Mods / SheyderMod
- Tags:
- Author:
- Shey
- Side:
- Client
- Created:
- Jul 3rd at 10:03 PM
- Last modified:
- 16 hours ago
- Downloads:
- 2688
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.4):
SheyderMod - 1.0.4.zip 1-click install
There won't be a long description. It's just a SheyderMod.
The Mod aims for great performance while maintaining visual quality.
It was designed to run on a RTX 3050 Laptop at 1080p with no issues.
What does the Version number mean?!
1 . 0 . 4 │ │ │ │ │ └─▶ Bug Fixes │ └─────────▶ New Feature Implementation └─────────────────▶ Major Release (big change like rewrite)
Control Panel Default Key - F8
Can be customized in controls after loading into a map
Features:
-
-
- Bloom
- Deferred Lighting
- GTAO
- Lens Flare
- Mechanical Shadows
- Specular Mapping - including an interface to plug in spec maps from other mods
- Subsurface Scattering
- Volumetric Fog
- Water Ripples
- Water SSR
- World Fog
-
Make sure you don't load any other shader mod in addition or something that overrides standard shaders
Feature coming soon:
- Color Grading
- More unannounced stuff. gets announced when it's ready
Info:
The customizations might not be the best. They will be more ironed out by learning what is actually usefull and what not.
Not every Block or item has specular maps yet as i make them all by hand. Currently there are 1954 while covering the most frequent surfaces and items.
How to load your own specular maps:
The mod currently supports every surface except playermodels and first person view hands.
For some reason they get handled in a very complex way and i haven't imlpemented support for them yet.
The mod looks in your mods asset domain after the "textures" folder.
Store your specular maps right next to the corresponding colormaps.
Give your specular maps the prefix "s_" into the name to mark them as specular maps. Example: s_path.png, s_normal1.png, s_normal2.png, (...)
That's it you don't need to do anything else. I tested with mods like vstruescale or feverstone's horses. I just picked them randomly to test import of custom vanilla textures and import of custom textures, on models that where randomly also entities.
You can use this online texture editor to create your specular maps. I use this to create my spec maps.
Filestructure example:
assets%YourModName%textureswoodwood1.pngwood2.pngs_wood1.pngs_wood2.png
If you create your own custom texture ATLAS system and or do texture injection this method won't work.
If you want compatibility in those cases don't be afraid to reach out.
If you upload a compatible mod that uses the interface let me know. I am interested in how it looks!
Yes the name is a pun. Look at the creators name!
Credits:
World in screenshots provided by NilHero - Thank you so much!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.4.0 | sheydermod | 4 | Jul 3rd at 10:05 PM | Release Retracted | |||
Retraction Reason:Wrong modinfo.json Changelog:Initital release | |||||||
| 1.0.4 | sheydermod | 808 | 5 days ago | SheyderMod - 1.0.4.zip | 1-click install | ||
|
Added compatibility for the mirror mod created by cheeki Added a drop down menu in the Water Ripples section where it can be selected between surface ripples, SSR ripples, surface + SSR ripples Fixed an issue where fish could not be seen under water due to screen space reflections hindering visibility. Fixed an issue where the fallback values for the Lens Flare effect are not the same as the default values resulting in a broken look. Fixed an issue where snowy / frosty ground would flicker on AMD GPUs at night when lit only by a lantern. (Needs to be verified by AMD users). Fixed an issue where the SubSurface / Lens Flare effect would still be active in heavy overcast weather dispite no sun light being available.
| |||||||
| 1.0.3 | sheydermod | 732 | Jul 7th at 2:01 PM | SheyderMod - 1.0.3.zip | 1-click install | ||
| |||||||
| 1.0.2 | sheydermod | 327 | Jul 5th at 10:11 PM | SheyderMod - 1.0.2.zip | 1-click install | ||
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These fixes affect AMD mostly and are experimental. Fixed an issue where turning off SSAO with GTAO enabled crashed the game, due to the terrain shader reading the Fixed an issue where the moon and other sky elements could render as black squares with GTAO enabled, due to the ambient-occlusion shader normalizing a zero-length normal leaked by sky geometry into the G-buffer, producing a NaN that blacked out those pixels. | |||||||
| 1.0.1 | sheydermod | 488 | Jul 4th at 8:00 AM | SheyderMod - 1.0.1.zip | 1-click install | ||
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| 1.0.0 | sheydermod | 242 | Jul 3rd at 10:09 PM | SheyderMod - 1.0.0.zip | 1-click install | ||
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Updated outdated modinfo.json to be the release one | |||||||








Hey! This works quite nicely with my "display transform" mod using AgX.
