Advanced Shader Techniques
Advanced Shader Techniques
Section titled “Advanced Shader Techniques”This guide covers advanced shader development techniques in Minecraft 26.1, including custom pipeline construction, post-processing effects, and performance optimization strategies.
Custom Shader Pipeline Construction
Section titled “Custom Shader Pipeline Construction”Pipeline Builder Pattern
Section titled “Pipeline Builder Pattern”Minecraft 26.1 uses a fluent builder pattern for shader pipeline configuration:
public static RenderPipeline.Builder builder(final RenderPipeline.Snippet... snippets) { RenderPipeline.Builder builder = new RenderPipeline.Builder(); for (RenderPipeline.Snippet snippet : snippets) { builder.withSnippet(snippet); } return builder;}
// Example: Building custom pipelinepublic class CustomPipelineBuilder { public static RenderPipeline createGlowPipeline() { return RenderPipeline.builder() .withSnippet(createVertexSnippet()) .withSnippet(createFragmentSnippet()) .withTarget(RenderTarget.COLOR) .withBlendMode(BlendMode.ADD) .build(); }
private static RenderPipeline.Snippet createVertexSnippet() { return new RenderPipeline.Snippet() { @Override public void apply(RenderPipeline.Builder builder) { builder.vertexShader("custom_vertex.glsl") .attribute("position", VertexFormat.Element.POSITION) .attribute("color", VertexFormat.Element.COLOR) .uniform("modelViewMatrix", Matrix4f.class) .uniform("projectionMatrix", Matrix4f.class); } }; }}Multi-pass Rendering Systems
Section titled “Multi-pass Rendering Systems”Create complex multi-pass effects using the post-processing chain system:
public class PostChain { private final List<PostPass> passes = new ArrayList<>(); private final Map<String, RenderTarget> targets = new HashMap<>();
public void addPass(String name, ResourceLocation shader, String... inputTargets) { PostPass pass = new PostPass(shader, inputTargets); passes.add(pass);
// Create output target if needed if (!targets.containsKey(name + "_output")) { RenderTarget target = createRenderTarget(); targets.put(name + "_output", target); pass.setOutputTarget(name + "_output"); } }
public void process(float partialTick) { for (PostPass pass : passes) { pass.process(partialTick);
// Chain output to next input if needed chainTargets(pass); } }
private void chainTargets(PostPass pass) { String outputName = pass.getOutputTarget(); if (outputName != null && targets.containsKey(outputName)) { RenderTarget output = targets.get(outputName); // Set as input for next pass for (PostPass nextPass : passes) { if (nextPass != pass && nextPass.needsInput()) { nextPass.setInputTarget(outputName); } } } }}Advanced Shader Effects
Section titled “Advanced Shader Effects”Custom Lighting Models
Section titled “Custom Lighting Models”Implement advanced lighting systems beyond Minecraft’s default:
// Example: Custom PBR lighting shaderpublic class PBRLightingSystem { public static RenderType createPBRRenderType() { return RenderType.builder() .setupRenderState(state -> { RenderSystem.enableBlend(); RenderSystem.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA); }) .shader(new ShaderInstance() { @Override public void apply(PoseStack poseStack, MultiBufferSource buffer) { // PBR uniform setup uniform("albedo", getAlbedoTexture()); uniform("normal", getNormalTexture()); uniform("roughness", getRoughnessTexture()); uniform("metallic", getMetallicTexture()); uniform("ao", getAmbientOcclusionTexture());
// Environment maps uniform("irradianceMap", getIrradianceMap()); uniform("prefilterMap", getPrefilterMap()); uniform("brdfLUT", getBRDFLUT());
// Lighting parameters uniform("lightPositions", getLightPositions()); uniform("lightColors", getLightColors()); uniform("lightIntensities", getLightIntensities()); } }) .build(); }}Time-Based Animations
Section titled “Time-Based Animations”Create smooth time-based shader animations:
// Example: Animated shader systempublic class AnimatedShaderRenderer { private final ShaderInstance animatedShader; private final UniformFloat timeUniform; private final UniformFloat speedUniform;
