Mods / Volumetric Shading Refreshed

Tags:
Cosmetics Shaders
Authors:
SiiMeR, Gleepy
Side:
Client
Created:
Apr 25th 2025 at 11:38 PM
Last modified:
Jun 2nd at 3:59 PM
Downloads:
23345
Latest release (for Vintage Story 1.21.0-pre.1 - 1.21.7, outdated):
volumetricshadingrefreshed_1.3.0.zip  1-click install

An unofficial continuation of an unofficial continuation of a mod that adds some pretty shaders. 

Open ingame configuration with Ctrl-C.


PLEASE READ:
This mod is HIGHLY sensitive to game version changes. ONLY USE A MOD VERSION LISTED TO BE COMPATIBLE WITH YOUR VERSION OF THE GAME.


Known issues:
* Has issues on AMD GPUs (as evident from the mod description of the previous version)
* The game often freezes for a few seconds after changing a slider.
* Some configuration options do not do anything.
* Underwater tweaks makes underwater fog white.
* Loading into a world whilst alt-tabbed causes everything to rendered blurrily/twice. This can be fixed by pressing f11 twice.
* The mod's custom water is not rendered underground.


I won't be providing much technical support because this mod is a result of a 8-hour session of "I don't know what I am doing".
I only updated the failing regex patches, and recompiled the mod for 1.20, along with a few runtime error fixes.

All credits go to the previous authors:
miclo - The creator of the first version of this mod (https://mods.vintagestory.at/show/mod/24)
DaimeneX - Ported the mod to .NET 7 for 1.19 (https://mods.vintagestory.at/volumetricshadingreupdated)
krami - Another 1.18 branch with some fixes (https://mods.vintagestory.at/volumetricshadingupdated)

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.3.0 volumetricshadingrefreshed
1.21.0-pre.1 - 1.21.7
536 Jun 2nd at 3:59 PM volumetricshadingrefreshed_1.3.0.zip 1-click install

Improved SSR shader. Enabled Deferred Rendering by default

1.2.0 volumetricshadingrefreshed
1.21.0-pre.1 - 1.21.7
246 May 20th at 7:56 PM volumetricshadingrefreshed_1.2.0.zip 1-click install
  • New feature: Depth of Field 
    • Automatic DoF, which is applied to where you are looking (you can also use the Alt modifier to move your mouse around and focus with it)
    • Manual DoF, where you set the focus distance yourself 
  • New feature: Moved configuration into volumetricshadingrefreshed.json
    • The old one was causing too many issues and got corrupted at points
  • New feature: Updated Screen Space Reflections 
    • Got rid of the vanilla waves rendering
    • Added a more standard reflective surface shader
    • Can configure surface distortion and reflection strength in SSR options
  • Fixed geometry having a halo around it when in front of skybox (especially clouds)

 

1.1.8 volumetricshadingrefreshed
1.21.0-pre.1 - 1.21.7
224 May 13th at 12:19 PM volumetricshadingrefreshed_1.1.8.zip 1-click install

Fixed entities being too dark in Deferred mode

1.1.7 volumetricshadingrefreshed
1.21.2 - 1.21.4
8062 Oct 13th 2025 at 4:45 PM volumetricshadingrefreshed_1.1.7.zip 1-click install

* Upload new version

1.1.6 volumetricshadingrefreshed
1.21.2 - 1.21.4
461 Oct 10th 2025 at 3:39 PM volumetricshadingrefreshed_1.1.6.zip 1-click install
  • Fix the double-rendering that happens when you are alt-tabbed while loading in
  • Fix the double-rendering that happens when your resolution is not at 100%
1.1.5 volumetricshadingrefreshed
1.21.2 - 1.21.4
416 Oct 9th 2025 at 11:39 AM volumetricshadingrefreshed-1.1.5.zip 1-click install

Fixes:

  • Fixes Vanilla lighting not working when deferred lighting is disabled.
  • Fixes deferred lighting compatibility with game resolution. (Seems to fix the re-rendering in bottom corner of screen)

Known Bugs:

  • Seeing-double bug its back. This happens when the user loads into a world when alt-tabbed. This still can be fixed by hitting f11 twice.
    Unfortunately we will have to live with this until a better fix is developed.
1.1.4 volumetricshadingrefreshed
1.21.2 - 1.21.4
690 Oct 6th 2025 at 10:36 PM volumetricshadingrefreshed-1.1.4.zip 1-click install

Fixed SSR water rendering in the bottom of boats.

