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@AarjavP
Last active May 29, 2023 06:10
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Steps to enable shaders:

  1. DL the optifine mod jar, the latest one for version 1.12.2. https://optifine.net/downloads click on mirror if you want to avoid ads (or don't to support the author)
  2. Open the minecraft install folder. If you installed via twitch desktop app, you can open this by right clicking on "FTB revelations" and choosing open folder, or clicking on it and then cog wheel top right -> open folder.
  3. Exit minecraft if you have it open.
  4. copy / move the optifine jar into the mods folder opened in step 2.
  5. go back to parent folder -> config folder -> open file called astralsorcery.cfg -> Search for weakSky-> you'll see lines like this:
    S:weakSkyRenders <
     >

just add a 0 in between the <> so it looks like:

    S:weakSkyRenders <
        0
     >

(just copy paste the above and dw about it)

  1. start up minecraft, you can continue next steps while mc is loading

  2. dl your fav shader pack, BSL seems to work. you can get it from here: https://bitslablab.com/

  3. When you see menu in mc, check folder from step 2. There should now be a folder called shaderpacks. drop the zip downloaded in step 7 into the shaderpacks folder

  4. In mc, go to video settings -> shaders -> choose the BSL shader. expect game to lag everytime you switch between shaders, but it should be after few minutes.

  5. (optional) I'm still tweaking with the settings but you can try these if you'd like: in folder from step 2, there will be a optionsshaders.txt file and in it I have:

shaderPack=BSL+v7.1.03.2.zip
antialiasingLevel=0
normalMapEnabled=true
specularMapEnabled=true
renderResMul=1.0
shadowResMul=1.0
handDepthMul=0.125
cloudShadow=false
oldHandLight=default
oldLighting=default
tweakBlockDamage=false
shadowClipFrustrum=true
TexMinFilB=0
TexMinFilN=0
TexMinFilS=0
TexMagFilB=0
TexMagFilN=0
TexMagFilS=0

^your version for shaderPack will probably be different and in shaderpacks/<name of shader zip>.txt file (which for me is shaderpacks/BSL+v7.1.03.2.zip.txt)

AA=2
AutoExposure=true
Bloom=false
BloomStrength=0.25
CloudAmount=12.0
CloudOpacity=0.5
Clouds=false
CloudThickness=2
ColB3=224
FogRange=2
LensFlareStrength=0.75
POMDistance=16.0
RPSupport=true
shadowDistance=128.0
TonemapLowerCurve=1.1
@Astie91
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Astie91 commented Apr 25, 2020

In step 9 doesnt appear me BSL shader. Where am I wrong?

@AarjavP
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AarjavP commented Apr 25, 2020

what do you see in your shaderpacks folder? (different from resourcepacks)

@Astie91
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Astie91 commented Apr 25, 2020

A folder called Shaders

@AarjavP
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AarjavP commented Apr 25, 2020

you don't have to unzip into shaderpacks, put the zip file itself in the folder

@Sobcryo
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Sobcryo commented Apr 26, 2020

Thank you so much for this! Been trying to find a shader that works with this modpack for hours upon hours and I would've given up if not for this ^^

Sadly this doesnt seem to fix other 1.12 shaders, and thats fine since BSL is more than enough, but do you think that there are any other mods in the pack that are likely to cause issues? "Phosphor lighting engine" seemed like a likely culprit, so I disabled that, but it didnt really seem to change anything.

@AarjavP
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AarjavP commented Apr 28, 2020

Check out https://continuum.graphics/downloads/ I don't remember if it worked or not with this mod pack but it would be the only other shader I've tried.

@CodeF53
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CodeF53 commented Jan 20, 2021

only problem I have noticed with this has to do with thermaldynamics covers:

java.lang.ArrayIndexOutOfBoundsException: null [00:50:35] [Chunk Batcher 1/ERROR] [CodeChickenLib]: CCL has caught an exception whilst rendering a block BlockPos: x:-148, y:54, z:239 Block Class: class cofh.thermaldynamics.block.BlockDuct Registry Name: thermaldynamics:duct_0 Metadata: 4 State: thermaldynamics:duct_0[meta=4] Tile at position Tile Class: class cofh.thermaldynamics.duct.tiles.TileDuctEnergy$Resonant Tile Id: thermaldynamics:duct_energy_resonant Tile NBT: {Covers:[{side:1,meta:1b,block:"projectred-exploration:stone"}],Energy:{},x:-148,y:54,z:239,id:"thermaldynamics:duct_energy_resonant",Attachments:[]}

The only downside to this is that you can just see through things that would normally be covered

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