I got a reccomendation regarding specularity, not to have to create unique spec maps for everything manually. For Blender World Importer I created a semi stylized "pbr" shader which takes advantage of an assumption, which is "specularity and shadow detail is painted to the texture by the artist" the impoter creates a "color avg" texture atlas utilizing a Breadth-First search, once the color avg texture is created in the shader for blender the Col Avg texture is compared to the source texture with very very simple math and a speculary and roughness map is derived. Which is used to create the "pbr-like" look for blender. I feel you can create something similar so that its compatible with any mod from the start.
Id be happy to chat more about it if its an interesting idea for you to implement.
Glad to see that it released. Great job Shey.
shaders looking dope! only question is it seems right at the border of lakes and rivers where the water begins to actually "flow" the flowing water looks different than the still water, i didnt have this problem with corianders
You mean this right? If so then this is just the vanilla effect. I am not implementing the glare on the water myself nor the water movement while coriaender in the first case does. So technically this is a Tyron problem but if it's too distracting i can place it on the "I can fix her it" List.
https://postimg.cc/gallery/3wTtY5L
If this is not what you meant than please share an image!
I JUST CAME TO SAY THAT I LOVE THIS SHADER and especially the water and ripples, it is just perfect. Can not wait for more improvements and additions !!! The lighting with Salty´s Immersive: Light just makes everything even better !!
Hey, I really enjoyed the visuals this mod offers. Having that said, I'm not very experienced with this type of shader.

I'm just having this dark halo around things when they are between myself and the reflective water surface, and it's a little distracting. Is there any settings I could tweak to make it smoother without ruining the reflective effect overall? Thank you.
The image does not load :(
What about now? Thank you for your response.
https://postimg.cc/PCHJVfc3
Well this is just a limitation of ScreenSpaceReflections. It can only reflect whats in the view so behind the leaves there is no reflection drawn cause the surface gets occluded by the leaves. This is just a trade off of the method being very flexible and fast to compute. Modern games account for that by providing cube maps but since rendering cube maps in an open world game is way to expensive there are none.
The distortion of the water surface also distorts the regeions that have no world data for the reflection and this is what you see.
The smearing is cause of the TAA paired with an extreme low resolution and since the water surface is distorted and the reflection at such low resolution the smearing is even wanted as it illiminates any flickering. Another traid off to pursue great visuals while using as little performance as possible.
You can see this when turning down distortion to zero and downsample to the default value of 6 and you will see the immense low res that is actually being used.
Maybe i can account for that a bit by excluding certain blocks infront of the water, and that are near to the player, from the reflections but this needs to be investigated first.
I will remember this but technically what you see is just the limitation of the implemented method.
other methods like planar reflections, planar reflections with cube maps, ray traced reflections are not working with an openworld voxel game like Vintagestory. The computational cost ist just to immense.
I already have a working draft of planar reflections that solves this issue but its cost in computation is against the performance i aim for in this mod.
I see, I appreciate your explanation. Great work on your mod!
Perhaps you can make both a lite and full version? One aiming for performance, the other for getting maximum visual fidelity. Completely understandable if that would be too much work however.
I mean if this is really wanted i can include those features for those who have the GPU horses.
I develop on a RTX 3050 50W Laptop GPU mainly but play on a RTX 3080 but in this case with the reflections that would be a feature where even the 3080 would have like 60 FPS with 512 blocks in render distance.
To be honest i haven't wrapped my head around making the other reflection method more optimized though. Could be with LODs or a mix between Planar reflections and SSR that you would have planar reflections for like 50 blocks distance and anything else is handled by SSR. With a good blending the transition wouldn't be noticable. This approach may come with it's unique issues but that could work and speed up performance significantly while maintaining the ray traced reflection look up close where the benefits of planar reflections matter the most.
The only benefit is that things off screen get still reflected.
But that sounds like a thing to investigate. It sounds like it could work
this, literally, is exactly what ive been looking for in a shader mod. thank you, so much.
Hi once again.
I didn't notice any weird issues with moon since 1.0.3, which means that part works perfectly.
On the other hand, I caught this:
https://i.imgur.com/w9tqzeX.mp4
It doesn't matter which options are turned on or off. The issue is gone if this mod is removed, which means this mod does something. I didn't do any extensive tests, but my assumption is that this happens because grass is partially white (snowy), and some part of the rendering cant decide which texture should be displayed. In the areas where grass is green (no snow) I didn't notice this behavior.
That sounds good!
So it just was my faulty implementation of GTAO. But please thank intels open-source XeGTAO repo on GitHub, material can also be found in the patch nodes in the files section. That helped alot... Like alot alot.
I will definitily look into the other issue aswell. Hopefully it's the last of hardware depended issues.