1.1.3 volumetricshadingrefreshed
1.21.2 - 1.21.4
245 Oct 6th 2025 at 2:11 PM volumetricshadingrefreshed_1.1.3.zip 1-click install
  • Fixed "seeing double" while in windowed mode
  • Fixed volumetric light bleeding in caves for non-deferred mode
1.1.1 volumetricshadingrefreshed
1.21.2 - 1.21.4
305 Oct 5th 2025 at 9:53 PM volumetricshadingrefreshed-1.1.1.zip 1-click install

Re-build, dunno why the game crashed when opening the config menu in the last build. However it appears that this one doesnt.

1.0.0 volumetricshadingrefreshed 1251 Oct 1st 2025 at 6:17 PM volumetricshadingrefreshed_1.0.0.zip 1-click install

* Fixed the Screen-Space Rendering being broken on new waves (thanks to  Gleepy (gleepdale on Discord) for figuring this one out)

0.99.0 volumetricshadingrefreshed 3192 Aug 30th 2025 at 1:03 AM volumetricshadingrefreshed_0.99.0.zip 1-click install
  • Recompiled for 1.21
  • Updated to .NET8
  • Known issues: the SSR only half-works on water, performance drops, and white lines around terrain
0.9.0 volumetricshadingrefreshed
1.20.8 - 1.20.10 1.20.11 - 1.20.12
5307 Jun 28th 2025 at 1:13 PM volumetricshadingrefreshed_0.9.0.zip 1-click install
  • Enable Deferred Rendering by default
  • Fix an issue in shader to make non-deferred rendering work 
  • Tweak some defaults
0.8.0 volumetricshadingrefreshed
1.20.8 - 1.20.9
2195 Apr 25th 2025 at 11:48 PM volumetricshadingrefreshed_0.8.0.zip 1-click install

Initial release


197 Comments (oldest first | newest first) (threaded | flat)

Shey, Jun 6th at 12:52 AM (modified Jun 6th at 12:52 AM)
PapitoPapz, May 21st at 1:32 PM

Bro is edging me with that 1.22 update 

SiiMeR , May 21st at 7:21 PM
@PapitoPapz: Bro is edging me with that 1.22 update

Gotta figure out the volumetric clouds breaking, it'll take some time

PapitoPapz, May 23rd at 10:55 AM
@SiiMeR: Gotta figure out the volumetric clouds breaking, it'll take some time

Its okay goat, take your time 😁

Love the mods 

PapitoPapz, May 13th at 10:42 PM

we got a update for 1.21.7 uuuuu are we close to 1.22 ?😄

NeoB, May 13th at 11:36 PM
@PapitoPapz: we got a update for 1.21.7 uuuuu are we close to 1.22 ?😄

this is a 1.22 fork if u dont want  to wait 

PapitoPapz, May 14th at 9:32 AM
@NeoB: this is a 1.22 fork if u dont want to wait

Oh shiiii okay will give it a try 

ScribeX, May 13th at 1:28 PM

1.22?

El_Neuman, May 13th at 1:16 PM

sad.. good shaders, but too old

NeoB, Mar 11th at 6:47 AM

Valencia That error is not the mod's fault; it appears when you have the mod repeated in different versions.

 

SiiMeR , Feb 23rd at 10:51 AM

You can try the followup mod to this mod https://mods.vintagestory.at/ancestralblissshaders . I don't really have time to fix this mod here. 

CursedResponder, Feb 23rd at 2:28 AM

I am getting the same error. I love this mod and the game doesnt feel the same without it. I have un-installed the mod played the game with no problem then re-installed the mod and now getting the .ddl already loaded again. 

