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The Nether and the End
By Ryleigh Newman · Published
Rockstar Shaders renders the Nether and the End, each with its own sky, fog and ambient light, and that sentence is nearly the whole of what I can promise. The Overworld is the tuned target. The Nether and the End are in the release, they render, and the record behind them is three captures, so expect rough edges there before anywhere else.
I made Rockstar Shaders, and I would rather this page was short and true than long and hopeful. It covers what the other two dimensions get, how the pack knows which dimension is on screen, why the End was invisible to it for a while, which settings apply there, and what to send me when something looks wrong.
Download free (1.0.0) Modrinth (pending)Minecraft 26.3, Fabric, macOS on Apple silicon. Install guide. Releases and bug reports on GitHub.
What the Nether and the End get
Each dimension has its own sky, fog and ambient light, defined in one shader header that the lighting, screen-space reflection, volumetric fog, post-vanilla, water, water ray-trace resolve and reflection shaders all import. That is the mechanism: the same passes run everywhere, and the dimension header tells them what color the air is, what the sky looks like and how much ambient light there is. The Overworld is the one those passes were tuned on. The release notes list "the Nether and the End" among what is in this release, and I am not going to describe either in more detail than that, because the capture set for them is three shots: two in the Nether, one of them looking down, and one in the End.
How the pack knows where you are
The dimension is written from Java into one uniform: 0 for not written, 1 for the Overworld, 2 for the Nether and 3 for the End. Before that uniform existed, the shaders inferred the dimension from the fog color and the shade of the cardinal faces, and that inference is still there as a fallback when the uniform reads 0. The uniform fixed a real bug: the End was never detected by the inference, so the End was rendered as if it were somewhere else. The first Nether frame and the first End frame the pack ever rendered were both captured in September 2026, which tells you how new this part is.
Settings in the other dimensions
There are no per-dimension settings. The 82 settings on the settings screen are the same wherever you stand, K opens them in any dimension, and a change applies the way its tip says: at once, on Done, or at the next launch. The Sky and Clouds page is written for the Overworld sky, its square sun, stars, aurora and cloud deck; in the Nether and the End the sky comes from the dimension header instead. The fog settings name their quantities in blocks and steps, and those mean the same thing everywhere. What I have not measured is how any of these behave in the Nether or the End compared with the Overworld, so I will not say.
What a first release means here
As with any first release, settings can move between builds, some combinations are untested, and a few things are known to be wrong. The Nether and the End are where "untested" applies most. The pack has been run on one machine, my M4 Max with 48 GB, and those three captures are the whole of the visual record for two dimensions. If the Nether looks wrong to you, it may well be wrong, and the fix starts with a report.
If the Nether or the End looks wrong
First check that the pack is rendering at all: the header under the title on the settings front page says "Rendering with Rockstar Shaders, pipeline generation N." when it is, and the Show FPS overlay says "vanilla" in amber when it is not. Then search logs/latest.log for "RockstarShaders". If the pack is rendering and the dimension still looks wrong, send the log and a screenshot with F3 open, since vanilla's debug screen shows the dimension (its layout is on the Minecraft wiki, read on 2026-09-19), and say in a sentence what you expected. Reporting a bug lists everything a report needs, and Troubleshooting covers a pack that is not rendering.
Download free (1.0.0) Modrinth (pending)Minecraft 26.3, Fabric, macOS on Apple silicon. Install guide. Releases and bug reports on GitHub.
Related
Sources
- https://minecraft.wiki/w/Debug_screen (read 2026-09-19)
Questions
Does Rockstar Shaders work in the Nether?
It renders the Nether with its own sky, fog and ambient light. The Overworld is the tuned target, and the Nether has been captured in two shots so far, so expect rough edges.
Does Rockstar Shaders work in the End?
It renders the End with its own sky, fog and ambient light. The End was not detected at all until the dimension became a uniform written from Java; it is now, and it has one capture on record.
Are there Nether-specific settings?
No. The same 82 settings apply in every dimension, and K opens the same screen. Nothing on the settings screen is per dimension.
Is the Nether tuned the way the Overworld is?
No. The Overworld is where every pass was tuned and measured. The Nether and the End render with their own sky, fog and ambient light, and that is the extent of what has been done for them.
What should I send if the Nether looks wrong?
logs/latest.log from the Minecraft directory and a screenshot with F3 open, which shows the dimension, plus a sentence on what you expected. The Reporting a bug page lists the rest.