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Mineforgian

Vanilla Entity Shader Effects

This resource pack allows for the creation of animated entity textures, with effect such as glowing, flowing fluids, end-portal stars, and others! Also includes a demo pack that applies the end portal shader to endermen and dragon wings!

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2K
Подписчики
63
Обновлён
12 июня 2026 г.
Лицензия
MIT

Опубликован 4 июня 2025 г.

Showcase

Overview

This resource pack allows entities to have animated shader effects baked into their texture. In many ways, it's a vanilla-friendly version of the Entity Texture Features mod.

This pack is designed to be used in conjunction with other resource packs that add textures with animated effects. Shader data is embedded into a texture file, and when the VESE shader reads that texture file, it will display the encoded effects. Because of the nature of the encoding, texture files can have a static fallback texture that can be displayed to the user if they opt not to turn on VESE.

For example, the textures below are for a resource pack that adds void cows. The resource pack that adds void cows to the game shows the texture on the left if the player does not have VESE enabled, while it shows the texture on the right if it is:
A side by side comparison showing a fallback texture.

VESE also works with player skins! If you update your skin to use VESE effects, it will still render as a normal skin to other players without VESE enabled, but will show the effects to anyone who does have it enabled.

Texture Editor Webapp

Shader effects can be added to textues with the with the Texture Animator webapp. To show how it works, I'll be creating an animated Cheshire Cat texture with glowing eyes and a body that fades to black from tail to head.

To begin, upload the base texture that you want displayed to users that don't have VESE enabled. The webapp will detect the texture size and provide a list of options for texture types. If the specific entity isn't listed in the available options, selecte the 'other' option for the given texture size: Texture size selection screen Click 'Start Animating' to open the editor. The editor has three main regions - the Color Palette on the left, the Program Palette on the right, and the main texture in the center.

Click a pixel in the Color Palette to edit its color. These colors can be referenced later on by programs in the Program Palette:
Color palette editor

For most entities, you have access to 31 colors, though players have access to 63. As you edit the colors, you should see them appearing on the texture in an unused region. The upper left color in the palette is not editable, and tells the program to use the base color from the texture.

Double click a pixel in the Program Palette to edit its program. These programs can later be applied to any pixel in the texture. The first program we'll create is for the glowing eyes. By selecting 'constant' as the program type and checking the box that says "Glow A", we'll create a program that does nothing but make the existing color glow:
A simple program to make pixels glow

Click 'OK' to finalize the program, then click pixels on the main texture to apply the program. Use the upper left pixel in the program palette to clear programs from the texture.

Our second program will periodically fade between our fallback color and solid black. Double click the first program pixel on the second row. For this program, we'll select 'Sine Wave' and 'Normal Speed', then for color B select the solid black from our color palette. Set pause to '3' and leave offset at '0'. The resulting color code should be '#00016430'. Copy this value, then click 'OK'. The preview beneath the program editor should show a grid of colors fading to and from black.
Fade to black program and preview

Edit the rest of the programs in the row, incrementing the offset each time. This will cause the fade on the program to start slightly later for each subsequent program.

Now, starting with the tail, add the programs to the pixels. Because of the length of the cat, we'll apply the same program to every 4 pixels. The end result should look something like this: The final, edited texture If you want, click the eye in the lower right corner to get a view of what the actual texture will look like without the program overlay. Download the texture with the download button in the lower right corner.

Loading the new texture into our world, we can see what it looks like with and without VESE enabled: Side by side comparison of Cheshire cat

Ченджлог

26.2.0Релиз26.2 · 12 июня 2026 г.

Works with Vulkan or OpenGL!

1.2.2Релиз1.21.9, 1.21.10, 1.21.11 · 3 декабря 2025 г.

This update just fixes the pack version format to show compatability with the latest versions of Minecraft.

1.2.1Релиз1.21.7, 1.21.8 · 28 июля 2025 г.

Heyo! Some early users found that emissive textures were still influenced by directional world lighting (apparently a bug in vanilla for some emissive textures as well), leading emissive textures to change brightness depending on their surface normals.

This has been fixed with this small update!

1.2.0Релиз1.21.7, 1.21.8 · 15 июля 2025 г.

This version includes a handful of sample textures to showcase each of the different program types! These are all in the form of custom Ghast harnesses, which play quite nicely with VESE textures as they are not atlassed.

While creating the demos, I also ironed out a few issues with some of the shader programs, and increased the available program space for giant entities.

1.1.1Релиз1.21.7 · 12 июля 2025 г.

Woops, palette location for tiny entites (Allays and Vexes) were wrong.

1.1.0Релиз1.21.7 · 12 июля 2025 г.

Turns out I didn't properly update the default portal shader properly for 1.21.6 and 1.21.7; That's been fixed now, and the overall density of particles in the rewritten portal shader has been reduced to be more in line with the vanilla shader.

1.0.2Релиз1.21.7 · 4 июля 2025 г.

This update makes the pack fully compatible with 1.21.7!

1.0.1Релиз1.21.5, 1.21.6-pre3 · 9 июня 2025 г.

This version adds an overlay with the changes required to work with the latest snapshot. This means that the same resource pack will work on both 1.21.5 and the latest pre-release for 1.21.6.

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