Kappa Shaders 1.19.4 → 1.18.2
Kappa Shaders offers a natural and authentic look by tweaking accurate calculations to mimic nature.
Developer | π€RRe36 |
---|---|
Style | π Realistic |
Support GPUs | |
Loaders | |
Performance Impact | High |
Settings | 274 |
Presets | π οΈ Low+4 |
Features | Tone Mapping+39 |
Created | May 21, 2019 |
Updated | Nov 8, 2022 |
Stats |
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The Kappa Shaders is a good middle ground for players who want more realistic lighting and shadow effects, but don’t want to change the look of Minecraft too much overall. There’s a lot of technical work that goes into it, but basically, the Kappa Shader uses many redundant equations to create some variety and variance in the things you see. This can an object, viewed from the same angle under the same conditions, to look different at different times. Dynamic shadows help with this, but Kappa stands out from other shaders because of the high visual fidelity. Many shaders look good, but few give so many ways to see the same thing.
Volumetric clouds are complimented by fog, also volumetric, which blows in and covers an area with a sudden speed. It doesn’t creep so much as first become visible, then blanket everything. Then you get a standard array of lighting effects like ambient occlusion and bloom, as well as a motion blur effect that players will either want or not care about at all. When looking down, from above, it becomes difficult to tell if what you’re seeing is still Minecraft, or maybe another game entirely. While on the ground or digging around in caves, though, the Kappa Shader pack is less impressive. You don’t get pitch-black caves, but the shadows from trees can make the surface as dark as the underground.
Though Kappa Shaders is an older pack, Optifine versions 1.12 and up should still work for this set of shaders. It might work for Iris, but Optifine is a better loader like usual. The only big requirement is the GPU β Kappa Shader requires a GTX 1050 or RX 560 or better. Open GL 4.0 is built into this shader pack, and the graphics card needs to support this feature for Kappa to work.
- 1.19.4
- 1.19.3
- 1.19.2
- 1.19.1
- 1.19
- 1.18.2
- 1.18.1
- 1.18
- 1.17.1
- 1.17
- 1.16.5
- 1.16.4
- 1.16.3
- 1.16.2
- 1.16.1
- 1.16
- 1.15.2
- 1.15.1
- 1.15
- 1.14.4
- 1.14.3
- 1.14.2
- 1.14.1
- 1.14
- 1.13.2
- 1.13.1
- 1.13
- 1.12.2
- 1.12.1
- 1.12
Features
Over 39 new features are available in Kappa Shaders to enhance your gaming experience.
π Performance Impacts
Decrease in performance can vary from device to device, driver version, and many other factors, you should test yourself on your machine for the best result.
- None
- No performance decreases
- Small
- ~5%
- Medium
- ~10%
- High
- ~25%
- Extreme
- +50%
-
- Ambient OcclusionMedium
- Simulating how light interacts with objects and surfaces.
-
- Atmospheric SkySmall
- Simulates realistic atmospheric scattering.
-
- BloomSmall
- Enhance the game's lighting and create a more realistic and immersive visual experience
-
- BlurSmall
- Simulate how fast-moving objects appear to blur in a photograph or video.
-
- CausticHigh
- Simulating the way light is refracted and reflected by the water's surface
-
- CustomizationNone
- Customize various aspects of the game's visual effects.
-
- Depth of FieldMedium
- Making objects closer to the camera appear sharp and in focus, while objects farther away appear out of focus and blurry.
-
- Glowing OresSmall
- Glowing effect to ore blocks, making them more visible and easier to find.
-
- LightMedium
- Enhance the game's overall visual quality.
-
- Motion BlurHigh
- Simulates the way that fast-moving objects appear to blur in the real world.
-
- Moving CloudsMedium
- Simulates the movement of clouds across the sky and can be used to create the appearance of a dynamic and ever-changing sky
-
- Normal MapSmall
- Add depth and detail to surfaces without increasing the number of polygons.
-
- Ocean WavesHigh
- Simulating the movement of waves on the surface of the ocean.
