Dynamic Elytra Wiki › Guides › Configuring Speed Lines to Work with Shaderpacks
Configuring Speed Lines to Work with Shaderpacks
Understanding Post-Frame Rendering
Many visual mods suffer from rendering conflicts when shaderpacks are active, causing custom particle effects or HUD overlays to blur, vanish, or distort behind custom lighting passes.
Dynamic Elytra Mod resolves this by drawing screen speed lines directly on top of the finished frame. This means the visual streaks remain fully sharp, correctly tinted, and visible even when running heavy shaderpacks through shader loaders like Iris or OptiFine.
Troubleshooting Display with Shaders
If you want to use the mod alongside custom shader presets, keep the following in mind:
- Shader Compatibility: You do not need to disable motion blur, depth of field, or complex lighting pipelines in your shaderpack. Because lines render on top of the finished image, your shaders will not overwrite or erase them.
- Color Visibility: If your shaderpack uses extreme bloom, high exposure, or dark atmospheric fog, open the mod settings and switch between the five available line colors or increase the strength sliders so the lines stand out cleanly against your shader's lighting palette.