public AnimatedShaderRenderer() { this.animatedShader = loadAnimatedShader(); this.timeUniform = animatedShader.getUniform("u_time"); this.speedUniform = animatedShader.getUniform("u_speed");
speedUniform.set(1.0f); }
public void render(PoseStack poseStack, float partialTick) { RenderSystem.setShader(() -> animatedShader);
// Update time uniform for animation float time = (Minecraft.getInstance().level.getGameTime() + partialTick) / 20.0f; timeUniform.set(time);
// Render with animation renderGeometry(poseStack); }
public void setAnimationSpeed(float speed) { speedUniform.set(speed); }
// GLSL Animation Example: /* uniform float u_time; uniform float u_speed;
vec3 animatedPosition(vec3 position) { float wave = sin(position.x * 2.0 + u_time * u_speed) * 0.1; return position + vec3(0.0, wave, 0.0); }
vec4 animatedColor(vec4 baseColor) { float pulse = sin(u_time * u_speed * 2.0) * 0.5 + 0.5; return mix(baseColor, vec4(1.0), pulse * 0.3); } */}Procedural Textures
Section titled “Procedural Textures”Generate textures procedurally in shaders:
// Example: Procedural texture shaderpublic class ProceduralTextureShader { public static RenderType createProceduralRenderType() { return RenderType.builder() .shader(new ProceduralShader()) .texture("u_noise", generateNoiseTexture()) .build(); }
private static class ProceduralShader extends ShaderInstance { @Override public void apply(PoseStack poseStack, MultiBufferSource buffer) { uniform("u_resolution", new Vector2f(1920.0f, 1080.0f)); uniform("u_time", getGameTime()); uniform("u_scale", 4.0f); } }
// GLSL Procedural Texture Example: /* uniform vec2 u_resolution; uniform float u_time; uniform float u_scale; uniform sampler2D u_noise;
vec4 proceduralColor(vec2 uv) { // Noise-based texture generation vec2 noiseUV = uv * u_scale; float noise = texture(u_noise, noiseUV + u_time * 0.1).r;
// Create patterns using mathematical functions float pattern1 = sin(uv.x * 10.0 + u_time) * cos(uv.y * 10.0 + u_time); float pattern2 = length(uv - 0.5) - 0.3 + noise * 0.1;
// Combine patterns vec3 color = vec3(0.0); color.r = pattern1 * noise; color.g = pattern2 * noise; color.b = (pattern1 + pattern2) * 0.5 * noise;
return vec4(color, 1.0); } */}Post-Processing Effects
Section titled “Post-Processing Effects”Bloom Effect
Section titled “Bloom Effect”Implement bloom post-processing for glowing effects:
// Example: Bloom post-processingpublic class BloomPostProcessor { private final PostChain bloomChain; private final RenderTarget[] bloomTargets; private final float[] bloomThresholds = {1.0f, 0.8f, 0.6f, 0.4f};
public BloomPostProcessor(int width, int height) { this.bloomTargets = new RenderTarget[4]; for (int i = 0; i < bloomTargets.length; i++) { bloomTargets[i] = createRenderTarget(width >> i, height >> i); }
this.bloomChain = createBloomChain(); }
private PostChain createBloomChain() { PostChain chain = new PostChain();
// Bright pass - extract bright areas chain.addPass("bright", BRIGHT_PASS_SHADER, "scene");
// Gaussian blur passes (horizontal + vertical) for (int i = 0; i < bloomTargets.length; i++) { chain.addPass("blur_h_" + i, BLUR_HORIZONTAL_SHADER, "bright_output", "blur_v_" + (i - 1) + "_output"); chain.addPass("blur_v_" + i, BLUR_VERTICAL_SHADER, "blur_h_" + i + "_output"); }
// Bloom combine chain.addPass("combine", BLOOM_COMBINE_SHADER, "scene", "blur_v_0_output", "blur_v_1_output", "blur_v_2_output", "blur_v_3_output");
return chain; }
public void process(RenderTarget sceneTarget, float partialTick) { // Bind scene as input bloomChain.setInput("scene", sceneTarget);
// Process bloom chain bloomChain.process(partialTick); }
// GLSL Bright Pass Shader: /* uniform sampler2D u_texture; uniform float u_threshold;
out vec4 fragColor;
void main() { vec2 uv = gl_FragCoord.xy / u_resolution; vec4 color = texture(u_texture, uv);
// Extract bright areas float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722)); if (brightness < u_threshold) { discard; }