-
- Parallax WaterMedium
- Enhances the realism of water by simulating the parallax effect.
-
- PBRHigh
- Enhances the realism of textures and materials by simulating the way light interacts with surfaces in a more physically accurate way.
-
- Photorealistic SkyboxesMedium
- Replacing the in-game sky with high-resolution, realistic images of the sky.
-
- Rain ReflectionsMedium
- Reflections during rainy weather by simulating the way light reflects off of wet surfaces.
-
- Realistic NightskyMedium
- More realistic and immersive night sky.
-
- Realistic RainMedium
- More natural and immersive rain experience.
-
- Realistic SkyMedium
- More realistic and immersive sky experience.
-
- Realistic WaterHigh
- More realistic and immersive water experience.
-
- ShadowsSmall
- Simulate how light is blocked and scattered by objects in the environment.
-
- Sun RaysMedium
- Simulate the appearance of sunlight streaming through trees leaves, objects, clouds, or other atmospheric conditions.
-
- SunriseSmall
- More realistic and immersive sunrise experience.
-
- SunsetSmall
- More realistic and immersive sunset experience.
-
- TAAMedium
- Smooth out jagged edges and reduce the "stair-stepping" effect that can occur when rendering graphics.
-
- Tone MappingSmall
- Adjusting the brightness, contrast, and saturation levels.
-
- Underwater ReflectionsMedium
- Simulate the appearance of light reflecting off of the water's surface.
-
- VignetteNone
- Darkening effect around the edges of the screen
-
- Volumetric CloudsHigh
- Simulate the way that clouds appear to have volume and depth in the real world rather than just flat textures.
-
- Volumetric FogHigh
- Create the appearance of fog that is lit from within, casting shadows and creating a sense of depth.
-
- Volumetric LightHigh
- Simulating the scattering of light in the atmosphere and in the environment.
-
- Volumetric NetherHigh
-
- Volumetric The EndHigh
-
- Water ReflectionsMedium
- Simulating reflections on the surface of the water.
-
- Water WavesMedium
- Movement of waves on the surface of the water.
-
- Waving GrassSmall
- Simulating the way it moves and sways in the wind.
-
- Waving PlantsSmall
- Simulating the way they move and sway in the wind.
-
- Waving TreesSmall
- Adds movement to the leaves and branches of trees, making them look more alive and realistic.
There are 5 profiles pre-built into Kappa Shaders to adjust the level of intensity of these effects.
Profiles | Low | Medium | High | Ultra | Extreme |
---|---|---|---|---|---|
Accurate Transmittance | |||||
Target Resolution | |||||
Cloud Shadows | |||||
CLOUDVOLUMEENABLED | |||||
Contact Shadows | |||||
Advanced Exposure | |||||
Volumetric Fog | |||||
Indirect Lighting Res | |||||
SSAO | |||||
Filter Iterations | |||||
Shadowmap Resolution | |||||
Variable Penumbra Shadows | |||||
SSPT | |||||
Filtering | |||||
Water Volume |
Kappa Shaders allow you to change more than 274 settings to suit your needs.
