Vulkan PostFX
Vulkan PostFX, also known as VPFX, is an experimental VPFX shader pack loader and post-processing framework for Minecraft’s modern Vulkan-based rendering path.
It allows external VPFX shader packs to add screen-space visual effects such as color grading, vignette, tone mapping, highlight compression, cinematic look adjustments, depth-based effects, and early shadow-depth experiments.
This project is still experimental, but it already supports ZIP-based VPFX shader packs through Minecraft’s resource pipeline.
Start here
For the best first experience, install both:
- Vulkan PostFX — the loader and runtime
- VPFX Minimal Showcase — the official minimal example pack
Vulkan PostFX is not a full Iris / OptiFine replacement.
The goal is to build a new VPFX workflow for Minecraft’s Vulkan rendering path, starting from reliable external pack loading and gradually moving toward a more capable shader runtime.
What Vulkan PostFX does
Vulkan PostFX currently focuses on:
- external ZIP-based VPFX shader pack loading
- graph-based post-processing configuration
- runtime resource pack materialization
- runtime resource pack injection
- external post-chain execution
- scene color sampling
- scene depth capture
- experimental shadow depth input
- diagnostics for broken packs
- early native runtime experiments
This means Vulkan PostFX is already executing a real external VPFX pack pipeline, not just parsing ZIP files.
external ZIP shader pack
-> VPFX manifest / graph validation
-> runtime resource pack materialization
-> Minecraft resource system injection
-> external post-chain execution
Current features
External VPFX pack loading
Vulkan PostFX supports ZIP-based VPFX shader packs containing files such as:
pack.json
post_effect/main.json
shaders/<path>.vsh
shaders/<path>.fsh
Shader references use the following format:
<pack_id>:<path>
For example:
vpfx_minimal_showcase:composite/final
which resolves to:
shaders/composite/final.vsh
shaders/composite/final.fsh
Shader paths are not limited to a fixed post/ directory layout.
Runtime namespace rewriting
External packs are rewritten into isolated runtime namespaces to reduce conflicts with built-in resources and other packs.
This allows VPFX packs to behave more like external visual packages while still being routed through Minecraft’s resource system.
Runtime resource pack injection
External ZIP contents are materialized into runtime resource packs during startup / resource reload and injected into Minecraft’s client resource system.
This is one of the core parts of the VPFX loading pipeline.
External post-chain execution
Vulkan PostFX can load external post chains through Minecraft’s ShaderManager and execute them through the current minecraft_postchain backend.
The current stable execution path is still based on Minecraft’s post-chain system.
Scene, depth, and shadow inputs
Current VPFX runtime inputs include:
minecraft:scene_color
vulkanpostfx:scene_depth
vulkanpostfx:shadow_depth
minecraft:main
These inputs are used for screen-space effects, depth-based experiments, and shadow-depth debugging.
Failure diagnostics
When a VPFX pack fails to load or execute, Vulkan PostFX can generate diagnostic information for issues such as:
- missing shader files
- invalid graph targets
- sampler mismatches
- shader path errors
- external target problems
- pipeline creation failures
If a pack is broken, the goal is to make the failure understandable instead of silently failing.
Experimental native runtime
Vulkan PostFX is gradually moving beyond Minecraft’s default post-chain backend.
Current experimental native runtime progress includes:
- native runtime support checks
- resource mapping dry-runs
- same-target hazard detection
- transient color target planning
mainTarget -> transientColorcopy validation- builtin native fullscreen passthrough draw
- opt-in diagnostic mode for testing the native passthrough path
The current experimental native path can be summarized as:
minecraft:main
-> transientColor
-> builtin native fullscreen passthrough
-> minecraft:main
This is still experimental and opt-in.
User VPFX shaders are not fully executed natively yet.
Current sample pack
VPFX Minimal Showcase
The official minimal example pack demonstrates:
- VPFX
pack.json - graph-based post-effect configuration
- non-
post/shader paths minecraft:scene_colorsamplingminecraft:mainoutput- basic screen-space look adjustment
It is the recommended starting point for testing Vulkan PostFX.