Thank you for your feedback and reporting issues!
if I may make throw another idea out there, is it possible to implement anisotropic filtering into VS at all?
Technically yes but it could hurt mod compatibility for future game updates.
It also would be a bigger scope to implement it as i need to do research on it first.
Sadly i am not a wizzard nor a genius :(
I will definitily look after it as it seems like a feature that should have been implemented by the developers them selves.
Holy shit this mod is gorgeous. Sorry coriaender shaders, you're awesome and I love you, but this mod just ate your lunch. It's so nice!!!!
A shader mod that isn't complete nonsense? sign me up coach!
Loving this shader mod and appreciate it not nuking performance.
Thank you!
Yes i can definitily relate to that. I liked VolumetricShading but that mod had terrible performance in my opinion so performance is always one of my top requirements when it comes to implementing a feature.
I like frames per second and it's never the hardwares fault when something runs poorly.
I just tried to use this, and it looks like it is not setup to run on 1.22.1
Yes you are totally right and i fixed the issue locally.... i must admit i totally had the wrong game version in the modinfo.json.
Though i just pushed a massive fix update thus i cannot upload a new update version.
Though i will silently update 1.0.3 and make it officially stated in the patchnotes in 1.0.4
I just updated 1.0.3 and made it official. Sorry for the inconvenience!
Its no problem at all, I am super excited to test this out today! Thank you for your hard work
GTAO implementation seems to be very dependent on players point of view, and lighting change dramatically with slightest mouse movement.
See screenshots. Notice cursor position - I moved it very little to getr this change. It might look as not much on screenshots, but it's very noticable in game, when I move around.
https://imgur.com/a/fVHSIVY
Edit: thank you for the fix
I am looking into this problem. For more information i found a paper published by activision on that matter that helps me with implementation / fixing.
A fix may be expected to be included in the next fix update.
Edit: Fix included in version 1.0.3
Shey, just noticed you don't have 'Shaders' tag on the mod. I was trying to find this mod page by tag and failed...
A small thing that might help anyone wanting to test water ripple effect.
In creatinve, mode, create two fenced arears, both with some water. Place a bear in one and goats in another. You'll have a lot of ripples to enjoy.
Thanks for pointing out!
Totally missend that there's a 'Shaders' tag. Added it
Thrilled to hear you're working on linux support, patiently awaiting it with great anticipation! ❤️
Tested it on CachyOS and it works in my case with a fresh OS with everything CachyOS came with out of the box.
At the moment there is the guess that it's more of an AMD issue than Linux.
So if you have a Nvidia card it will definitly work regardless of Linux or Windows.
I primarily develop on Linux now due to it being less resistant to bugs meaning for some reason the game crashes on Linux in some instances. In case of the SSAO / GTAO bug the game crashed on linux bun not on windows. On windows it even disabled GTAO on its own for some reason.
But yes all the bugs are being fixed on Linux right now as if it works for Linux it most likely will work for windows aswell.
Try it out and if you see any issues write me about it! I don't posses an AMD GPU so testing is very limited to guessing for me right now.
Thank you for your comment!
I am using cachyos and an amd 9060xt video card, and a heavily modified game, so I guess I check all the boxes for potential problems! I'll give it a try and if I run into any issues I'll let you know :)
do you think it would be possible to replace the game's normal FXAA with something like TAA or even MSAA?
Possible yes. TAA is already implemented but only in regions where the smearing is actually wanted like in the water reflections. Since the surface is distorted anyways the smearing isn't noticable but it helps immensly with flickering that occurse due to the immense low resolution of the reflections themselves.
I can note it as a future work / feature. I am interested in MSAA as i like clear visuals but i don't know the scope of this feature yet so i don't want to promise anything.
But in short TAA is definitly possible as it's already implemented but MSAA is a bit more complicated so i dunno about that one yet
Thanks for the insight :) I always wished this game had more anti aliasing solutions besides just FXAA
Do you think this will work with saltywaters new lighting mod?
Yes it works
and just like that, corianders shaders gets brutally mogged
Does this have cloud shadows?
Nope but they are not impossible to make so if this feature is requested i can include it in a future feature update.
lol gummie bear thanks for the shout out and ya man using your mod on mine currently now and its very lovely I do have a few issues with the spec maps but im guessing that is because my textures are 4x from original sizes? its nothing major just a few odd looking lighting in places negligable tho so no worries but hey I do have another mod I am developing that also pairs quite well with this one do you have a discord?