Settings | Description | Options |
---|---|---|
Kappa Shader by RRe36 |
| |
Atmosphere | ||
Rainbows |
| |
Sun Path Angle |
| |
World Time Animation | Animates atmosphere volumetrics like clouds based on the world time. |
|
Air Coefficients | ||
Rayleigh Density |
| |
Mie Density |
| |
Rayleigh Red |
| |
Mie Red |
| |
Rayleigh Green |
| |
Mie Green |
| |
Rayleigh Blue |
| |
Mie Blue |
| |
Ozone Density |
| |
Mist Density |
| |
Ozone Red |
| |
Mist Red |
| |
Ozone Green |
| |
Mist Green |
| |
Ozone Blue |
| |
Mist Blue |
| |
Clouds | ||
Target Resolution |
| |
Temporal Upscaling |
| |
Cloud Reflections |
| |
Cloud Shadows |
| |
Volumetric Clouds | ||
Enabled |
| |
Samples |
| |
Dithered Sunlight | Applies dither noise to the sampling of the sunlight occlusion, vastly improves lighting quality at a small performance cost and some added noise. |
|
Dithered Skylight | Applies dither noise to the sampling of the skylight occlusion, vastly improves lighting quality at a small performance cost and some added noise. |
|
Altitude |
| |
Depth |
| |
Scale |
| |
Coverage Bias |
| |
Planar Clouds | ||
Cirrocumulus Clouds |
| |
Depth |
| |
Coverage Bias |
| |
Cirrus Clouds |
| |
Depth |
| |
Coverage Bias |
| |
Noctilucent Clouds |
| |
Coverage Bias |
| |
Use Cloud Weather |
| |
Humidity Override |
| |
Temperature Override |
| |
Turbulence Override |
| |
Cirrus Type Blend |
| |
Fog | ||
Volumetric Fog |
| |
Advanced Mist Shading | Calculates high quality lighting for the volumetric mist, big performance impact and only really worth it with high mist densities. |
|
Adaptive Steps |
| |
Maximum Distance |
| |
Density |
| |
Sea Level |
| |
Mist Altitude |
| |
Mist Falloff |
| |
Mist Mie Anisotropy |
| |
Mist Lighting Steps |
| |
Fog Smoothing | Use gaussian sampling to smooth the fog, reduces visible noise. |
|
Double Pass Smoothing | Applies a second pass of gaussian filtering to reduce visible noise. Minor performance impact. |
|
Use Fog Weather |
| |
Sky | ||
Scattering Iterations |
| |
Airmass Iterations |
| |
Illuminance Strength |
| |
Multiscattering Strength |
| |
Accurate Transmittance |
| |
Alternative Ozone Curve |
| |
Render below Horizon |
| |
Planet Surface Proxy |
| |
PLANET_BOUNCELIGHT |
| |
Water | ||
Water Volume |
| |
Density |
| |
Adaptive Steps |
| |
Maximum Distance |
| |
Red Coefficient |
| |
Green Coefficient |
| |
Blue Coefficient |
| |
Scattering Coefficient |
| |
Wave Type |
| |
Wave Octaves |
| |
Nether | ||
Volumetric Smoke |
| |
Smoke Density |
| |
Smoke Glow |
| |
Glow Strength |
| |
Haze Density |
| |
The End | ||
Volumetric Glow |
| |
Dynamic Glow Color |
| |
Glow Strength |
| |
Lighting | ||
Directional Lightmaps |
| |
Lightleak Prevention | Breaks sunlight under large overhangs and semi-outdoor caves etc. |
|
Colors | ||
Sunlight Strength |
| |
Moonlight Strength |
| |
Sunlight Red |
| |
Moonlight Red |
| |
Sunlight Green |
| |
Moonlight Green |
| |
Sunlight Blue |
| |
Moonlight Blue |
| |
Skylight Strength |
| |
Blocklight Strength |
| |
Skylight Red |
| |
Blocklight Temperature |
| |
Skylight Green |
| |
Skylight Blue |
| |
Min Ambient Light |
| |
Direct Light | ||
Shadowmap Resolution |
| |
Penumbra Scale | Scales the radius of the blur caused by Varible Penumbra Shadows. |
|
Variable Penumbra Shadows | Shadows get softer the further away they are from their source. |
|
Filter Iterations |
| |
Contact Shadows |
| |
Subsurface Scatter |
| |
Indirect Light | ||
Indirect Lighting Res |
| |