Usage
1. Place a VPFX shader pack
Put the VPFX shader pack ZIP into the shaderpacks folder of your Minecraft instance.
For development runs, this is usually:
run/shaderpacks/
2. Select the active pack
Edit the config file:
config/vulkanpostfx.json
For development runs, this is usually:
run/config/vulkanpostfx.json
Example:
{
"active_pack_id": "vpfx_minimal_showcase"
}
3. Launch the game
When the client starts, Vulkan PostFX will:
- scan available VPFX ZIP packs
- parse
pack.json - select the active pack
- validate the VPFX graph
- materialize runtime resources
- inject runtime resources into the client resource system
- attempt to load the corresponding external post chain
4. Toggle effects
By default:
F8
toggles the current VPFX effect.
F9
toggles the experimental shadow depth debug view.
Architecture overview
Current external pack path:
[shaderpacks/*.zip]
|
v
[VPFX Manifest / Graph Parse]
|
v
[Active Pack Selection]
|
v
[Runtime Materialization]
|
v
[Runtime Resource Pack Injection]
|
v
[minecraft_postchain backend]
|
v
[External VPFX Post Chain Execution]
Experimental native runtime path:
[VPFX Native Runtime]
|
v
[mainTarget -> transientColor]
|
v
[builtin native fullscreen passthrough]
|
v
[minecraft:main]
What this is
Vulkan PostFX is currently best described as:
- a working VPFX ZIP shader pack loader
- a post-effect based execution backend
- an experimental Vulkan shader runtime foundation
- an early native runtime research project
It is designed for Minecraft’s modern Vulkan rendering path and for VPFX-specific shader packs.
What this is not
Vulkan PostFX is not yet a mature drop-in replacement for Iris or OptiFine.
Most Iris / OptiFine shader packs cannot be used directly without porting.
Traditional shader pipeline compatibility is not the current focus of the first development stages.
Current limitations
Vulkan PostFX is still alpha software.
The following traditional shader pipeline components are not fully supported yet:
gbuffers_*- full
shadow.*compatibility - full
composite.*compatibility - screen-space reflections
- volumetric fog
- natural cloud rendering
- material-aware lighting
- dimension-specific shader routing such as
world1/andworld-1/ - direct Iris / OptiFine shader pack compatibility
Native runtime limitations
The native runtime currently supports only an experimental builtin fullscreen passthrough path.
It does not yet support:
- user shader native execution
- multi-pass native execution
- custom native render targets
- native scene depth input
- native shadow depth input
- compute shaders
- native volumetric lighting
- native cloud rendering
- RT / path tracing
Design philosophy
The core idea of Vulkan PostFX is not to force every traditional shader-pack semantic into Vulkan at once.
Instead, the project follows a staged approach:
make external VPFX packs actually run
-> improve visual fidelity
-> stabilize the runtime
-> expand graph execution
-> gradually bring back advanced visual features
In other words:
first establish a truly executable external shader chain, then gradually bring back the visual logic that matters.
Notes
This is a fast-evolving experimental project.
If you are looking for a ready-made, fully compatible Iris / OptiFine replacement, Vulkan PostFX is not there yet.
But if you care about:
- Minecraft’s Vulkan rendering path
- VPFX shader pack experiments
- external ZIP shader pack loading
- modern runtime resource pack injection
- scene / depth / shadow based post effects
- experimental native render graph runtime development
then this project is built exactly for that.
Update policy
Vulkan PostFX is expected to follow Minecraft snapshot updates quickly.
The project may update weekly, or more often when Minecraft snapshots or VPFX runtime milestones require it.
