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Шейдеры/Lost Tape Shader
Lost Tape Shader

Lost Tape Shader

Nostalgic analog-horror shader for Iris & Oculus

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Lost Tape Shader

An analog-horror shaderpack for Iris and Oculus. Dense breathing fog swallows the horizon, real shadow-mapped shadows crawl across the terrain, and volumetric light shafts cut through the haze, all wrapped in VHS grain, dithering and PSX-era vertex wobble.

It is built on the classic fixed-function pipeline (GLSL 120) rather than a heavy PBR setup, so it runs fast even on weak GPUs while still hitting that Somber-style found-footage look.

Features

  • Breathing fog: dense exponential fog that slowly swells and recedes, with adjustable start distance and sky swallowing
  • Real shadows: distortion-mapped shadow maps including entities, with adjustable strength, softness (hard, PCF soft, very soft), resolution, distance and sun path tilt
  • Volumetric light shafts: god rays marched through the shadow map. Fog darkens inside shadow columns, so bright streaks run along shadow edges
  • Contact shadows (SSAO): objects cast soft screen-space shadows in corners and around block light, so torches produce visible shading
  • Smart torch light: block light is exempt from the darkness curve and protects lit areas from shadow darkening, while caves stay pitch black
  • Moonlight: adjustable cool night ambient that only affects sky-exposed surfaces
  • PSX retro mode: vertex snapping (terrain only or including mobs), pixelation, Bayer dithering with reduced color depth
  • Analog overlay: film grain, vignette, chromatic aberration, scanlines, analog flicker, VHS wobble
  • Sun and moon toggles: remove them from the sky entirely while the light shafts keep falling
  • 13 hand-tuned presets: every preset sets all options, so one click gives you a consistent look

Screenshots

!Screenshot 1!Screenshot 2
!Screenshot 3!Screenshot 4

Presets

PresetCharacter
Lost Tape (default)Balanced analog horror: fog, sickly green tint, grain, light PSX wobble
Director's CutDense fog, swallowed sky, dark, scanlines
VerityVery dark, desaturated, crushed blacks, VHS glitch, grim nights
BackroomsYellow-tinted, washed-out found footage with fluorescent flicker
VHS TapeNoisy cassette: scanlines, wobble, sepia, strong chromatic aberration
Camcorder '98Clear-ish but shaky found-footage image, brighter nights
PSX HorrorPixelated, 16 colors, hard shadows, fog glued to the camera
Silent FogWhite-grey total fog, very soft shadows, intense light shafts
Dead ChannelIce-cold broadcast look: blue tint, deep dark, heavy vignette and grain
Old FilmNostalgic sepia film: desaturated, heavy grain, soft light
SunlessNo sun, no moon, yet the light still falls
Retro ArcadeY2K retro without the horror: full colors, pixels, barely any fog
Faint SignalSubtle variant for normal play with a light touch of dread

Settings

All options are adjustable in game under Shader Pack Settings, grouped into five screens. English and German localization are included.

ScreenOptions
Atmosphere & FogFog density, fog start distance, sky fog, breathing fog, darkness, night brightness (moonlight), torch brightness, sky gloom, sun/moon toggles and brightness
Shadows & Light ShaftsShadows on/off, strength, softness, anti-flicker bias, resolution, distance, sun path tilt, light shafts, shaft strength, shadow streak contrast, quality, contact shadows (SSAO) and strength
Retro / PSXVertex snap, snap resolution, snap on mobs, pixelation, pixel size, dithering, color depth
Color GradeSaturation, tint color (sepia, sickly green, cold blue), tint strength, contrast, faded blacks
Analog OverlayFilm grain, vignette, chromatic aberration, scanlines, analog flicker, VHS wobble

Requirements

Minecraft1.16.5 to 26.x
Shader loaderIris (Fabric/Quilt/NeoForge) or Oculus (Forge)
OptiFineNot required, untested
GPUAnything with OpenGL 2.1+, no PBR and no heavy passes

To install, drop Lost_Tape_v#.#.zip into .minecraft/shaderpacks/ and select it under Options, Video Settings, Shader Packs.

How it works

Lost Tape uses the classic OptiFine-format pipeline (GLSL 120) that Iris and Oculus fully support. The gbuffers programs apply lightmap shaping, a gamma darkness curve with a separately sampled block-light exemption, plus optional PSX vertex snapping in clip space.

A single composite pass does most of the work. It reconstructs view positions from the depth buffer (depthtex1, so glass and water don't block shadows or fog), derives screen-space normals via dFdx and dFdy for acne-free slope-scaled shadow biasing, samples a distortion-warped shadow map, ray-marches that shadow map for volumetric light with Bayer-ordered dithering, applies SSAO and blends the breathing fog.

The final pass handles the analog grade: black lift, contrast, desaturation, tint, ordered-dither color quantization, grain, scanlines, flicker, vignette and chromatic aberration. Dimension folders give the Nether and End their own fog-only composites.

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Minecraft: Java Edition

26.2.x26.1.x1.21.x1.20.x1.19.x1.18.x1.17.x1.16.x

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Опубликован:2 недели назад
Обновлён:3 дня назад
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