Yes if the specular map is not equal in size to the colormap it just gets ignored. This saves on transforming images adding unnecessary complexity. I am just creating a second texture atlas that has the same size of the original one and overlay the spec maps on the same coordinates as the color map. The Shader then does the specular highlighting. Generally spoken is the used method not that complex. But if there is enough interest in the following week or two i aim for implementing an interface for grabbing specular maps from other mods and displaying them on their custom textures. Of course only if my method works but i will see. At the moment the biggest problem of the interface is knowing where the colormap is saved on the atlas
And no i don't have a Discord server. I'm not that social when it comes to modding ^^' please forgive me even though it sounds like a cool opportunity but it sounds like alot of responsibility that i don't have, or want to invest, the time for now.
no worries makes sense and ya as I said the spec map issue is negligable so no worries it still looks amazing :) and totally understandable I am a single dad so do not have much time to do the things I need to do in my day.
Hello Shey,
Just wanted to drop a comment and say thank you! Your shader mod + Salem_Styles 128x texture pack has made the game stunningly beautiful! Thanks again for your hard work ^_^ !
I looked at SalemStyles pack that you mentioned and in fact looks quite good!
Sadly there are no specular maps for it. For now maybe? ;)
I wouldnt mind extending my work to a select few who want to do these types of things. a lot of it is hand redrawn so it is all rights reserved but let me know if want to in the future I love your mod it makes mine look amazing :)
oh no no i didn't mean to do it myself.
I am implementing an interface in the next few weeks for other mods to implement their own spec maps in their asset/texture folder. If my method works of course.
The idea and structure got pitched to Fefa two comments nexto this one but in short the SheyderMod will search for a asset/texture folder in which your custom textures are. It searches for the s_ maps and places them on the same coordinated on the texture atlas.
How does the mod know where the texture belongs? Well this is the thing that still needs to be sorted out and needs time especially with the requirement putting on as little constraints on other developers as possible
ahh ok wel let me know when you do implement it or reach out on discord always happy to lend an ear :) but you seem to have a solid handle on things :)
Its looking fantastic, well done! I love the subsurface scattering and specular. My only criticism is that at night its very flat - is there way to get volumetric lighting, some fog and some subsurface and specular working at night with the moonlight?
How does this works with new stones and tree/plants added by other mods?
Please keep in mind this feature is not yet implemented as Linux support has the highest priority right now. If everything works as planed Linux support will come around next week and then i work on the interface expansion
Everything happens in your mod you don't need to touch anything in the SheyderMod zip.
How this will work is that the mod will need a folder called textures with its corresponding subfolders or files.
If this folder is present the shadermod looks for any specular map and applies it to the corresponding colormap.
For example you have the folder:
The namescheming is simple. You simply use the same name you used for the color map just with the prefix "s_" in before and save the file right next to the color map.
If you need more information on how they look like or anything you can always open the SheyderMod zip, go into asset folder and then texture folder to look at it hot it's made.
Keep in mind i don't have any color maps as i don't need any for the vanilla textures but if you compare the folder structure and names to the games texture folder you will see that it is the same.
texture size is limited by the color map so you can't apply a 64x64 spec map on a 32x32 color map meaning you will need a 64x64 color map in order for the 64x64 spec map to work.
If you want to make normal maps from your already existing color maps you can use this website NormalMap-Online on GitHub. I use this to make spec maps for the vanilla textures
thanks :D
Does it work with Optitime? I have shader optimizations turned off in optitime, but this shader is still not applying any effects.
It does not feature official support.
If there is a higher demand for Optitime compatibility than i will work on propper support but for now it's not high in priority.
This is strange. I use Optitime with all default settings and everything works fine with this mod, I see shaders doing it's job.
one thing i noticed is that disabling bloom + godrays, then enabling them again, usually fixes any lag.
absolutely beautiful, runs very well on my 5060 Ti 16 Gb on 4K resolution
hope you'll add even more cool things
Love the visual changes! I love how it brings color to the water without it being to opaque when it's closer/shallow, and especially love the sparks when mining using a pickaxe. Though idk how much it changes lighting as my house is lit up like a christmas tree.
I also want to question, why are the rocks block wet or shiny when they aren't even submurge nor near water? like the ones you see on a cliff or underneath your house.
It does not change lighting actually. It also isn't responsible for the pickaxe particles so this is either the game itself or another mod!
When you turn everything of in the control panel you get the vanilla image back so if it's still weird the issue lies somewhere else.
Thank you for the kind words!
I really like ripple effects you've added.
Is it feasible to add ripples for fish touching surface? The reason is that with Water SSR on, yoiu no longer see fish in lakes. And therefore it changes gameplay a bit. Having fish generate ripples might alliviate thie issue it a bit.
That's a good idea. I noted it as a thing to add for visibility reasons.
Though i first work on the Linux support so they don't see the eye cancer Midzuyo under your comment went through.
its not working correctly on linux

https://pastebin.com/bVjj3eCc client main log
Ah another Linux user, thank you for the log that is a massive value!