How to Install Vulkan PostFX (Mod)
Vulkan PostFX by IonHex975 is verified for Fabric across Minecraft versions 26.2, 26.2-pre-1, 26.2-pre-2, 26.2-rc-2, 26.2-snapshot-2, 26.2-snapshot-7, 26.2-snapshot-8, 26.3-snapshot-1 (latest release: 1.15.11+mc26.2-2026-07-10, file size: 722 KB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (26.2, 26.2-pre-1, 26.2-pre-2, 26.2-rc-2, 26.2-snapshot-2, 26.2-snapshot-7, 26.2-snapshot-8, 26.3-snapshot-1) and platform (Fabric).
- Make sure you have the compatible loader or environment installed for Fabric.
- Move the downloaded Vulkan PostFX file into your Minecraft
.minecraft/modsfolder and launch the game.
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This release focuses on the **native VPFX render target lifecycle**, improving performance, resource safety, temporal effect correctness, and backend fallback reliability.
## Highlights
- Native render targets are now reused across frames instead of being recreated every frame.
- Render target resources are now owned by the active VPFX session.
- History and persistent targets are isolated between pack activations.
- History buffers now advance only when their target was actually written during the frame.
- Native runtime failures continue to fall back safely to Minecraft PostChain.
## Added
- Added a session-scoped native render target resource manager.
- Added reusable caching for:
- Scene color snapshots
- Transient render targets
- Persistent render targets
- History targets
- Cross-frame ping-pong targets
- Added immutable native target descriptors containing:
- Target identifier
- Width and height
- Texture format
- Depth usage
- Target type
- Added native resource lifecycle statistics:
- Allocations
- Reuses
- Recreations
- Disposals
- Allocation failures
- Active owned resources
- Active borrowed resources
- Resource generation
- Added native target statistics to the VPFX debug HUD.
- Added lifecycle validation tests for resource reuse, resizing, failures, history state, session isolation, and fallback behavior.
## Changed
- Native render targets now remain allocated for the lifetime of the active VPFX session when their descriptors remain unchanged.
- The meaning of a transient target has been clarified:
- Its contents do not persist between sessions.
- Its GPU allocation may still be reused between frames.
- Persistent, history, and ping-pong resources are now fully session-scoped instead of being stored globally by runtime namespace.
- Render target recreation now follows a safer sequence:
``
text
Create the replacement resource
→ Replace the cached reference
→ Destroy the previous resource
`
- Native fallback now immediately releases native resources owned by the failed session.
- Re-selecting the same shader pack still creates a new session and retries the native runtime.
- Frame render target wrappers are now explicitly non-owning.
- GPU resource destruction is handled exclusively by the session resource manager.
- Native clear behavior is now more deterministic:
- Transient targets are cleared on their first write each frame.
- Subsequent writes during the same frame preserve existing contents.
- Persistent and history buffers are initialized when created or resized.
- Depth targets use a default clear depth of
1.0`.## Fixed
- Fixed native render targets being repeatedly created and destroyed every frame.
- Fixed old sessions potentially interfering with resources created by a new activation of the same pack.
- Fixed resource leaks when only p
## Highlights
This update focuses on **loader stability**, **native-first backend selection**, and **VPFX pack validation**.
VPFX is still a post-processing shader loader, not a built-in shader pack.
## Added
- Added an internal **Runtime Graph** system for VPFX packs.
- VPFX packs can now be parsed into a backend-neutral runtime structure before execution.
- This improves validation, debugging, and future backend support.
- Added support for VPFX **uniform bindings**.
- Supported binding types:
$param:<id>for user parameters$builtin:<id>for built-in runtime values$target:<id>for render targets
- Added detailed VPFX pack load results.
- Pack loading now records clearer failure stages such as:
- manifest parsing
- graph parsing
- graph validation
- runtime graph building
- shader preprocessing
- resource resolving
- Added additional validation for VPFX pack definitions.
- Invalid parameter references
- Unknown built-in uniforms
- Missing render targets
- Invalid pass dependencies
- Unsafe or unsupported graph definitions
## Changed
- VPFX now follows a clearer **native-first backend policy**.