Valencia, Feb 17th at 4:56 AM

Hello, I also had the same error, where it says "The mod's .dll was already loaded and cannot be reloaded" When I have never had this mod before. Fresh installed the game again, with no mods and only this, and still got the same error. I don't know what is happening x.x

SiiMeR , Feb 13th at 8:43 AM

Your mod seems to be loaded twice

DejFidOFF, Feb 12th at 8:53 PM

Always using only 1.1.17 and now got this issue / crash

Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32440 MB RAM
Game Version: v1.21.6 (Stable)
12.02.2026 21:52:46: Critical error occurred
Loaded Mods: autopanning@1.0.1, game@1.21.6, creativetabexpander@1.0.1, emotemenupatched@1.0.6, extrainfo@1.10.1, hudclockpatch@1.1.2, volumetricshadingrefreshed@1.1.7, creative@1.21.6, survival@1.21.6
System.Exception: Please restart the game. The mod's .dll was already loaded and cannot be reloaded. Most likely cause is switching mod versions after already playing one world. Other rare causes include two mods with .dlls with the same name
---> System.IO.FileLoadException: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 36
at Vintagestory.Common.ModContainer.<>c__DisplayClass37_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 544
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 543
--- End of inner exception stack trace ---
Nicodemus, Jan 28th at 9:41 AM (modified Jan 28th at 9:56 AM)

Vari_Ares I'm not mean. You just don't even try with the latest version of the game (even if the modder said that, you always try first. It was a general advice) and say it's a dead mod, which is wrong, and which may mislead others.

Edit: And if it works in 1.21.6, it works in 1.21.4. Did you activate it with Ctrl+C at least? And if you did and the game freezes or crash, you have to lower the settings, and if it still doesn't work, maybe your machine can't run it.

Vari_Ares, Jan 28th at 6:25 AM

Nicodemus What the point of being mean for no reason ?

 

"ONLY USE A MOD VERSION LISTED TO BE COMPATIBLE WITH YOUR VERSION OF THE GAME."


The game is actually 1.21.6, the lastest version of this mod is 1.21.4 + I tried it with the advice of the the modder that I saw one month ago like you said and it doesn't work. :)

Nicodemus, Jan 27th at 9:16 PM

Vari_Ares Try to learn how to use it before saying that. The modder literally answered a month ago. And it works.

Vari_Ares, Jan 26th at 1:41 AM

Dead mod :/

Gloo, Dec 26th 2025 at 8:36 PM

SiiMeR It's already off. Toggling it on does make the issue worse though.

SiiMeR , Dec 26th 2025 at 4:56 PM

Try toggling the Deferred Lightning setting off  Gloo

Gloo, Dec 26th 2025 at 3:12 PM

I'm having an issue where entities appear really dark around dusk and dawn, as if their lighting is desynched from the actual time. Everything looks normal around mid day.
I've used this mod a lot, and this is the first time I've had any issues. It sucks, because enemies all look like their nightmare variant, and it always startles me lol.

Shura_, Dec 24th 2025 at 9:19 PM

Using it on v.1.21.6 and its working perfectly, thanks a lot!

Uhtrid, Dec 11th 2025 at 9:49 PM

SiiMeR Thank you for the response!

SiiMeR , Dec 8th 2025 at 1:48 PM

I am using the latest version on 1.21.5 with great success for months now Uhtrid

Uhtrid, Dec 7th 2025 at 11:29 PM

I dont wanna be that guy. But uh... 1.21.5? :3 Soon? Maybe? :D

Zaldaryon, Nov 28th 2025 at 1:54 PM (modified Jan 12th at 12:04 PM)

Hello. I make a fork to bring stability and fix many crashes, including making it work in other GPUs. I hope you don't mind. https://mods.vintagestory.at/ancestralblissshaders

SiiMeR , Nov 24th 2025 at 9:18 PM

Sometimes the clientsettings.json corrupts and you need to delete it and remake it. Try backing the file up and copying contents over slowly

NeoB, Nov 24th 2025 at 8:33 PM

For some reason, the game crashes.The log does not show that this mod is responsible, but I have already done all the tests and only by leaving this mod enabled.

