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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.

Minecraft 26.1 uses a fluent builder pattern for shader pipeline configuration:

com.mojang.blaze3d.pipeline.RenderPipeline
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 pipeline
public 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);
}
};
}
}

Create complex multi-pass effects using the post-processing chain system:

net.minecraft.client.renderer.PostChain
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);
}
}
}
}
}

Implement advanced lighting systems beyond Minecraft’s default:

// Example: Custom PBR lighting shader
public 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();
}
}

Create smooth time-based shader animations:

// Example: Animated shader system
public 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);
}
*/
}

Generate textures procedurally in shaders:

// Example: Procedural texture shader
public 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);
}
*/
}

Implement bloom post-processing for glowing effects:

// Example: Bloom post-processing
public 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;
}
*/
}

Create motion blur for fast-moving objects:

// Example: Motion blur system
public 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);
}
*/
}

Optimize shader loading with intelligent caching:

// Example: Shader caching system
public 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;
}
}
}

Use shader variants for different scenarios:

// Example: Shader variant system
public 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
*/
}

Use uniform buffers for efficient data transfer:

// Example: Uniform buffer optimization
public 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;
};
*/
}

Create tools for debugging shader issues:

// Example: Shader debugging utilities
public 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);
}
*/
}

Profile shader performance:

// Example: Shader performance profiler
public 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);
});
}
}
  1. Profile before optimizing - measure actual bottlenecks
  2. Use conditionals sparingly - they can cause thread divergence
  3. Minimize texture lookups - they’re expensive operations
  4. Batch uniform updates - update multiple uniforms together
  5. Cache compiled shaders - avoid recompilation costs
// ❌ WRONG - Expensive per-fragment operations
void main() {
for (int i = 0; i < 100; i++) {
color += texture(u_texture, uv + randomOffset(i));
}
}
// ✅ CORRECT - Optimized sampling
void main() {
// Use pre-blurred textures or fewer samples
color = texture(u_blurredTexture, uv);
}
  1. Uniform Value Leaks: Forgetting to reset uniform values
  2. State Pollution: Not cleaning up shader state
  3. Compilation Errors: Poor error handling and fallback mechanisms
  4. Memory Leaks: Not properly cleaning up shader resources
  5. Platform Differences: Ignoring GPU capability variations
  1. Compilation Failures: Always check shader logs for errors
  2. Performance Drops: Profile individual shader passes
  3. Visual Artifacts: Verify uniform values and texture sampling
  4. State Conflicts: Properly manage OpenGL state changes
  5. Platform Compatibility: Test on different hardware configurations