SVGF Filter | ||
Filtering | SVGF filtering that is used to denoise the SSPT lighting as well as smoothen the vanilla lightmap if used. Big performance impact. |
|
Filter Tap Radius |
| |
Color Strictness |
| |
Normal Strictness |
| |
SSPT | Use Screenspace-Path-Tracing to calculate global illumination, skylight occlusion and block emission. Big performance impact. |
|
Long Range SSPT |
| |
Samples per Pixel |
| |
Bounces |
| |
Lightmap Blending |
| |
Emission Distance |
| |
Emission Mode |
| |
High-Quality Emission | Uses slower but higher quality coloring for the SSPT Emission |
|
labPBR Emission Curve | Applies a curve to the labPBR emission intensity using the set value as its exponent |
|
SSAO | Only used for small-scale indirect shadowing when SSPT is in use to mitigate detail loss caused by the SVGF filter. Controls the usage of SSAO as a fallback when SSPT is disabled. |
|
Texture AO |
| |
Terrain | ||
Normalmaps |
| |
Format |
| |
Vertex Attribute Fix | Workaround for broken normalmaps on entities on 1.15+ |
|
Refraction |
| |
Wetness Mode |
| |
Ripple Speed |
| |
Wind Effects |
| |
Intensity |
| |
Parallax Occlusion Mapping | ||
Enabled |
| |
Samples |
| |
Self Shadow Samples |
| |
Depth |
| |
Slope Normal Calculation | Recommended for lower res resourcepacks |
|
Depth Write | Allows the parallax occlusion mapping to affect the depth of a pixel, allowing things like screenspace path-tracing to create proper shadowing based on the height offset. |
|
Reflections | ||
Resourcepack Reflections |
| |
Specular Highlights |
| |
Rough Reflections |
| |
Samples |
| |
Screenspace Reflections |
| |
Reflection Capture | Work in Progress. Might lead to visual artifacts in some scenes! |
|
Roughness Threshold |
| |
Sky Occlusion Threshold |
| |
Camera | ||
Sensor Width (mm) |
| |
F-Stops |
| |
Anamorph Stretch |
| |
Bloom | ||
Enabled |
| |
Strength |
| |
Bloomy Fog |
| |
Depth of Field | ||
Depth of Field |
| |
Quality |
| |
Chromatic Dispersion |
| |
Chromatic Offset Scale |
| |
Focus Mode |
| |
Focus Distance |
| |
Show Focus Plane |
| |
Exposure | ||
Local Exposure |
| |
Advanced Exposure |
| |
Decay |
| |
Bias |
| |
Dark Limit |
| |
Bright Limit |
| |
Bright Percentage |
| |
Dark Percentage |
| |
Bright Weightning |
| |
Dark Weighting |
| |
Average Weighting |
| |
Manual Exposure Override |
| |
Exposure Value |
| |
Lens Flare | ||
Flare |
| |
Halo |
| |
Flare Intensity |
| |
Threshold |
| |
Flare Count |
| |
Flare Spacing |
| |
Halo Radius |
| |
Halo Depth |
| |
Motionblur | ||
Enabled |
| |
Samples |
| |
Scale |
| |
Vignette | ||
Enabled |
| |
Start |
| |
End |
| |
Intensity |
| |
Exponent |
| |
Post Processing | ||
Image Sharpen Strength | Controls the strength of the Contrast-Adaptive Sharpening applied ontop. |
|
TAAU Ratio | Applies per axis, so 50% means 25% pixel count (or whats sometimes called halfres, despite technically being a quarter) |
|
Output Bitdepth | Setting this to 6 Bit can help with artifacts caused by the dither pattern of non-native 8 Bit displays. Output above 8 Bit is not supported by Minecraft/OptiFine/the used OpenGL version. Values below 6 just exist because they also double as a retro-esque image filter. |
|
Tonemap Operator |
| |
Academy Color (ACES) | ||
Input Exposure Bias | Applies an exposure bias to the image before tonemapping |
|
Gamma Lift | Lifts the gamma curve before tonemapping. Use this to adjust "percieved contrast". |
|