- Every time a VPFX pack is selected or refreshed, the loader will try the native runtime first.
- If the native runtime fails for that activation, VPFX falls back to the Minecraft PostChain backend.
- The failure is not treated as a permanent blacklist.
- Selecting the same pack again will retry the native runtime.
- Improved backend selection behavior.
- Backend selection is now treated as a per-activation decision.
- Previous native runtime failures are cleared when refreshing the active pack.
- Improved PostChain materialization.
- VPFX-only metadata fields are removed before generating Minecraft PostChain resources.
- This prevents loader-only fields such as uniform binding metadata from leaking into vanilla PostChain JSON.
## Fixed
- Fixed cases where a previous native runtime failure could affect later activations of the same pack.
- Fixed unclear fallback behavior between the native runtime and Minecraft PostChain backend.
- Fixed several pack validation paths where invalid VPFX pack definitions could fail too late.
- Fixed internal handling for VPFX-specific uniform binding metadata during resource rewriting.
## For Pack Authors
This release improves error visibility for VPFX pack development.
Broken packs should now fail with clearer diagnostics instead of silently falling back or crashing at a later runtime stage.
Recommended checks for pack authors:
- Make sure all
$param:<id>bindings reference declared parameters. - Make sure all
$target:<id>bindings reference valid render targets. - Avoid relying on undefined built-in uniforms.
- Test native runtime behavior and PostChain fallback separately.
## Notes
This release does not add new built-in visual effects.
The main goal of 1.15.9 is to make the VPFX loade
...
Writing colored lighting.
Add more language support.
Add diagnostion part.
Fix some bugs.
## Added
- Added the **native-first safe fallback** runtime strategy.
- VPFX now attempts to use the native direct backend first.
- If the native backend is unsupported, fails preparation, or fails during frame execution, VPFX automatically falls back to the Minecraft PostChain backend.
- Native backend failures no longer disable the active VPFX pack by default.
- Added native fallback stage tracking.
- VPFX can now report where the fallback happened:
SUPPORT_CHECKPREPAREFRAME_EXECUTION- HUD and diagnostics can now display the native fallback reason.
- Added initial Pack Validation UI support.
- Invalid VPFX packs are now shown in the pack list instead of being silently ignored.
- Invalid packs are marked as
Invalid. - Clicking an invalid pack copies a validation report for easier debugging and issue reporting.
- Added scan-stage issue tracking for VPFX packs.
- Missing
pack.json - Manifest parse failures
- Graph parse failures
- Missing shaders
- Fatal validation errors
- ZIP read failures
## Changed
- Changed VPFX backend selection to prefer native direct execution while keeping Minecraft PostChain as the safe fallback backend.
- Changed native backend failure handling so that native failures fall back to PostChain instead of failing the whole pack.
- Changed ZIP pack scanning so broken VPFX packs are preserved as invalid UI entries.
- Changed the shader pack selection screen to use
VpfxPackListEntry, allowing packs to be displayed as:
VALIDWARNINGINVALID- Improved fallback diagnostics shown in HUD, UI services, and failure reports.
## Fixed
- Fixed native direct backend failures incorrectly disabling the active VPFX pack.
- Fixed native frame execution failures potentially causing black screens or broken rendering state.
- Fixed missing native fallback stage information in diagnostics.
- Fixed invalid VPFX ZIP packs being silently skipped during scanning.
- Fixed missing shader, missing target, malformed graph, and broken manifest errors not being visible from the UI.
- Fixed scan-stage exceptions potentially disrupting the whole pack list.
## Removed
- Removed the old behavior where invalid VPFX packs were silently ignored during scanning.
- Removed the old behavior where native backend failure could immediately mark the active VPFX pack as failed.
- Removed several log-only error paths by surfacing pack validation issues through the UI instead.
## Developer Notes
This release focuses on VPFX v0.2 stabilization. The main goal is not to add new visual effects, but to improve backend reliability, automatic fallback behavior, and pack author debugging.