Fenvar, Nov 16th 2025 at 10:52 PM (modified Nov 16th 2025 at 10:57 PM)

SiiMeR I posted to your GitHub tracker

Seralth, Nov 16th 2025 at 1:21 PM

The only thing not working is volumetric lighting on a 7900xtx here. Linux, other wise fantastic!

SiiMeR , Nov 12th 2025 at 6:30 AM

What kind of errors are you getting Mogadis

Fenvar, Nov 12th 2025 at 12:21 AM

just to note: this is not compatible with https://mods.vintagestory.at/show/mod/34972
You'll get crash errors if you try to use the two together.

SiiMeR , Oct 25th 2025 at 3:49 PM

My discord is the same username if you wanna talk about this Sourdough_Lover

Sourdough_Lover, Oct 25th 2025 at 4:34 AM (modified Oct 25th 2025 at 4:40 AM)

where can i find your discord? also i was wrong, it makes all soil blocks with grass invisible/see through regardless of fertility, but the grassless versions are fine. And there's another issue too, the game crashes when i try to generate a creative world saying "The given key 'extraOutGlow' was not present in the dictionary". (Also its not a mod conflict with xvshaders its directly from this mod since it happens when i turn that mod off as well).

 

Crash Report
Game Version: v1.21.5 (Stable)
10/25/2025 6:13:33 AM: Critical error occurred in the following mod: volumetricshadingrefreshed@1.1.7
Loaded Mods: betterarrows@1.0.0, betterbreadsatiety@1.0.0, bushmeatstew@1.0.0, catchledge@0.5.9, chiseltools@1.15.3, fallingtree@0.4.8, immersivelanterns@0.2.9, japanesearchitecture@0.9.4, millwright@1.2.9, molds@0.2.7, moredrygrass@0.2.0, overhaullib@1.12.11, primitivesurvival@3.9.9, sortablestorage@2.4.2, temporalsymphony@2.2.2, game@1.21.5, antifoodscumming@1.0.0, attributerenderinglibrary@2.3.0, betterruins@0.5.0, bettertraders@0.1.0, bloodtrail@1.1.5, boattags@1.0.1, carryon@1.12.1, combatoverhaul@0.10.9, farseer@1.3.2, floatingfish@1.1.2, foodshelves@2.3.2, footprints@1.0.5, foragersgamble@1.2.0, genelib@2.1.1, jaunt@2.1.1, naturalfertilizer@1.3.0, panningmachine@1.0.4, realsmoke@1.1.9, rebuildablebloomery@1.0.6, recyclingtools@1.4.4, scaffolding@1.2.5, smithingplus@1.8.3, terraprety@7.0.8, volumetricshadingrefreshed@1.1.7, creative@1.21.5, survival@1.21.5, windchimes@1.4.1, xvshaders@0.1.1, armory@1.4.1, burnableroofs@1.0.0, equus@1.2.0, em@3.3.3, fueledwearablelights@1.1.0, quiversandsheaths@0.5.2, rawstick@1.1.0, snowshoes@2.1.3, tailorsdelight@2.1.1, dressmakers@1.7.3
Involved Harmony IDs: volumetricshadingrefreshed
System.Collections.Generic.KeyNotFoundException: The given key 'extraOutGlow' was not present in the dictionary.
   at Vintagestory.Client.NoObf.ShaderProgramBase.Uniform(String uniformName, Single value) in VintagestoryLib\Client\ClientPlatform\ShaderProgramBase.cs:line 146
   at VolumetricShadingRefreshed.VolumetricShading.Effects.OverexposureEffect.OnRenderSun(ShaderProgramStandard shader) in .\VolumetricShading.Effects\OverexposureEffect.cs:line 35
   at VolumetricShadingRefreshed.VolumetricShading.Events.EmitPreSunRender(ShaderProgramStandard standard) in .\VolumetricShading\Events.cs:line 40
   at VolumetricShadingRefreshed.VolumetricShading.SunMoonPatches.RenderCallsite(ShaderProgramStandard shader) in .\VolumetricShading\SunMoonPatches.cs:line 125
   at Vintagestory.Client.NoObf.SystemRenderSunMoon.OnRenderFrame3D_Patch1(SystemRenderSunMoon this, Single dt)
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
SiiMeR , Oct 24th 2025 at 11:33 PM