Glow Gain Offset | Adjusts the "Glow" component, adjust this to affect dark areas. |
|
Input Saturation Offset | Adjust saturation before tonemapping. Provides a more natural response than adjusting saturation after tonemapping. |
|
Output Saturation Offset | Adjust saturation after tonemapping, but before conversion to sRGB. Use this to adjust general image saturation. |
|
Anti-Aliasing | ||
Resampling Confidence | Controls the sharpness of the Lanczos resampling used for the TAA(U). |
|
FXAA Pass | Applies an extra pass of FXAA after the TAA(U) to smooth out any remaining aliasing. |
|
Minimum Sample Weight | Controls the minimum weight of the current frame in the temporal accumulation. Raising this effectively leads to less anti-aliasing and may reduce upscaling sharpness. |
|
Anti-Flicker |
| |
Luminance Rejection |
| |
Color-Grading | ||
Color-Grading |
| |
Vibrance |
| |
Saturation |
| |
Gamma Curve |
| |
Brightness |
| |
Contrast |
| |
Red Gain |
| |
Green Gain |
| |
Blue Gain |
| |
Purkinje Effect | ||
Exponent | Controls the falloff of the purkinje effect |
|
Tint Red |
| |
Tint Green |
| |
Tint Blue |
| |
Framing Tool | ||
Enabled |
| |
Thirds Guidelines |
| |
Aspect Ratio Guide |
| |
Horizonal Ratio |
| |
Vertical Ratio |
| |
Center |
| |
Misc | ||
INTERNAL | ||
acesODTGammaLift |
| |
ADAPT_STRENGTH |
| |
Boost Silver Lining |
| |
CLOUD_NL_DEPTH |
| |
CLOUD_PLANE0_DITHERED_LIGHT |
| |
CLOUD_PLANE1_DITHERED_LIGHT |
| |
Altitude |
| |
Coverage Bias |
| |
Depth |
| |
cloudPass |
| |
desatRainSkylight |
| |
ditherPass |
| |
fogpass |
| |
FULLRES_PASS |
| |
FUTIL_D3X3 |
| |
FUTIL_LIGHTMAP |
| |
FUTIL_LINDEPTH |
| |
FUTIL_MAT16 |
| |
FUTIL_ROT2 |
| |
FUTIL_TBLEND |
| |
gENTITY |
| |
gNODIFF |
| |
gSHADOW |
| |
gSPIDEREYES |
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gTERRAIN |
| |
gTEXTURED |
| |
incACESMT |
| |
incCONDUCTOR_ETA |
| |
maxFrames |
| |
minAccumMult |
| |
NO_DIRECTLIGHT |
| |
NOANIM |
| |
RESAMPLING_PARAM |
| |
roughnessFade |
| |
RSKY_SB_CloudV_HQMultiscatter |
| |
shadowcompCaustics |
| |
shadowmapTextureMipBias |
| |
skipBlocklight |
| |
SOD_OFF_MESA |
| |
subsurfaceScatteringEnabled |
| |
Anti-Ghosting |
| |
Temporal AA |
| |
Hue Rejection |
| |
Motion Rejection |
| |
TAAU_LDR |
| |
tbnFix |
| |
valNoiseInc |
| |
VERTEX_STAGE |
| |
DEBUG_VIEW |
| |
Freeze Animations |
| |
Animation Offset |
| |
planetRadiusScale |
| |
LOCAL_EXPOSURE_DEMO |
|
How To Install Kappa Shaders
- Support Forge / Vanilla
- Extra features
- Good performance
- Support Fabric / Quilt
- Better performance, depend on your hardware
Optifine Installation Guide
Note
Your device must have Java installed to run the Forge and Optifine installers.
Quick Java Installation Guide
Download Java
Download the Java installer from the official website here.
Open Installer
Once you have downloaded the file, run it and click the Install button.
How to install Kappa Shaders with Optifine?
Download Optifine
Get the latest version of Optifine for your Minecraft version.
Download OptifineInstall Optifine
Run the Optifine installer and follow the on-screen instructions to complete the installation.
Download Kappa Shaders
Go to the download section and get shaders zip file. Unzip the file if necessary, as some shader developers may bundle multiple shader versions in one zip file.
Launch Minecraft
Start the Minecraft launcher and make sure you have the Optifine profile selected.
In-game Shaders menu
Go to Options > Video Settings > Shaders to access the shaders menu.