fragColor = color; } */
// GLSL Bloom Combine Shader: /* uniform sampler2D u_scene; uniform sampler2D u_bloom0; uniform sampler2D u_bloom1; uniform sampler2D u_bloom2; uniform sampler2D u_bloom3; uniform float u_bloomIntensity;
out vec4 fragColor;
void main() { vec2 uv = gl_FragCoord.xy / u_resolution; vec4 sceneColor = texture(u_scene, uv);
// Sample bloom at different scales vec4 bloomColor = vec4(0.0); bloomColor += texture(u_bloom0, uv) * 0.5; bloomColor += texture(u_bloom1, uv) * 0.25; bloomColor += texture(u_bloom2, uv) * 0.15; bloomColor += texture(u_bloom3, uv) * 0.1;
// Combine scene with bloom fragColor = sceneColor + bloomColor * u_bloomIntensity; } */}Motion Blur
Section titled “Motion Blur”Create motion blur for fast-moving objects:
// Example: Motion blur systempublic class MotionBlurProcessor { private final RenderTarget[] historyBuffers = new RenderTarget[4]; private int currentBuffer = 0;
public MotionBlurProcessor(int width, int height) { for (int i = 0; i < historyBuffers.length; i++) { historyBuffers[i] = createRenderTarget(width, height); } }
public void process(RenderTarget currentFrame, Matrix4f viewProjection, Matrix4f previousViewProjection) { // Store current frame in history copyFramebuffer(currentFrame, historyBuffers[currentBuffer]);
// Apply motion blur shader RenderSystem.setShader(() -> new MotionBlurShader());
// Set shader uniforms uniform("u_currentFrame", currentFrame); uniform("u_velocity", calculateVelocityBuffer(viewProjection, previousViewProjection));
// Sample history for blur for (int i = 0; i < historyBuffers.length; i++) { int bufferIndex = (currentBuffer - i + historyBuffers.length) % historyBuffers.length; uniform("u_history" + i, historyBuffers[bufferIndex]); uniform("u_weight" + i, calculateWeight(i)); }
// Render motion blur renderFullscreenQuad();
currentBuffer = (currentBuffer + 1) % historyBuffers.length; }
// GLSL Motion Blur Shader: /* uniform sampler2D u_currentFrame; uniform sampler2D u_velocity; uniform sampler2D u_history0; uniform sampler2D u_history1; uniform sampler2D u_history2; uniform sampler2D u_history3; uniform float u_weight0; uniform float u_weight1; uniform float u_weight2; uniform float u_weight3;
out vec4 fragColor;
void main() { vec2 uv = gl_FragCoord.xy / u_resolution; vec2 velocity = texture(u_velocity, uv).rg;
// Sample history along velocity vector vec4 color = texture(u_currentFrame, uv); color += texture(u_history0, uv + velocity) * u_weight0; color += texture(u_history1, uv + velocity * 2.0) * u_weight1; color += texture(u_history2, uv + velocity * 3.0) * u_weight2; color += texture(u_history3, uv + velocity * 4.0) * u_weight3;
fragColor = color / (1.0 + u_weight0 + u_weight1 + u_weight2 + u_weight3); } */}Performance Optimization
Section titled “Performance Optimization”Shader Compilation and Caching
Section titled “Shader Compilation and Caching”Optimize shader loading with intelligent caching:
// Example: Shader caching systempublic class ShaderCache { private final Map<String, CompiledShader> shaderCache = new ConcurrentHashMap<>(); private final Map<String, Long> lastModified = new ConcurrentHashMap<>();
public ShaderInstance getOrCreateShader(String name, String vertexSource, String fragmentSource) { CompiledShader cached = shaderCache.get(name);
if (cached != null && isUpToDate(name, vertexSource, fragmentSource)) { return cached.getInstance(); }
// Compile new shader CompiledShader shader = compileShader(name, vertexSource, fragmentSource); shaderCache.put(name, shader);
return shader.getInstance(); }
private CompiledShader compileShader(String name, String vertexSource, String fragmentSource) { // Preprocess shaders (includes, macros) String processedVertex = preprocessShader(vertexSource); String processedFragment = preprocessShader(fragmentSource);
// Compile with error handling try { ShaderInstance instance = new ShaderInstance(processedVertex, processedFragment); return new CompiledShader(instance, System.currentTimeMillis()); } catch (ShaderCompilationException e) { LOGGER.error("Failed to compile shader: " + name, e); return getFallbackShader(); } }