If you can figure out a fix, feel free to DM me on discord or open a PR Sourdough_Lover

Sourdough_Lover, Oct 24th 2025 at 4:11 PM (modified Oct 24th 2025 at 4:15 PM)

using a macbook m4 pro, 1.21.5, as far as i can tell this mod makes all medium fertility soil invisible, other blocks seem fine though but i've only experimented for 5 minutes, any way i can contribute to fix this?

rosysyn, Oct 24th 2025 at 4:02 PM (modified Oct 24th 2025 at 4:03 PM)

Also using this on an AMD 7900XT  - works wonderfully, especially the improved SSAO and water effects. I'm on Bazzite Linux, for what it's worth. Thanks for your hard work!

Qactis, Oct 22nd 2025 at 8:48 PM

Just tried this for the first time on 1.21.5 Stable and it's working just dandy on AMD 7900XT 🙌 Thanks for your 8 hours of don't know what you're doing!

bintoss, Oct 13th 2025 at 8:00 PM (modified Oct 14th 2025 at 10:38 PM)

A_Man I can download it without issue despite the mod being locked. What's the problem you're having?

Edit (2025-10-14):
This mod listing appears to be unlocked, now. That was odd.

NeoB, Oct 11th 2025 at 10:22 PM

pandemia yep me too 
It works as usual. I guess version 1.1.6 was the one with the problem. I hope it's just a misunderstanding. I checked all the mod files on sites like VirusTotal and didn't see any red flags.

pandemia, Oct 11th 2025 at 9:48 PM

Installed this before it got locked but I can't actually seem to get it to work in-game :/

NeoB, Oct 11th 2025 at 8:49 PM

A_Man It usually gets blocked when malware is suspected, so I recommend waiting.

TheHarryX, Oct 11th 2025 at 6:55 PM

This mod appears to have been locked by a moderator 🤔

A_Man, Oct 11th 2025 at 6:44 PM

Why is this mod locked? I just wanted to download the newest version.😭

 

NeoB, Oct 10th 2025 at 11:58 PM (modified Oct 11th 2025 at 1:37 AM)

Thank you for everything you've done, Gleepy. You've really helped us a lot.
PD. By the way, the latest update fixed the double-rendering

SiiMeR , Oct 10th 2025 at 8:51 PM

♥️Thanks for everything you've done, Gleepy

Gleepy, Oct 10th 2025 at 7:53 PM (modified Oct 10th 2025 at 8:11 PM)

My future contributions to the mod: (No this is not drama)

Ill be taking a step back from mod contributions in the foreseeable future, mostly for motivation reasons. This isnt to say that i wont ever be back to help out with stuff from time to time. I just need a break from it.(Yes i understand that my first contribution to the mod was like 11 days ago, i started working on the initial fix for the ssr water pretty much exactly 2 weeks ago, and since then i have been pouring pretty much all my free time into this project.) Im the kind of person who gets week long spurts of motivation, pushes myself pretty hard and then peters out and im afraid that due to that I'll ruin vintage story for myself in the process. I am actually incredibly new to the game (yet to get copper), however literally everything i have done towards the game in the past two weeks is to do with modding.

Why am i even telling y'all any of this? Im a massive fan of communication when it comes to project developement of any kind(I feel that should be clear from how much ive been yapping in the comments over the past few days) and i feared that suddenly going silent might send the "mods abandoned" people rabid.

To the two people out there who read this and somehow still think that the mod is being abandoned, fear not, it isnt, SiiMeR is working on it still. (You have him to thank for the latest patch. So do so. now. >:D)

If any of you have some free time, and want to see something fixed/improved/implemented. Try downloading the source code and giving it a crack. Any contributions to the mod will still be very much appreciated.

 

...