Working on propper Linux support. Though it could take some time since i need a distro in the first place and run all the ingame tests again.
i recomend installing arch linux, btw this bug is present even if all of stuff is disabled in F8
i think its nedded some kind of fallback in case of errors
Rather than pure arch I would say either cachy (which is based on arch and is way more newbie friendly), fedora or bazzite would be better.
I thought i go with Arch as it looks like the most broken version. The hopes are that if i fix it for the most broken version of distros it accounts for the other issues on different distros aswell.
I am a hardcore Windows user but only cause of compatibility, the better driver support for Nvidia, better support and performance in creative applications and backwards compatibility but for the most part it's literally something simple that i don't want to hassle so much with the OS itself and really just work on it. meaning i really like Windows installer and the convenience to just download any executable on the internet and it just runs. I really would like to change due to windows and microsoft.... Well being just a dumbsterfire but convenience, usability and compatibility keep me stuck here. Though recent events really push Linux and Windows is making big steps backwards so the gap closes more n more but it's not yet time for me to fully switch and i am no person for dual boot.
But Hiran i hear your suggestion, a friend of mine rocks CachyOS and despite me developing on Arch soon i will let him try the test packages of the mod to see if any other issues occure on CachyOS.
I learned that Windows / Nvidia has a higher tolerance for NaN values. The GTAO draws the moon black cause it gets written into the G-Buffer apparently whith the value 0. GTAO computes normalize(0) which results in a "Not a Number". Yeah on Windows / Nvidia those values are made transparent / discarded though not on Linux / AMD thus drawing them black. This is one guess what the actual issue can be but accounting for it on windows without propper testing is just not managable.
Midzuyos issue could be that a shader gets discarded due to an Error during compile. Nvidia driver accounts for that but Mesa does not apparently resulting in just discarding the shader entirely. This can happen when SSAO is off but in midzuyos case i dunno if that was the case.
These are all guesses from what i could gather. I will gather more information over the next week cause i got a bachelor meeting on monday and tuesday and need to dedicate resources to that.
Thank you both of you are really helpfull and supportive!
Edit: changed first paragraph due to failing language completely. Themeaning has been preserved though
You are drawing the line between Cachy and Arch as a Windows user when there is no such a line.
I would say that the difference between these two systems is way smaller than out of the box Windows and something you would get from from some shop that preinstalls some useful stuff (and alters some logos because he wants to be COOL). Cachy is just Arch+ that has some additional stuff that is geared towards players. Instead of having to install some stuff that you need to play games (some libraries and so on) manually in Arch, Cachy gives you a button to do it.
On the other hand I totally get why you do it. As a recent Windows user seeing list of all currently maintained linux versions is... crazy, and windows tought us that each version is different, which is just false for linux.
midzuyo Hiran
I just installed CashyOS and tried the mod only without any other mods loaded on a fresh world and i don't get any issues.
If you have time and maybe the will to test the mod isolated in a new world and tell me if it works fine or not.
That would narrow it down to an incompatibility with another mod rather than the system / driver.
I will use it over time to see if something eventually breaks but at first it just works :/
Fresh world, only your shader mod is loaded. Disabling GTAO fixes the issue.
Here are the logs.
https://filebin.net/5d8olzb4zmg3ck7b
its present even without any additional mods
also when i try to use gldebug without a mod its working, when i try to use gldebug with mod i keep getting crash while entering world
https://filebin.net/zsyc6qgsmm3h9kmy all 3 logs
can you also share your fastfetch? I wonder how your setup compares to mine.
My fastfetch is a few messages below.
.o+` ---------------
`ooo/ OS: Arch Linux x86_64
`+oooo: Host: MS-7E24 (1.0)
`+oooooo: Kernel: Linux 7.0.9-zen1-1-zen
-+oooooo+: Uptime: 13 hours, 7 mins
`/:-:++oooo+: Packages: 1585 (pacman)
`/++++/+++++++: Shell: bash 5.3.9
`/++++++++++++++: Display (F27G3xTF): 1080x1920 in 27", 144 Hz [External]
`/+++ooooooooooooo/` Display (G32QC): 2560x1440 in 31", 165 Hz [External] *
./ooosssso++osssssso+` DE: KDE Plasma 6.6.5
.oossssso-````/ossssss+` WM: KWin (Wayland)
-osssssso. :ssssssso. WM Theme: Breeze
:osssssss/ osssso+++. Theme: Breeze (Dark) [Qt]
/ossssssss/ +ssssooo/- Icons: breeze-dark [Qt]
`/ossssso+/:- -:/+osssso+- Font: Noto Sans (10pt) [Qt]
`+sso+:-` `.-/+oso: Cursor: breeze (24px)
`++:. `-/+/ Terminal: konsole 26.4.1
.` `/ CPU: AMD Ryzen 7 9700X (16) @ 5.58 GHz
GPU: AMD Radeon RX 9060 XT [Discrete]
Memory: 13.37 GiB / 62.17 GiB (22%)
Swap: Disabled
Disk (/): 402.47 GiB / 463.75 GiB (87%) - btrfs
Disk (/mnt/ntfs_hdd): 405.20 GiB / 931.50 GiB (43%) - fuseblk
Disk (/mnt/ntfs_ssd): 264.99 GiB / 320.01 GiB (83%) - fuseblk
Local IP (enp19s0u5): 192.168.75.242/24
Locale: en_US.UTF-8
You have slightly older kernel than I do (minimally though), and we both run AMD setups. I wonder if this is somehow related to AMD driver implementation.