private boolean isUpToDate(String name, String vertexSource, String fragmentSource) { CompiledShader cached = shaderCache.get(name); if (cached == null) return false;
// Check if source files have been modified long currentTime = getLastModifiedTime(name); return cached.getTimestamp() >= currentTime; }
private static class CompiledShader { private final ShaderInstance instance; private final long timestamp;
CompiledShader(ShaderInstance instance, long timestamp) { this.instance = instance; this.timestamp = timestamp; }
ShaderInstance getInstance() { return instance; }
long getTimestamp() { return timestamp; } }}Conditional Rendering
Section titled “Conditional Rendering”Use shader variants for different scenarios:
// Example: Shader variant systempublic class ShaderVariantManager { private final Map<String, Map<String, ShaderInstance>> variants = new HashMap<>();
public ShaderInstance getVariant(String baseName, String... defines) { String variantKey = String.join("_", defines);
return variants.computeIfAbsent(baseName, k -> new HashMap<>()) .computeIfAbsent(variantKey, k -> compileVariant(baseName, defines)); }
private ShaderInstance compileVariant(String baseName, String[] defines) { String vertexSource = loadShaderSource(baseName + ".vert"); String fragmentSource = loadShaderSource(baseName + ".frag");
// Add defines to source StringBuilder defineBlock = new StringBuilder(); for (String define : defines) { defineBlock.append("#define ").append(define).append("\n"); }
// Insert defines at beginning of shaders vertexSource = defineBlock.toString() + vertexSource; fragmentSource = defineBlock.toString() + fragmentSource;
return new ShaderInstance(vertexSource, fragmentSource); }
// Usage examples: public ShaderInstance getLitShader() { return getVariant("base_shader", "LIGHTING_ENABLED"); }
public ShaderInstance getUnlitShader() { return getVariant("base_shader"); }
public ShaderInstance getShadowCasterShader() { return getVariant("base_shader", "SHADOW_CASTER", "NO_LIGHTING"); }
// GLSL Example with conditionals: /* #ifdef LIGHTING_ENABLED vec3 applyLighting(vec3 baseColor, vec3 normal, vec3 lightDir) { float ndotl = max(dot(normal, lightDir), 0.0); return baseColor * ndotl; } #else vec3 applyLighting(vec3 baseColor, vec3 normal, vec3 lightDir) { return baseColor; } #endif
#ifdef SHADOW_CASTER void main() { // Only output depth for shadow mapping gl_FragDepth = gl_FragCoord.z; } #else void main() { vec3 color = texture(u_albedo, v_uv).rgb; #ifdef LIGHTING_ENABLED color = applyLighting(color, v_normal, v_lightDir); #endif fragColor = vec4(color, 1.0); } #endif */}Uniform Buffer Optimization
Section titled “Uniform Buffer Optimization”Use uniform buffers for efficient data transfer:
// Example: Uniform buffer optimizationpublic class UniformBufferManager { private final DynamicUniformStorage uniformStorage; private final Map<String, Integer> uniformOffsets = new HashMap<>();
public UniformBufferManager() { this.uniformStorage = new DynamicUniformStorage("GlobalUniforms", 64 * 1024); }
public void updateGlobalUniforms(GlobalUniformData data) { int offset = 0;
// Matrices offset = writeMatrix4(data.viewMatrix, offset); offset = writeMatrix4(data.projectionMatrix, offset); offset = writeMatrix4(data.viewProjectionMatrix, offset);
// Lighting data offset = writeVector3Array(data.lightPositions, offset); offset = writeVector3Array(data.lightColors, offset); offset = writeFloatArray(data.lightIntensities, offset);
// Time data offset = writeFloat(data.time, offset); offset = writeFloat(data.deltaTime, offset);
// Update uniform buffer uniformStorage.flush(); }
public void bindUniformBuffer() { uniformStorage.bind(0); }
// GLSL Uniform Buffer Layout: /* layout(std140, binding = 0) uniform GlobalUniforms { mat4 u_viewMatrix; mat4 u_projectionMatrix; mat4 u_viewProjectionMatrix;
vec3 u_lightPositions[16]; vec3 u_lightColors[16]; float u_lightIntensities[16];
