Shaders Utils

Published by _Spectrall on
Supported MCreator versions
Tags / plugin type
Shaders Utils
Upvotes: 26
About the plugin

Shaders Utils plugin is available for 
Forge: 1.14.4, 1.15.2, 1.16.5, 1.17.1, 1.18.2, 1.19.2, 1.19.4, 1.20.1
NeoForge: 1.20.1, 1.20.4
Fabric: Not possible at the moment

How to install

Please check for installation guide.


Shaders Utils is a plugin that allows you to apply a custom shader or a minecraft shader in minecraft, the plugin currently adds 10 new procedures to MCreator. It's simple to apply a shader, just select from the procedures menu the procedure called "Load shader with on player tick trigger" if you want to apply one shader, if you want to apply more select the procedure "Load multiple shader with on player tick trigger" and remember to set the trigger to "on player tick update". The procedures for applying the shaders are particular, they work with certain controls so I recommend that you always use the template and don't report a bug if Minecraft crashes with a procedure created without using the template. Others information: You must always compare the "get shader group" (avaiable for versions below 1.16.5, included) procedure with the null procedure otherwise it will give you an error, the same thing goes for the procedure "is the shader active" from 1.17.1 (included) onwards. Shaders must be triggered by either player or procedure ticks and shaders must be activated and deactivated in the same procedure to work properly.

Minecraft Shaders List: here

Example (you can find this procedure in the procedure templates):

This procedure shows how to apply a shader of your choice via a condition that you place yourself ("your condition" is a place holder). The folder where I recommend saving your custom shaders is mod_id:shaders/your_shader.json. To create and put files in this folder you must create it by hand or via MCreator (if you know how to do it) or otherwise go to the workspace files (when you have opened your mod with MCreator select the Workspace bar and click on "open workspace folder") then go to src -> main -> resources -> assets -> mod_id -> and here you can create your folder and paste your shader. You can also apply a shader that is already present in Minecraft (just see the list I mentioned above).

Other Explanations:

This procedure allows you to apply an existing minecraft monster shader by selecting it one from this list: (creeper, enderman, spider).

This procedure allows you to temporarily deactivate/reactivate the shader (it can also be done in game by clicking the f4 key).

This procedure can tell you whether a shader is active or not, if the value it returns is null then there are no active shaders otherwise if it doesn't return null there are active shaders

This procedure allows you to change the size of the screen (useful for making very strange effects), it's reset by removing the shader.

Example in game:

Click here to see the example


My Other Plugins:

- Minecraft Forge 1.12.2 Java Edition Generator

- Minecraft Forge 1.14.4 Java Edition/Datapack Generator

- Minecraft Forge 1.15.2 Java Edition/Datapack Generator

- Minecraft Forge 1.16.5 Java Edition/Datapack Generator

- Minecraft Forge 1.17.1 Java Edition/Datapack Generator

- Minecraft Forge 1.18.2 Java Edition/Datapack Generator

- Minecraft Forge 1.19.2 Java Edition/Datapack Generator

- Minecraft Forge 1.19.4 Java Edition/Datapack Generator


You are welcome to support this project by opening pull requests.


Upcoming Release

- 1.12.2 Support with 2021.2 support?

V1.5.1 - Shaders Utils

- 2024.1 support

V1.5 - Shaders Utils

- 2024.1 support

- NeoForge 1.20.4 Support

V1.4.2 - Shaders Utils

- NeoForge 1.20.4 Support

V1.4.1 - Shaders Utils

- Better english translations

- Improved and fixed procedures template

V1.4 - Shaders Utils

- 2022.2, 2022.1, 2021.3 support

- Improved procedures template

V1.3.1 - Shaders Utils

- Fixed plugin description

V1.3 - Shaders Utils

- Added missing procedures to other generators

- Improved templates

- Improved plugin.json file

- Added support for MCreator 2023.x

- Other Improvements

V1.2.2 - Shaders Utils

- Added support for MCreator 2023.3

V1.2.1 - Shaders Utils

- Added NeoForge Compatibility

V1.2 - Shaders Utils

- Bug Fix

- Added 2 procedure templates for loading multiple effects that apply shaders

V1.1.2 - Shaders Utils

- Fix Procedure Template

V1.1.1 - Shaders Utils

- Fix Procedures Template

V1.1 - Shaders Utils

- Added 1.20.1 support

- Fix Warning Translation

V1.0 - Shaders Utils

- Release of  Shaders Utils plugin.

Project members
Lead developer
GNU General Public License version 3 (GPLv3)

Plugin downloads
V1.5.1 - 2024.1+ [Latest] [Recommended] - shaders-utils-1.5.1.zipUploaded on: 04/19/2024 - 16:29   File size: 95.98 KB
V1.4.2 - 2023.4 and below [Latest] [Recommended] - shaders-utils-1.4.2.zipUploaded on: 04/07/2024 - 18:26   File size: 97.64 KB


I need help with this:

I am trying to create a potion that every time the player has the shader it can be activated. But when using the template it doesn't work. Why?:

how do i format the file path for the shader? i mean in the template you provided "mod_id:location/shader_name.json" but what do i replace "location" with and where is the shader supposed to be, I've literally tried everything but I can't get it to work, please help

Is it possible to make the shaders fade in and out or otherwise change them by referencing uniforms or variables?

please help on this forum:

How to use the block load entity shader? For example, I want to create a potion that activates the Enderman shader for its duration, how can I do this?

create a procedure with the on player tick update trigger, use the "load shader on player tick" template and put as a condition if it has the effect of the potion you decide and instead of the load shader block put load entity shader procedure block and select the one of the Enderman

Can I please have an actual example and not a template, I've tried doing this and it just says the shaders can't be found, and I have no idea where I went wrong in writing out the shader's registry. Just a screenshot of how to access like, a vanilla shader through these procedures is all I need, I can work it out from there.

Ok, what I mean is I have it as "minecraft:assets/minecraft/shaders/post/deconverge.json", but when I go into actual worlds and the procedure triggers the log tells me that the shader cannot be found
So what should it actually be formatted as?

Shaders work in MC Creator but not when using regular Minecraft. Any solution?

This in MCreator works perfectly, but in Minecraft, within the game it does not. I already tried to do everything within a procedure, but there are many shaders that don't work that way. These are all the procedures I have:

Have you tried using the "Load multiple shader with on player tick" template? and please read the plugin description. (Shaders must be activated and deactivated in the same procedure to work properly)