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Mineforgian

Lost Tape Shader

Nostalgic analog-horror shader for Iris & Oculus

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18 августа 2026 г.
Лицензия
MIT

Опубликован 7 августа 2026 г.

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

Preset Character
Lost Tape (default) Balanced analog horror: fog, sickly green tint, grain, light PSX wobble
Director's Cut Dense fog, swallowed sky, dark, scanlines
Verity Very dark, desaturated, crushed blacks, VHS glitch, grim nights
Backrooms Yellow-tinted, washed-out found footage with fluorescent flicker
VHS Tape Noisy cassette: scanlines, wobble, sepia, strong chromatic aberration
Camcorder '98 Clear-ish but shaky found-footage image, brighter nights
PSX Horror Pixelated, 16 colors, hard shadows, fog glued to the camera
Silent Fog White-grey total fog, very soft shadows, intense light shafts
Dead Channel Ice-cold broadcast look: blue tint, deep dark, heavy vignette and grain
Old Film Nostalgic sepia film: desaturated, heavy grain, soft light
Sunless No sun, no moon, yet the light still falls
Retro Arcade Y2K retro without the horror: full colors, pixels, barely any fog
Faint Signal Subtle 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.

Screen Options
Atmosphere & Fog Fog density, fog start distance, sky fog, breathing fog, darkness, night brightness (moonlight), torch brightness, sky gloom, sun/moon toggles and brightness
Shadows & Light Shafts Shadows 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 / PSX Vertex snap, snap resolution, snap on mobs, pixelation, pixel size, dithering, color depth
Color Grade Saturation, tint color (sepia, sickly green, cold blue), tint strength, contrast, faded blacks
Analog Overlay Film grain, vignette, chromatic aberration, scanlines, analog flicker, VHS wobble

Requirements

Minecraft 1.16.5 to 26.x
Shader loader Iris (Fabric/Quilt/NeoForge) or Oculus (Forge)
OptiFine Not required, untested
GPU Anything 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.

Ченджлог

1.5Релиз26.1.1, 26.1.2, 26.2 · 18 августа 2026 г.
  • Torch shadows reworked — the unstable directional approach is gone; a 5-ray bundle (straight up + four 45° tilts) now tests each torch-lit floor, so objects above and beside it cast clean, artifact-free shadows that fade with distance

  • Player shadow fade (fake penumbra) — your own shadow softly fades toward its tip the longer it gets; world shadows stay solid (new Player Shadow Fade slider, player detection via entity.properties)

  • Fog wall — new Fog Wall Distance slider (64–512, default 128): fog reaches full opacity at a fixed distance with a long smooth fade from 20%, and the sky blends to full fog toward the horizon — the look no longer depends on render distance

  • Water & fog — underwater fog now scales with the Fog Density setting; water uses vanilla transparency again so the ground stays visible; surfaces under water get 1.6× shadow strength

  • Robust edge normals — depth-aware normal reconstruction removes the bright/dark outlines around objects and players Moonlight dimmed ~30% for darker nights

1.4Релиз26.1.1, 26.1.2, 26.2 · 7 августа 2026 г.
  • Torch shadows reworked — the unstable directional approach is gone; a 5-ray bundle (straight up + four 45° tilts) now tests each torch-lit floor, so objects above and beside it cast clean, artifact-free shadows that fade with distance

  • Player shadow fade (fake penumbra) — your own shadow softly fades toward its tip the longer it gets; world shadows stay solid (new Player Shadow Fade slider, player detection via entity.properties)

  • Fog wall — new Fog Wall Distance slider (64–512, default 128): fog reaches full opacity at a fixed distance with a long smooth fade from 20%, and the sky blends to full fog toward the horizon — the look no longer depends on render distance

  • Water & fog — underwater fog now scales with the Fog Density setting; water uses vanilla transparency again so the ground stays visible; surfaces under water get 1.6× shadow strength

  • Robust edge normals — depth-aware normal reconstruction removes the bright/dark outlines around objects and players Moonlight dimmed ~30% for darker nights

1.3Релиз26.1.1, 26.1.2, 26.2 · 7 августа 2026 г.
  • Directional torch shadows — the shader estimates the light direction from the block light falloff gradient and ray-marches the depth buffer toward the source: blocks next to torches now cast visible shadows on the ground, pointing away from the light

  • New settings under Shadows & Light Shafts: Torch Shadows (Directional) toggle and Torch Shadow Strength slider (0.25–1.0), wired into all 13 presets

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