API overview
A practical reference for native Sulkan packs, from your first pass to scene programs and compute.
Start with a working pack
Download Sulkan Starter. It has one output image, one graphics pass, and one Exposure option.
For a full native pack, download Sulkan Realistic, extracted unchanged from the published 0.5.1 JAR. Its port notes explain provenance and limits. It is the main bundled shader, not a minimal learning example.
How the render graph works
Minecraft / Sodium scene
│
▼ $scene, optional depth and terrain snapshots
Your graphics / compute passes
│ reads create dependencies
▼ named resources
The resource named by present
│
▼ Minecraft main target
The manifest declares resources and passes. A pass’s reads identify inputs, writes identify outputs, and present selects the final 2D color image. Dependencies determine execution order. Sulkan culls unused passes, checks limits, compiles shaders for Vulkan 1.2, and manages GPU resource lifetimes.
You do not need a scene replacement program to add a post-processing effect.
Find the reference you need
| Topic | Use it for |
|---|---|
| First pack | A complete, editable example |
| Manifest | Root fields, images, textures, options |
| Passes & resources | Graphics, compute, buffers, scheduling |
| Frame uniforms | Matrices, camera, time, weather, depth |
| Scene programs & shadows | Terrain interfaces, material IDs, native shadows |
| Validation & debugging | Reloads, graph errors, resource limits |
Version contract
These pages describe Sulkan 0.5.1 / native format 1. Manifest version is 1, not "0.5.1".
Use the version selector to choose the API for your release.
This is not an Iris/OptiFine compatibility layer. Scene replacements must match the selected Minecraft/Sodium pipeline’s actual vertex and binding interface.