Open shaderpacks folder
Click on the "Shaders Folder" button to open the folder where shaders are stored, so you can add or remove shaders as desired.
Install Kappa Shaders
Copy or move the downloaded Kappa shaders zip file into the shaderpacks folder.
Select Kappa Shaders
Choose Kappa shader pack from the list of available shaders in the options menu.
How to install Kappa Shaders with Forge and Optifine?
Quick Installation Guide
Install Forge
Obtain the latest version of Forge that is compatible with your Minecraft version.
Download Minecraft ForgeLaunch Minecraft
Start the Minecraft launcher and select the version of Minecraft you want to install Forge on. Run the game once by clicking on the "Play" button to create necessary files for Forge.
Install Forge Client
Double-click on the Forge installer jar file and choose "Install Client" in the window that appears.
Install Optifine
Download the Optifine jar file after Forge is installed. Move the Optifine jar file to the mods folder in the .minecraft directory.
Download OptifineLaunch Forge Profile
Launch Minecraft using the "Forge" profile, Optifine will be automatically loaded along with Forge.
Install Chocapic13's Shaders
Now the installation is the same as from the above Optifine instructions, just follow the steps starting from step 5.
Iris Installation Guide
Note
Your device must have Java installed to run the Iris installer.
Quick Java Installation Guide
Download Java
Download the Java installer from the official website here.
Open Installer
Once you have downloaded the file, run it and click the Install button.
How to install Kappa Shaders with Iris?
Download Iris Shaders
Find the latest version of the Iris Shaders installer and download it.
Download Iris InstallerInstall Iris Shaders
Open the downloaded jar file, and choose the preferred game version and installation type.
β― Iris Install:
If you don't plan on using any other mods with Iris, choose this option.β― Fabric Install:
Choose this option if you want to use Iris with Fabric and other mods. The Iris jar files will be copied to the mods folder within the .minecraft directory.Start Installation
After selecting the game version and installation type, click the "Install" button to start the installation process.
Launch Minecraft
Start the Minecraft launcher and make sure you have the Iris profile selected.
Note
Select the Fabric profile if you opt for the Fabric installation type.In-game Shader Menu
Open the Minecraft game and go to Options > Video Settings > Shader Packs to access the shaders menu.
Tip
To simplify the process, simply drag and drop the shader ZIP file directly into the Minecraft window, bypassing the next two steps.Open shaderpacks folder
Click on the "Open Shader Pack Folder" button to access the folder where shaders are stored.
Install Kappa Shaders
Copy or move the shaders zip file into the shaderpacks folder.
Select Kappa Shaders
Choose installed shader pack from the list of available shaders in the options menu and click the "Apply" or "Done" button to select it.
Tip
When the shader pack is selected, its name will be changed to yellow.
Requirements
- Optifine for 1.16 or newer
- Alternatively, Iris 1.5.0 or newer
- GTX 1050/RX 560 or similar/better (has to support OpenGL 4.0); something faster is generally recommended though.
- Windows/Linux
- Intel HD 5000 Graphics and older are NOT supported!
π₯ Kappa Shaders β Download
Something You Should Know
- Our links are only from the official developer, so you can be sure they are secure.
- No modifications or edits are made to the files.
π Update Logs
v5.0a
- Improved TAAU
- Improved neighbourhood clipping with slightly less ghosting and more stable results with small scale details
- Adjusted parameters of the FXAA pass to be less βsmushyβ
- Adjusted Lanczos resampling to produce sharper results
- Improved off-center rejection to reduce blur in motion
- Fixed broken auto-exposure when disabling bloom
- Added small scale SSAO to indirect lighting
- Adjusted cirrus and cirrostratus clouds to blend better with the skybox
- Expanded SSPT lightmap blend slider to exceed 1.0
- Allows you to boost the lightmap in relation to the SSPT emission
- Fixed NaN issues with nVidia drivers and wetness puddles
- Dimmed reflection of below-horizon skybox areas
- Fixed emission on metallic objects
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