Recommended test cases:
- A VPFX pack that works on the native backend.
- A VPFX pack that cannot use native but works on PostChain.
- A pack with a missing shader file.
- A pack with an invalid graph target reference.
- A ZIP pack with a missing or malformed `pac
## Changes
- Added entity shadow casters for VPFX shadow depth.
- Disabled vanilla circular entity shadows while VPFX world shadows are active.
- Fixed shadow-space coordinate handling so shadow rendering no longer depends on player view direction.
- Improved shadow receiver stability and reduced terrain-side shadow artifacts.
- Fixed several bugs.
This update fixes several bugs and improves overall stability.
### Fixed
- Fixed some shader pack selection screen issues.
- Fixed the VPFX status HUD toggle not following the UI setting.
- Fixed external shader packs not properly overriding built-in shadow behavior.
- Fixed several minor UI layout issues.
### Changed
- Improved shader pack loading and UI behavior.
This update introduces the first-generation VPFX in-game UI.
The old pack selection experience has been replaced with a cleaner Reese-style VPFX settings screen. This makes pack switching, backend inspection, reload testing, and debugging much easier while reducing the amount of screen space taken by large vanilla-style buttons.
## Added
- Added the first-generation VPFX settings UI.
- Added a new Reese-style VPFX pack/settings screen.
- Added tabbed VPFX pages:
- Packs
- General
- Backend
- Debug
- Developer
- About
- Added a compact VPFX pack browser.
- Added pack status display, including source, backend hint, pass count, and target count.
- Added backend status display for the active runtime backend.
- Added native direct / PostChain runtime state visibility in the UI.
- Added fallback reason and failed effect information to the UI state snapshot.
- Added
VpfxUiStatefor UI-facing runtime snapshots. - Added
VpfxUiServiceas a UI facade for reading VPFX state and submitting UI requests. - Added first-pass tooltip support for UI rows and buttons.
- Added compact action buttons for Apply, Reload, and Done.
- Added paged pack listing for cleaner navigation when multiple VPFX packs are available.
- Added a 26.2 snapshot-compatible screen bridge for opening and closing VPFX screens more safely across unstable mappings.
## Improved
- Improved the VPFX pack selection workflow.
- Improved visibility of the currently active VPFX pack.
- Improved visibility of the active backend.
- Improved development ergonomics when testing multiple VPFX packs.
- Improved UI readability by replacing the old large-button layout with a cleaner custom layout.
- Improved diagnostics visibility for broken or fallbacking VPFX packs.
- Improved separation between UI code and runtime code.
## Changed
- F7 now opens the new VPFX settings / pack browser experience.
- Pack selection is now handled through the new VPFX UI.
- Runtime and pack information is now collected through a UI snapshot layer before being rendered.
- VPFX settings are now organized into category pages instead of a flat button list.
## Notes
This is the first generation of the VPFX UI.
The goal of this version is to establish a cleaner in-game control surface for VPFX development and testing. The UI is not final yet, and more polish will be added in later versions.
Future UI work may include:
- more complete tooltips
- better pack detail panels
- clearer native compatibility diagnostics
- more developer/debug controls
- visual polish
- improved responsive layout behavior
- better localization coverage
Vulkan PostFX is still experimental. The native runtime, VPFX pack format, and UI may continue to change as the project evolves.
## Highlights
VPFX 1.15.0 focuses on stabilizing the new native rendering path and fixing several long-standing shadow artifacts. This release improves shader pack switching, native backend selection, shadow depth handling, and terrain shadow receiver logic.
## Added
- Added native-first shader pack selection.
- VPFX now prefers native-compatible external VPFX packs when available.
- Unsupported packs can still fall back to the Minecraft PostChain backend.
- Added support for native shadow depth inputs.
- Native pipelines can now recognize
vulkanpostfx:shadow_depthandminecraft:shadow_depth. - Added support for
use_depth_bufferadmission in native graph validation.
