NEON LABYRINTH 2  -  Minecraft shader pack (Iris / OptiFine, GLSL 120)
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INSTALL
  1. Install Iris (recommended) or OptiFine.
  2. Drop NeonLabyrinth.zip (do NOT unzip) into  .minecraft/shaderpacks
  3. In game: Options > Video Settings > Shader Packs > NeonLabyrinth
  4. Open "Shader Pack Settings". The <profile> button at the top cycles presets.

EIGHT NEON PATTERNS (and each block family gets its own)
  0 Spiral labyrinth   square-spiral maze with light packets running along it
  1 Circuit pipes      bundles of neon lines that connect seamlessly across blocks
  2 Ripple mandala     petal-wobbled concentric rings
  3 Honeycomb          nested hexagons, every cell its own colour
  4 Crystal shards     animated voronoi cells with glowing borders
  5 Kaleido star       polygonal rose-window with radial spokes
  6 Flow contours      domain-warped marble/oil lines, flowing across whole surfaces
  7 Woven lattice      diagonal bands passing over/under each other

  Default mapping (Materials menu):  stone = pipes, dirt/grass = flow contours,
  wood = labyrinth, leaves/plants = shards, sand = ripples, ores = kaleido stars,
  Nether/End = honeycomb, ice/snow = lattice, wool/concrete = ripples,
  lava/glowstone/torches = flow contours (and burn brighter).
  Re-map any of them to any pattern, or pick "Random per tile".
  Pattern Mode (Patterns menu) can also force ONE pattern everywhere, use
  random-per-tile, or big regional zones.

PRESETS (<profile> button)
  Default, Synthwave Grid, Inferno, Acid Trip (extreme), Kaleidoscope (extreme), Lite (faster)

EXPERIMENT - everything below is a slider/button
  Colour     8 palettes + Custom (centre hue & range), hue shift, hue spread (0 = one
             colour everywhere, 16 = confetti), hue drift speed, per-track hue step,
             iridescence (angle-dependent colour)
  Patterns   scale (0.25 - 8 blocks per tile), track count 1-16, line width, RGB fringe,
             halo, fill, sparks, pulses
  Glow       outline strength/width, bloom strength & spread, fog distance
  Sky        brightness, contour lines, stars
  Camera     depth of field up to 8x with fixed-focus option, chromatic aberration up
             to 8x, dream warp, fisheye/pincushion, SCREEN KALEIDOSCOPE (2-16 wedges)
             with spin, SCREEN HUE SPIN, vignette
  World      spiral twist up to 12x, ribbon waves, planet curve (negative = bowl world),
             warp start distance (0 = everything twists), JELLY wobble on every block
  Look       neon brightness up to 8x, texture visibility, block-colour influence,
             cave light, flow speed up to 8x, exposure, contrast, saturation

  Defaults keep everything within ~18 blocks of you undistorted, so mining,
  building and combat stay exact. Pushing World sliders to the extreme will break that.

IF SOMETHING LOOKS WRONG
  * Too dark in caves / Nether  -> Look > Cave / Night Light
  * Blocks hard to tell apart   -> Look > Block Texture Visibility, Block Colour Influence
  * Dizzy                       -> Camera > Dream Warp 0, World > Spiral Twist lower, Flow Speed lower
  * Hard edge where terrain ends -> Glow > Fog Distance = render distance x 16
  * Too slow                    -> use the Lite preset; Pattern Mode = Only: Circuit pipes (cheapest are
                                   spiral/pipes/ripple/lattice; flow contours and shards cost the most)
  * Block family has the wrong pattern -> block.properties lists the blocks per family; unlisted
                                   blocks (modded etc.) use "Everything else"
  * Shader compile error        -> the error text appears in the Iris/OptiFine log and in the shader menu