midzuyo Hiran i published a new version addressing some issues that where present that lead to game crashes, shaders noch compiling correctly or reading junk data.
Please try these versions. The bugs where actually found on Linux cause the game crashes without the fixes on Linux but strangely windows does not.
Though the fixes now prevent the game on Linux from crashing while turning SSAO off with GTAO still enabled. When joining into a world with GTAO on but SSAO off GTAO will now be automatically turned off to prevent crashes.
Please share your experiences with the fixes when you have time and capacity.
Thank you both!
I still see latest update 15 hours ago.
Yeah i meant that version. Sorry :/
So i just assume it's still present then.
Yeah, but there is one change for me - moon no longer turns dark, or at least I couldn't manage to make it dark like it was in some screenshots I shared. now its just an army of black + occupying it.
Dont be sorry, you are doing amazing work, as your mod is probably the prettiest shader out there, and it runs super smooth. Keep up the good work, ton of people are appreciating it, including me.
You just need to go to my moon and genocide all the + that are occupying it.
Edit:
I take that back, it sometimes flashes dark.
its now working for me, https://pastebin.com/e1Ai5Fwv still some warnings in the log but for now i didnt notice any visual bugs
That is very great!
The warning is ok it says nothing else than "colormap beeswax has no position on the texture atlas" meaning beeswax.png is an unused texture of the game. the game has alot of unused textures... Like alot alot...
Since you edited your comment 21 minutes ago i guess the issue still exists for you even after the update?
yea, still exists on 1.0.3, its a lens flare effect, idk how its supposed to look like but its seems wrong
Hey. Great visual effects, subtle and not too much, which sometimes happen with shader mods.
Speaking of not too much - I have trouble finding any difference between Subsurface Scattering on/off. Could you please point to a situation when difference should be visible?
For example on this mod page look at the third screenshot. Look at the trees around the sun and their edge leaves. This effekt creates the illusion of light passing through vegetation that is between your eye and the sun. This effect exists on all vegetation and can only be seen when looking up to the sun with vegetation in between
Oh, I can see it now, thanks. And after finally seeing it I had to tune it down a bit, lol. Strengh 0.6-0.8 looks better, imo
Yeah do that!
Also the bloom effect ist tied to the brightness so you might want to adjust that aswell if you are using it!
For the love of fuck stop overriding shaders. You have easy solutions nowadays.
Did you use LLMs for this?
That is great that there are solutions for this problem but you miss the point that this mod was mainly created for myself and i don't have a problem overriding shaders as it's a valid feature of the IDE. If you are not satisfied with the solution provided than this mod is just not for you and maybe you are the developer that can make it even better than me in my free time.
Thank you for your feedback and have a great weekend sir.
I'm sorry sir, but if you created it for yourself, and not willing to make it play nicely for ppl with other mods installed, why did you publish it?
I am not the developer, but I recently just published a mod so that my friends can install it with a mod manager so i do not need to manually share files with them. Granted, I am willing to help when there is something simple i can do, but my point was to illustrate that there may be personal benefits to publishing a mod. The request here is also not a small one, it's basically "rewrite your entire mod NOW"
It is not a request. Just pointing out (my frustration) that is the best thing to do compatibility wise. Overriding shaders can lead to issues if other mods do the same thing or depend on uniforms or values that are no longer present.
And no, it is not "basically rewrite your entire mod now"
I think this problem should be brought to a higher instance then.
Making the game devs aware of this could make a big difference. I mean with permission they might even implement the solution you provided and the biggest plus is that the support will go on even though the original creator might have dropped out already.
thus every other upcoming mod needs to play by the new interface that is provided rendering discussions like this obsolete and also fixing a big problem
I will answer your question but first:
Totally fine to ask but if we would ask behind every mod what the motivation is and make it a form of judgement if the mod is even "worth" putting on a mod page than the mod community has way bigger issues as this just cuts down on diversity cause someone might not upload their creation even though it might be fun for someone. Yes i've also seen LLM bullshit but this is often accompanied by people that don't know what they are doing or just can't deliver ambigious promises. Neither one is the case here and i ask the most basic questions.