- Valid scene/depth target usage is no longer rejected too early.
- Added configurable diagnostic throttling options for native and shadow logs.
- Added default in-world hard resource reload for development builds.
- Shader pack switching inside a world is now much easier during testing.
## Changed
- Reworked terrain shadow receiver logic.
- Replaced unstable screen-derivative receiver normal estimation.
- Replaced unreliable direct
Normalattribute usage. - Added a stable axis/grid-based receiver mask for block surfaces.
- Reduced shadow artifacts on vertical block faces.
- Vertical surfaces that should not receive strong parallel-light shadows are now filtered more safely.
- Reduced excessive native runtime and shadow diagnostic logging.
- Legacy NR-1C / NR-1F diagnostic output is now silent by default.
- Shadow pass and shadow sync logs are throttled by default.
- Improved failed-pack warning behavior.
- Failed external pack warnings are no longer spammed every frame.
- Improved shader pack reload behavior in-world.
- Development workflow is smoother when repeatedly changing VPFX ZIP packs.
## Fixed
- Fixed shadow/light behavior appearing to rotate with the player camera.
- Fixed excessive striping on vertical faces perpendicular to the sun/moon movement plane.
- Fixed
use_depth_buffer=truecausing valid VPFX packs to be rejected from native admission. - Fixed repeated warning spam when an external VPFX pack was marked as failed.
- Fixed old builtin/default configuration behavior that could leave users stuck on the Builtin Debug Pack.
- Fixed native backend selection not being obvious when external VPFX packs were available.
## Developer Notes
- The current stable terrain shadow receiver strategy is axis/grid based.
- VPFX no longer relies on screen-space
dFdx/dFdynormals for terrain shadow receiver masking. - VPFX also does not yet implement the full Iris/Sodium-style extended terrain vertex normal pipeline.
- Native multi-pass execution and Showcase pack support continue to be developed.
- Entity and player shadows remain a later-stage task.
## Recommended Test Points
- Test vertical walls under sun and moon lighting.
- Test rotating the camera while observing terrai
This is a stability-focused update for Minecraft 26.2-rc2.
## Added
- Added safer VPFX shader pack auto-selection behavior.
- Added configurable sun/moon shadow tuning through JVM properties.
- Added throttled shadow diagnostics to reduce log spam.
## Changed
- Improved sun/moon primary light selection near sunset and moonrise.
- Moonlight shadows are now much weaker by default.
- Shadow intensity now fades more smoothly during light transitions.
/vpfx reload autois safer in-world and avoids unnecessary hard resource reloads.
## Fixed
- Fixed cases where VPFX could get stuck on the built-in invert debug effect.
- Fixed fallback behavior when external VPFX pack loading fails.
- Fixed excessive per-frame shadow pipeline logging.
- Fixed sunset/moonrise shadow flickering caused by sun/moon light source fighting.
## Notes
- Native VPFX runtime work is still experimental.
- Entity shadows and player shadows are not yet part of this release.
- If a shader pack fails to load, VPFX should fall back to vanilla rendering instead of disrupting the world.
## Shadow tuning properties
Advanced users can tune shadow behavior with:
``
bash
- Dvulkanpostfx.shadow.moonMaxIntensity=0.10
- Dvulkanpostfx.shadow.baseDarkness=0.42
- Dvulkanpostfx.shadow.logIntervalFrames=300
``These are optional and mainly intended for testing.
This release updates Vulkan PostFX for **Minecraft 26.2 Pre-Release 2** and continues stabilization work for the experimental VPFX Native Runtime.
### Highlights
- Added Minecraft 26.2 Pre-Release 2 compatibility.
- Added **NR-1F-C.2** user shader
RenderPipelinecache dry-run. - Added pipeline cache diagnostics for user shader native pipeline creation.
- Fixed invalid runtime shader
ResourceLocationconstruction. - Split vertex and fragment shader runtime locations.
