One universal shader, every effect a slider
There is no pack to pick. A single post-processing shader carries bloom with a brightness threshold, colour grading (brightness, contrast, saturation, temperature), depth fog with its own colour, depth shading as cheap fake ambient occlusion, screen-space sun contact shadows, god rays, screen-space water reflections, a procedural atmospheric sky with a sun disc and dusk tinting, an ACES filmic tonemap, and the stylised set: vignette, film grain, CRT scanlines, chromatic aberration and pixelation. Every one is a live control.
Tip: K toggles the whole thing. It is the fastest way to check whether an effect is actually improving anything.
Presets
Four buttons set every value at once. Vanilla+ is a gentle lift that still reads as Minecraft. Cinematic is bloom, tonemap, fog and vignette for the film-still look. Retro is scanlines, grain and pixelation. Performance drops to Fast quality, quarter-resolution bloom, and switches the screen-space effects off entirely.
Tip: Start from the preset closest to what you want and adjust from there rather than from defaults.
You set the performance budget
The heavy screen-space work (depth shading, sun shadows, god rays) scales with one Quality tier on the World and Performance tab: Fast, Balanced (the default) or Fancy, trading sample counts for frame time at 4, 8 or 12 ambient occlusion taps, 6, 12 or 18 shadow steps, and 8, 16 or 24 ray samples. Bloom Scale separately sets the resolution the glow passes run at, choosing full, half (default), third or quarter, so bloom can get cheaper without being switched off.
Tip: Bloom Scale is the cheapest single win. Quarter-res glow looks nearly identical in motion.
Waving World
A resource pack built into the mod, which you enable yourself under Options then Resource Packs. It overrides Minecraft's own core shaders so water ripples and plants sway. The wave constants sit at the top of each vertex shader inside clearly marked EDIT ME blocks, so the motion is yours to retune.
Tip: Installing the mod does not turn this on. It is a resource pack and you have to enable it.
Your shaders folder
On first launch the mod creates .minecraft/shaderworks/ with a starter shader called effect_mine. Any matching effect_*.json and .fsh pair dropped in there appears in the in-game shader list. Edit the file, hit Reload Shaders in the GUI, and the change is live with no restart. Custom shaders automatically receive the rendered scene, the depth buffer, the pre-blurred bloom texture, the screen size, a time value, the camera planes, and every GUI slider as uniforms.
Tip: The json and the fsh must share a name. effect_universal.fsh is the fully commented reference to copy from.
It works with the renderer, not instead of it
ShaderWorks sits on top of Minecraft's existing rendering pipeline rather than replacing it, which is what keeps it small and compatible with a plain Forge install. The price is real: no true dynamic shadow maps, and reflections are screen-space, so they mirror what is already on screen and fall back to the procedural sky for anything off it. Every value also lives in config/shaderworks-client.toml, so a look can be edited with the game closed.
Tip: Screen-space reflections cannot show what is behind you. Aim the camera across the water, not down at it.