Download in the Official Newb Discord server.
Note
Shaders are not officially supported on Minecraft Bedrock. The following are unofficial ways to load shaders.
Linux: mcpelauncher-manifest
- Extract material.bin files from shader mcpack / build materials from source.
- Move these files to data root
mcpelauncher/versions/1.20.x/assets/renderer/materials/. (Make sure to backup all files in this folder first) - Import the resource pack and activate it in global resources.
Windows:
- Use BetterRenderDragon to enable MaterialBinLoader.
- Import the resource pack and activate it in global resources.
Android:
- Install Patched Minecraft App
- Import the resource pack and activate it in global resources.
git clone https://github.com/devendrn/newb-x-mcbe/
cd newb-x-mcbe
Note
On Windows, you should use .\build.bat instead of ./build.sh for all following commands.
./build.sh setup
This will download shaderc binary and material data required to build shader.
./build.sh mats
Compiled material.bin files will be inside build/<platform>/
Command usage:
usage: build mats [-h] [-p {android,windows,merged,ios}] [-m M [M ...]] [-s S]
options:
-h, --help show this help message and exit
-p {android,windows,merged,ios}
build profile
-m M [M ...] build materials (eg: Sky)
-s S subpack config to use (eg: NO_WAVE)
./build.sh pack
The final mcpack will be inside build/.
Command usage:
usage: build pack [-h] [-p {android,windows,merged,ios}] [--no-zip] [--no-label] [-v V]
options:
-h, --help show this help message and exit
-p {android,windows,merged,ios}
build profile
--no-zip don't make archive
--no-label don't label materials
-v V version number eg: 46
Clangd can be used to get code completion and error checks for source files inside include/newb. Fake bgfx header and clangd config are provided for the same.
- Neovim (NvChad): Install clangd LSP from Mason.
- VSCode: Install vscode-clangd extension.

