Shaders on Eaglercraft
The play FAQ says dynamic lighting and shaders need WebGL2, and that the built-in PBR path needs floating-point render targets. The u50 post (23 February 2025) talks about shader effects, subsurface scattering and the moon atmosphere. u52 (16 June 2025) mentions PBR improvements. Those notes are about the 1.8 client.
Last reviewed: . By the Eaglercraft Guide editorial team.
The project documents a built-in EaglercraftX 1.8 renderer. Java shader-pack documentation does not establish browser compatibility, and no FPS cost or external shader installation has been measured here.
- Use a browser with WebGL2.
- Stay on the 1.8.8 / EaglercraftX line if you want the documented PBR path.
- 1.12.2 and 26.2 do not get a “shaders supported” sentence on the download page.
- VSync on is part of the WASM performance note. It also affects how smooth lighting looks.
Questions
Why did my pack disable itself?
A broken shader program can make a resource pack fail. The Java Edition wiki describes that failure mode. Remove the last pack you added and reload.
Related: WASM vs JS · 1.8.8 · Lag
Continue with the relevant guide
These links explain related topics, not a guarantee of compatibility with every build or server.
Sources
- Project FAQ: 1.8 world transfer, shared-world invitations, controls, browser requirements and PBR. Reviewed 2026-10-27.
- Project u50, 23 February 2025: 1.8 shader and WASM changes. Reviewed 2026-10-27.
- Project u52, 16 June 2025: Chrome, tab-switch and PBR fixes for 1.8. Reviewed 2026-10-27.
- MDN WebGL: browser and GPU APIs, not an FPS guarantee. Reviewed 2026-10-27.
Original illustrations on this page are drawn for eaglercraft.pro. They are not official screenshots.