Does it work for you?
Does it bring you joy?
These are the only two questions that you need to answer for yourself when downloading a free modification in that a person invested their free time without expecting anything in return.
I am very gratefull for everyone that gives it a serious try even though they might not like it and if they like it than that's good!
As for your question, i made it for myself and a friend of mine because i like VolumetricReshade. But since this mod has no support at all and the used methods are not as efficient as they could be i decided to do one on my own. I'm not on any VS server, i have no name here and that's fine. I'm not shooting for great fame or anything i just want to have good visuals and have fun. I follow a Youtuber named NilHero and i just got on their Discord server and showed my progress. So there was a genuine interest in the mod by a small hand full of people and i thought distributing the mod through the official mod page is way easier to manage than shooting them DMs every once in a while, which is less trustworthy, despite knowing all the LLM drama on this modDB. I don't care about this drama.
Does the mod have value for you? if yes then use it why not? Do you have a problem somehow than write me like Hiran did lower in the comments and i am working on having better Linux and AMD support.
As for why i don't use any thirdpartie library as a base? First i didn't know about it and i didn't care because it wasn't necessary for my case.
Even though the library might be really good and insanly well made it's just another mod that was made by someone in their spare time which means this person is not forced to work on it and can say or silently drop support due to their life changing course and i think the decisions i made also need to be respected as i respect the intellectual propertie of anyone else on this modDB.
As i can see you are giving it a real shot and that already means alot so thank you for playing and i hope you, aswell as many others, have fun.
A quick word for everyone here. Please discuss things with civility, if there are some decisions that upset you, point them out in a civil fashion, or fork the mod if the license allows for it. Or you can do it yourself from scratch.
That is all.
10/10 Wows
There is something weird happening to the moon.
https://i.imgur.com/SdcIFy9.mp4
I also had whole sky flash way darker blue for a split second, but its way harder to reproduce.
Edit:
https://i.imgur.com/ia9X3bQ.mp4
My moon is now being consumed by some dark abomination! Nooooooo.....
Edit2:
it seems that this dark "something" appears only when I'm looking at a moon from specific angle or something like that. I found a spot where moving just few blocks right fixed the issue, but it would reappear when I moved few blocks left.
At first it's hard to tell cause you have many mods apparently installed and i don't know the settings / system you are running.
This game always gives me nightmares cause of the complex weather system which makes replicating bugs almost impossible.
So it depends if more people encounter this issue or if it's an edge case cause my moon never flashed. I never touched code for Sun, Moon or sky in general.
There is always the possibility of another mod interfering though.
I will investigate on this but it depends cause i don't really know what to look for yet.
Are you using the Deferred mode? That could have some issues if so then i would suggest to turn deferred mode off
As for settings for your mod - full default, I didn't touch a thing.
Here are my settings for the game.

when it comes to other mods that affect visuals
https://mods.vintagestory.at/simplewatertweaks
https://mods.vintagestory.at/ecomachina
but I have a lot of other mods, 190 in fact
As for OS - here is fastfetch result
OS: CachyOS x86_64
Host: MS-7E62 (5.0)
Kernel: Linux 7.1.2-2-cachyos
Uptime: 1 hour, 6 mins
Packages: 6 (flatpak), 1411 (pacman)
Shell: fish 4.7.1
Display (2460): 1920x1080 in 24", 60 Hz [External]
Display (2460): 1920x1080 in 24", 60 Hz [External] *
DE: KDE Plasma 6.7.1
WM: KWin (Wayland)
WM Theme: Breeze
Theme: Breeze (Dark) [Qt], Breeze-Dark [GTK2], Breeze [GTK3]
Icons: breeze-dark [Qt], breeze-dark [GTK2/3/4]
Font: Noto Sans (10pt) [Qt], Noto Sans (10pt) [GTK2/3/4]
Cursor: breeze (24px)
Terminal: konsole 26.4.2
CPU: AMD Ryzen 9 9950X3D (32) @ 5.76 GHz
GPU 1: AMD Radeon RX 7900 XTX [Discrete]
GPU 2: AMD Radeon Graphics [Integrated]
Memory: 19.29 GiB / 60.10 GiB (32%)
Swap: 3.47 MiB / 60.10 GiB (0%)
Ah the first Linux user, yeah i am on windows and Nvidia and i could not test for AMD and or Linux. Of course you have these issues as your GLSL-Compiler is completely different from mine.
