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Lost Tape Shader
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Lost Tape Shader

Nostalgic analog-horror shader for Iris & Oculus

⬇ Download on Modrinth
Lost Tape Shader — screenshot 1Lost Tape Shader — screenshot 2Lost Tape Shader — screenshot 3

📼 Lost Tape Shader

A nostalgic 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.

No heavy PBR pipeline, no bloat. Built on the classic fixed-function shader pipeline (GLSL 120), it runs fast even on weak GPUs while nailing the Somber-style found-footage dread.


✨ Features


📸 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 & German localization 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 & 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) + 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 – 26.x
Shader loader Iris (Fabric/Quilt/NeoForge) or Oculus (Forge)
OptiFine Not required (untested)
GPU Anything with OpenGL 2.1+ — no PBR, no heavy passes

Install: drop Lost_Tape_v#.#.zip into .minecraft/shaderpacks/ and select it in Options → Video Settings → Shader Packs.


🔧 How it works

Lost Tape Shader uses the classic OptiFine-format pipeline (GLSL 120) that Iris and Oculus fully support. The gbuffers programs apply lightmap shaping (gamma darkness with a separately-sampled block-light exemption) and optional PSX vertex snapping in clip space. A single composite pass reconstructs view positions from the depth buffer (depthtex1, so glass and water don't block shadows or fog), derives screen-space normals via dFdx/dFdy for acne-free slope-scaled shadow biasing, samples a distortion-warped shadow map, ray-marches the shadow map for volumetric light with Bayer-ordered dithering, applies SSAO, and blends the breathing fog. The final pass does 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.

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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