- Improved fallback logging for user shader pipeline creation.
- Resource reload now clears cached user shader pipelines safely.
### Native Runtime Status
The VPFX Native Runtime path remains experimental and opt-in.
This release can create and cache a user shader
RenderPipeline in dry-run mode, but it still does **not** execute the user shader draw path.Current behavior:
- User shader
RenderPipelinecreation: enabled for dry-run validation - User shader native draw: disabled
- Actual draw pipeline: built-in passthrough
- External PostChain skip behavior: unchanged
- Native backend default state: disabled
### Tested
./gradlew clean build- Client startup
- In-game native runtime execution path
- Built-in passthrough draw
- User shader
RenderPipelinecreation dry-run - Resource reload cache invalidation
### Notes
This update does not add multi-pass native rendering, custom native targets, scene depth native access, shadow depth native access, or VPFX schema changes.
This release adds compatibility for **Minecraft 26.2 Pre-Release 1**.
### Changes
- Updated project configuration for Minecraft 26.2 Pre-Release 1.
- Updated Gradle properties and dependency targets.
- Rebuilt against the latest pre-release environment.
- Verified that the mod loads correctly in-game.
- Confirmed that core post-processing functionality works as expected.
### Testing
The update has been tested successfully with Minecraft 26.2 Pre-Release 1. Client startup, mod loading, and core rendering functionality were all verified.
### Notes
Vulkan support is still experimental in the Minecraft 26.2 cycle, so additional updates may be required for later pre-releases, release candidates, or the final release.
### Highlights
- Ported to Minecraft 26.2 Snapshot 8.
- Kept VPFX Native Runtime experimental path available on Vulkan.
- Verified builtin native fullscreen passthrough diagnostic path.
- Verified external PostChain skip in native diagnostic mode.
- Added user shader resolve / preprocess dry-run.
- Added user shader pipeline planning / hash dry-run.
### Native Runtime Status
The VPFX Native Runtime is still experimental and opt-in.
Currently verified:
- Builtin native fullscreen passthrough draw
mainTarget -> transientColorcopy- external PostChain skipped after successful native diagnostic draw
- user shader source resolve / preprocess dry-run
- user shader pipeline planning dry-run
Not supported yet:
- user shader native draw
- multi-pass native graph execution
- custom native targets
- scene_depth / shadow_depth native inputs
- compute shaders
### Snapshot 8 Note
Minecraft 26.2 Snapshot 8 defaults to OpenGL and marks Vulkan as experimental.
Vulkan PostFX native runtime testing requires the Vulkan graphics backend.
If you want to test VPFX native runtime features, manually select Vulkan in the Graphics API setting.
This release introduces the first experimental VPFX Native Runtime milestone.
### Highlights
- Added VPFX Native Runtime v0 skeleton.
- Added VPFX v2 runtime roadmap documentation.
- Added native runtime dry-run support checks.
- Added native fullscreen pipeline planning.
- Added transient render target planning and lifecycle validation.
- Added
mainTarget -> transientColorcopy validation. - Added the first builtin native fullscreen passthrough draw path.
- Added opt-in diagnostic mode that can skip the external PostChain path after a successful builtin native passthrough draw.
### Native Runtime Status
The native runtime is still experimental and opt-in only.
Current supported native diagnostic path:
``
text
minecraft:main
- > copy to transientColor
- > builtin fullscreen passthrough native draw
- > minecraft:main
`
This is currently limited to:
- single-pass native-v0-compatible graphs
- builtin passthrough shader only
- no user shader native execution
- no multi-pass
- no custom targets
- no scene_depth / shadow_depth native inputs
- no compute shaders
### Verified
./gradlew buildMinecraft 26.2 Snapshot 7 startup VPFX Minimal Showcase loading native runtime execute flag native diagnostic draw succeeded external PostChain skipped in diagnostic mode fallback backend remains available no black screen / no crash observed during local testing
### Notes
- The default backend is still
minecraft_postchain`.