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Horizon shader packs

Horizon has its own shader packs: WGSL written against stages of Horizon's renderer, checked before they run. This page is the guide for pack authors. The design and the pack format are in api/shaders.md; every stage's signature, input, resource and limit is in the generated api/shaders-reference.md.

Shader packs in the Iris/OptiFine format are a separate feature with its own loader; this page is only about Horizon's own format.

Part Where State
Format, stages, check crates/horizon-shader-api API 0.1, experimental
Authoring tool horizon-shader (same crate) new, check, pack
Templates crates/horizon-shader-api/templates/ post, sky, material
Example pack crates/horizon-shader-api/packs/golden_hour a warm sky and two post passes
In the game: every stage Options > Horizon Settings > Shader Packs sky, material, post passes, hot reload
The registry and the launcher shader kind (api/mod-index.md); the Mods page's Shader packs tab checked, then installed into shaderpacks/

Quick start

cargo install --path crates/horizon-shader-api      # or: cargo run -p horizon-shader-api --bin horizon-shader -- <command>
horizon-shader new my_pack --template post          # also: --template sky, --template material; --name "My Pack"
horizon-shader check my_pack                        # what the game, the launcher and the registry will check
horizon-shader pack my_pack                         # check, then write my_pack-0.1.0.hshader beside the folder

check prints each stage with its cost, and the pack's SHA-256:

golden_hour 1.0.0 (shader API 0.1): ok
  sky       Warm horizon                     99 expressions, 0 texture reads
  post      Glow                            192 expressions, 3 texture reads
  post      Colour grade                    201 expressions, 2 texture reads
  sha256 b5e0d98c...

or every problem, at its file, line and column:

my_pack 0.1.0 (shader API 0.1): FAILED
  post.wgsl:9:1: expected `;`, found "}"

--json prints the same for tools (ok, id, version, api, sha256, stages, problems).

Trying a pack in the game

Put the pack folder (or its .hshader) in shaderpacks/ beside options.txt (Open Pack Folder opens it) and pick it on Options > Horizon Settings > Shader Packs, which lists Horizon's packs, marked (Horizon), beside packs in the shaders/ format; one runs at a time, and clicking it again turns it off. HORIZON_SHADER_PACK=<its folder or file name> runs a pack whatever the page says, for development. The game checks the pack first, and refuses one that fails, with its problems in the chat. While it runs, the game looks at the pack twice a second: save a file and the pack is checked and rebuilt in place ("Shader pack ... reloaded"); if the new version fails, the chat says where and the last good version keeps drawing. All three stages run.

A pack

A folder (or the same files zipped as a .hshader) with horizon-shaders.toml and WGSL files:

schema = 1
id = "my_pack"
name = "My Pack"
version = "0.1.0"
api = "0.1"

[[post]]
file = "post.wgsl"

[[options]]
id = "saturation"
name = "Saturation"
type = "float"
default = 1.15
min = 0.0
max = 2.0

Every key is in api/shaders.md.

Stages

A stage is one function your file defines. Horizon puts its prelude (the structs, frame, the stage's resources and helpers) before your file and calls the function from its own pass, so the world is still culled, batched and meshed by Horizon: a pack changes how things look, not how they are drawn.

Stage Your function What it does
[sky] fn sky(input: SkyInput) -> vec4<f32> the sky's colour along each view ray, opaque (alpha is ignored), drawn where vanilla draws its sky dome (the Overworld's sky; not the Nether's or the End's); the sun, moon, stars and clouds are drawn over it
[material] fn material(input: MaterialInput) -> Surface the lit colour of each point of a block's surface, before the alpha test and fog: every terrain section and distant tile, solid, cutout and translucent (not entities, block entities or particles)
[[post]] fn post(input: PostInput) -> vec4<f32> a full-screen pass over the world's picture (up to 8, in order), under the hand and HUD

A pack has at least one stage; a stage it leaves out keeps vanilla's look. Each input says what vanilla would draw (input.color in the sky and post stages; albedo * tint * vec4(lightmap, 1.0) for a material), so a pack can start from vanilla and change only what it means to.

Every stage can read frame: the camera's matrices and position, the sun and moon directions, the time of day, vanilla's sky and fog colours, rain and thunder, fog distances, the light at the camera, effects and the dimension. Post passes also read scene_color, scene_depth, previous (the last pass's output), two samplers and the helpers depth_at(uv) and view_position(uv, depth).

Rules the check enforces: your files declare no bindings (@group/@binding), no entry points and no names starting with horizon_. Code shared by several stages goes in files listed in shared, put before every stage.

Options

Each [[options]] entry is a WGSL override of the same name, set when the game builds the pipeline: no text substitution, no recompiling a different program per value.

override saturation: f32 = 1.15;   // type = "float"; bool → bool, int → i32, choice → u32 (the value's index)

The game shows the options on the pack's settings screen. Branches on an option are on a constant, so the GPU skips the side that isn't taken.

What the check does

The game runs the same check when it loads a pack (a pack that fails is refused with the message, and the last good one keeps drawing), the launcher before it installs one, and the registry's CI before a pack is listed:

  1. The manifest and the package: known keys, valid ids, every file used, sizes.
  2. Each stage built as the renderer builds it and validated by naga.
  3. The stage function's signature, and the rules above.
  4. Each override matches its option's type (or has a default); each option is used.
  5. Budgets: 20 000 expressions and 64 texture reads per stage.
  6. Every entry point translated for Vulkan (SPIR-V), Metal and DirectX 12 (HLSL), with the options at their defaults, minimums and maximums.

[budget] gpu_ms is the GPU time your pack aims to add to a frame. To compare, open F3 in the game: while it is open, each pass is timed on the GPU and the overlay shows the pack's total and its costliest passes, by their name (the median of the last 15 timed frames). Timing waits for nothing, so it does not slow the game. In a timed frame the sky stage draws in a pass of its own (it shares the world's pass otherwise), so its time includes clearing the picture. The material stage runs inside terrain's own draws, so it has no time of its own: compare the frame's GPU time with and without the pack.

Next

The overlay, lighting and shadow stages, and option values other than the defaults.