 

Oh and little fyi. NaitoOokami, the cause of the noisyness is actually not to do with the the ocean waves, when i got the original ssr working again i did have a few builds where the water did not follow the shape of the vanilla games ocean waves (dont ask for the builds, they are long gone) and the water was just as noisy at distance with/without the waves. The real cause of the noise is the mod's pre-existing fragment shaders(ssrliquid.fsh/ssrout.fsh would be the relevent ones here). There were a couple tweaks that i tried that could have decreased noise(mainly as a knock-on effect). number 1 was making the amount that the water normal generation noise contributes to the final normal decrease with distance(this would make the water oddly smooth in the distance tho), number 2 was temporal accumulation (did try it a rough implementation, it made water very smeary(i am not a graphics programmer, ofc it aint gonna be good)) i can think of a few more ways that might work/help, however the noise doesnt bother me personally. Before someone askes why i didnt include the above two as config options, they were half baked as best, i rather blindly implemented them (especially the temporal accumulation), and i STILL dont really understand how i would go about properly adding options to the mod.

NaitoOokami, Oct 10th 2025 at 6:02 PM

SiiMeR Yes, correct.  Oceans look like an absolute mess of noise from the sky and screenspace reflection.  Water that is inland is much better and more to what would be expected.  I think what this comes from is the fact that oceans generate with more intense wave heights than lakes do

SiiMeR , Oct 10th 2025 at 4:04 PM

You mean the waves and their sharpness? NaitoOokami

NaitoOokami, Oct 10th 2025 at 3:58 PM

The intensity of normals on oceans is crazy. Is there a way to reduce it?

Gleepy, Oct 10th 2025 at 8:40 AM

adres4t No worries man, Good to hear that its at least working on your end! Personally I never really found soft shadows to be worth the performance drop. Whilst most of the time it worked fine, sometimes i would get insanely bad performace with it enabled. On top of that i never could really tell the difference when they were on/off, besides the fact that it made the clouds look really grey. Whilst it sucks that not everything works for amd users i dont think you are missing out on too much in that department.

Gleepy, Oct 10th 2025 at 8:23 AM (modified Oct 10th 2025 at 8:56 AM)

NeoB Hitting F11 twice SHOULD fix that issue anytime it happens (that was the work around prior to 1.1.3). I assume that you are on the latest version of the mod (1.1.5); and yes, 1.1.3 mostly fixed that issue, however it also broke resolution scaling (Which improves performance quite alot, infact i would recommend playing with it set to ~75 or lower depending on your hardware/how much you care about crisp graphics). 1.1.5 fixed the bug 1.1.3 introduced, allowing people to use the resolution slider and play in windowed mode without major issue.

Annoyingly the seeing-double bug is rather hard to test for, as (on my device) its pretty uncommon, and didnt appear at all in my testing of 1.1.5. Its a shame to see that its back, however seeing that many people can only play this mod using a lower resolution, using the f11 work-around might have to be continue being a main-stay for the forseeable future until another fix is found. Ill look into it however i cant promise that this one will be as speedy as the last (i was not at all expecting to be able to fix the last in an hour, i was expecting to sink most of my free time over the next couple days into it)

If anyone has a reliable way of reproducing the seeing-double bug on 1.1.5 please @ me. It will help a lot. 

EDIT: nvm i just found that this bug can be reliably reproduced by loading into the world when alt-tabbed. If there are other ways still @ me tho.

Nimsycal, Oct 9th 2025 at 10:41 PM

Gleepy Yup, last updated has everything going back to normal. For context: This is a server running a fair few mods, and was on Nvidia. Thanks for the quick fix !

adres4t, Oct 9th 2025 at 7:25 PM

Gleepy thanks for the explanation! I must pay more attention to the descriptions on the mod pages to avoid issues like that in the future. 1.1.1 is working but as soon as I enable soft shadows it crashes, discovered this the hard way :D

Gleepy, Oct 9th 2025 at 11:46 AM

Okay deferred lighting breaking with changes in resolution should be fixed in 1.1.5. Does this fix your issue Nimsycal (sorry for spam pinging)