Would you be so kind and turn one effect of at a time to isolate which effect produces the bug?
I personally suspect something like GTAO or something to be faulty
Damn, you really should play something like EuroJackpot. It was in fact GTAO. If its disabled moon stops flashing black.
Though I can't currently cause these black fast moving spots, only this black flashing.
Edit:
I just noticed, putting out random mega links is maybe not the most trustworthy thing but i dunno how to solve this issue. So if you may have any concerns about the Link than that's totally fine. Than i just shoot into the dark and upload the zip as an official update and see if someone gets back to me.
Original message:
Ok could you test this attempt on a fix for me? Since i don't have Linux nor an AMD card i would be very pleased if you could help me out on this one!
Mega Link to file
Please try to break it and take your time. When you feel like it's bullet proof i will push this into an update package officially
When I first loaded with your test version it seemed fine. but after flying for a bit I once again got black blinking. My wife wanted something so I had to step away from my pc, and when I came back I saw this.
Moving a but fixed the black moon, but the issue is still here.
I'm not worried about that link, and as a software developer myself, I personally understand the struggle of fighing with the issues that are just impossible to reproduce on our environments.
I never wrote anything related to the visual effects of the game, so I can't really help you with this, but feel free to use me as lab rat to fight this issue. You could also add a ton of debug logs to record any stupid state your code might reach which could potentially result in black moon, and try to figure out the issue from the logs.
Your mod looks way better than coriander shaders, so I would really like to use your shader after this weird effect is fixed.
If you are on the VS discord, feel free to reach to me directly there, talking there will be way more convenient, and I will be able to stream you what I see. I use the same nick there as I have here.
These are nice suggestions but i will try it on my own first and then if nothing helps i'm coming onto the Discord server reaching out for you.
I am not really a part of the modding community and i don't want to get too involved and to be honest i don't want to put in that much time being a part of a greater modding community. But thank you alot!
As for now you can technically use it if you turn off GTAO. The game then uses the default SSAO
Huh, downloaded this client side to see it on my server. Im not seeing any of the effects, or even the f8 control panel to work. Does this only work on single player?
me, too. think it work only in single player.
Yeah, its a shame. Seems to be that way. Oddly enough the only mods I ever see that dont work for servers is linux related stuff. But as a clinet side mod I dont think it would be effected by that.
There is the strong possibility when you play on official server created by the devs. Apparently as a server owner, in general, you can limit what mods are and are able to load.
So it may be possible that you either need to customize your Black / Whitelist or the server you play on does not support such client side mods.
I am joining multiple offical server, not modded once yet, and no server lets me load any mod in fact
Though i have like literally no experience with servers in this game
nvm i found it. Missed that i need to specifically state it as client mod in the modinfo.json
Please update and try again.
Thank you for reaching out!
Yeah, seems to work great now! Thank you!
This might be a dumb question, but does this work in servers? I can't seem to get F8 to pull up the menu and I don't really notice a difference in game. Not sure if I'm missing something or not. EDIT: Confirmed to not be working in my server. I tested in singleplayer and the shaders look amazing. I figured they would work in the server since it should be clientside only so not sure if this is a bug or not. Thanks in advance.
There exists a limitation created by the devs of the game themselfes when playing on official servers and such.
They all have the ability to either white / blacklist mods or disable mods entirely that also means clientside mods hence why this mod most likely doesn't work.
I used it during development primarily in SP but played with a friend via a VPN and Open to Lan feature.
I am investigating but if you play on an official server that has mods disabled than there is nothing i can do
Missed that i need to specifically state it as client mod in the modinfo.json
Please update and try again.
Thank you for reaching out!
That appears to have fixed the issue, I appreciate you updating it so quickly! Definitely the best shaders around right now.
genuinely the best shader i've downloaded. Somehow makes my game run better (???????) idk how but im not complaining.
Image not loading :(
Possible for farseer compat?
I used farseer during development. I didn't see any incompatibility
looks great
The morning sun looks a little strange in the gap between the horizon and clouds during rain. And this glare too... Or it seems to me. Everything else is fine!
In this game it's hard to detect whenever something is behind a cloud so the Lens Flare responds to the thickness of the cloud and the visibility of the Sun.
Your screenshot shows a specific situation that is hard to account for or at least i don't know how yet.
But to be honest this specific setting is making up only a fraction of the playtime. I understand it might be an inconvenience or down right deal breaking but for those situations you can always turn off effects or customize them.
For now i don't know a better solution. I noted it but it does not have a high priority right now.
Thank you for reaching out!
Beautiful! The best Shader I've seeen so far. Runs like a charm too!
10/10 mod, would use again :)