result of normal mapped Item model in Item Frame.
Optionally, you can set PBR Blend
higher to gain more reflection on the surface.
Now it is done. Despite the result is not as perfect as BSL based shader, but you can run PBR Material smoothly on low end computer.