float u_time; float u_deltaTime; }; */}Advanced Debugging Tools
Section titled “Advanced Debugging Tools”Shader Debugging
Section titled “Shader Debugging”Create tools for debugging shader issues:
// Example: Shader debugging utilitiespublic class ShaderDebugger { private final Map<String, RenderTarget> debugTargets = new HashMap<>();
public void enableDebugMode(String name) { // Create debug render target for intermediate results debugTargets.put(name, createDebugRenderTarget()); }
public void captureIntermediateResult(String name, String uniformName) { if (debugTargets.containsKey(name)) { // Capture current framebuffer state RenderTarget target = debugTargets.get(name); copyCurrentFramebuffer(target);
// Save to disk for analysis saveTextureToFile(target.getTexture(), "debug_" + name + ".png"); } }
public void visualizeNormals(PoseStack poseStack) { RenderSystem.setShader(() -> new NormalVisualizationShader());
// Render normals as colored lines for (Vertex vertex : getVertices()) { Vector3f normal = vertex.getNormal(); Vector3f position = vertex.getPosition();
renderNormalLine(position, normal); } }
// GLSL Normal Visualization Shader: /* in vec3 v_position; in vec3 v_normal;
out vec4 fragColor;
void main() { // Map normals to colors for visualization vec3 color = (v_normal + 1.0) * 0.5; fragColor = vec4(color, 1.0); } */}Performance Profiling
Section titled “Performance Profiling”Profile shader performance:
// Example: Shader performance profilerpublic class ShaderProfiler { private final Map<String, Long> shaderTimes = new HashMap<>(); private final Map<String, Integer> shaderCallCounts = new HashMap<>();
public void beginShaderProfiling(String shaderName) { shaderTimes.put(shaderName, Blaze3D.getTime()); }
public void endShaderProfiling(String shaderName) { long startTime = shaderTimes.get(shaderName); long endTime = Blaze3D.getTime(); long duration = endTime - startTime;
shaderCallCounts.merge(shaderName, 1, Integer::sum); shaderTimes.merge(shaderName, duration, Long::sum); }
public void printProfilingResults() { System.out.println("=== Shader Performance ==="); shaderTimes.forEach((name, totalTime) -> { int callCount = shaderCallCounts.get(name); long averageTime = totalTime / callCount;
System.out.printf("%s: %.2f ms avg, %d calls%n", name, averageTime / 1_000_000.0, callCount); }); }}Best Practices
Section titled “Best Practices”Shader Development Guidelines
Section titled “Shader Development Guidelines”- Profile before optimizing - measure actual bottlenecks
- Use conditionals sparingly - they can cause thread divergence
- Minimize texture lookups - they’re expensive operations
- Batch uniform updates - update multiple uniforms together
- Cache compiled shaders - avoid recompilation costs
Performance Considerations
Section titled “Performance Considerations”// ❌ WRONG - Expensive per-fragment operationsvoid main() { for (int i = 0; i < 100; i++) { color += texture(u_texture, uv + randomOffset(i)); }}
// ✅ CORRECT - Optimized samplingvoid main() { // Use pre-blurred textures or fewer samples color = texture(u_blurredTexture, uv);}Common Pitfalls
Section titled “Common Pitfalls”- Uniform Value Leaks: Forgetting to reset uniform values
- State Pollution: Not cleaning up shader state
- Compilation Errors: Poor error handling and fallback mechanisms
- Memory Leaks: Not properly cleaning up shader resources
- Platform Differences: Ignoring GPU capability variations
Next Steps
Section titled “Next Steps”- Memory Management - Advanced buffer management
- Custom Entity Renderer Example - Complete shader integration example
- Shader Integration Example - Practical shader development
Common Issues
Section titled “Common Issues”- Compilation Failures: Always check shader logs for errors
- Performance Drops: Profile individual shader passes
- Visual Artifacts: Verify uniform values and texture sampling
- State Conflicts: Properly manage OpenGL state changes
- Platform Compatibility: Test on different hardware configurations