Gleepy, Oct 9th 2025 at 10:37 AM (modified Oct 9th 2025 at 10:43 AM)

Nimsycal I belive that your issue stems from the user's resolution setting not playing nice with a fix in versions 1.1.3+ of the mod. As a temporary fix try setting your resolution to full or reverting to 1.1.1 for the time being whilst we properly diagnose the issue and work on a fix. Hopefully that works for you :) 

Gleepy, Oct 9th 2025 at 10:01 AM

w0ntonim0 I apologise if my words came off harsher then I inteded, however I dont have anything to go off of in regards to your issue, and other then pre-existing bugs the mod is working on my end. What exactly is the issue that you are having with the latest version? Is it causing the game to crash or is a specific feature(s) not working for you. Do you have mods installed along side this one. (If so then does only running vsr resolve your issue) What specs do you have? (OS / gpu brand) Just to be clear was this happening on 1.1.3 aswell? (I didnt write 1.1.3 so i am unaware as to how the fixes could result in issues, it didnt seem to introduce any bugs on my end tho) Any additional information (ie crash reports) would be appreciated aswell.

 

w0ntonim0, Oct 9th 2025 at 1:53 AM

Gleepy No I am not playing an "incompatable game version".... My game is up-to-date to the current version so it's YOUR mod which is "incompatable". I noticed the newest version (1.1.4) is incompatable with the current (1.21.4) VS version so switching back to (1.1.1) solved my issue and the game works now. What's strange about this whole ordeal is that I had to switch back to version (1.1.1) for it to work. Lol 

Gleepy, Oct 8th 2025 at 11:04 AM

mj_outlaw Thanks for the report, As SiiMeR says below theres a bug with the entity shader which makes entities darker then they are supposed to be. Whilst im unaware if this is the exact bug that he was talking about (I've mainly been focusing on water as of late) i'll add it to the list of things to look into when i next get the chance :) 

 

Gleepy, Oct 8th 2025 at 10:26 AM (modified Oct 8th 2025 at 10:28 AM)

adres4t mod versions 1.1.1 + are only compatable with 1.21.2 - 1.21.4 of vintage story. 1.21.2 brought an update to to the vanilla shaders making the regex patches fail. (they work by looking for SPECIFIC lines of code then injecting further code from there). From the look of it you are still on 1.21.1 whilst you have version 1.1.4 of the mod installed, please only use mod versions listed as compatible with your version of the game.

How you were running 1.1.1 on 1.21.1 in the first place confuses me a bit as they aren't listed as compatible, and they crashed for me when i tried to run them together. Magic truely is real :0

 

Nimsycal What version of the mod are you running (maybe try a few different mod versions), does this happen even when deferred lighting is the only feature you have enabled? If you are an amd user i cant promise everything will work perfectly (or at all)(even if you arent an amd user i cant guarentee everything will work perfectly). Do you have any other mods installed ontop of vsr, if so perhaps try just using vsr to see if it stems from mod incompatibility. Screenshots / any other context would be much appreciated aswell. 

 

qlVegetalp Water is actually effected by wind in the mod, so I would imagine that what you are seeing is to do with that. You can test this out with /weather setw still or /weather setw strongbreeze. (i hope i got those commands correct)

 

w0ntonim0 Some more information would be helpful. You are probably on an incompatible game version. However if you are not, a somewhat experimental change to the way ssr is rendered was made in 1.1.4 to fix water being rendered inside of boats, whilst i have not had an issue with it, try reverting to 1.1.3/1.1.1 and give us more feedback from there.

 

 

And finally, to pretty much everyone else. 1.1.3 was wrongly labled as compatible with 1.21.1. Apologies for this slip up. It is acutally only compatible with 1.21.(2-4) i have updated it accordingly. If you are still on game version 1.21.1 or earlier and are experiencing crashes due to this mod. Check if you have a version listed to be compatible intalled. As mentioned above, crash reports with the term REGEX in them typically mean the mod isnt compatable with your game version. if people desire it i can look into putting a guide on the github on how you should be able make the regex patches compatable with your version, however if you do end up doing so please dont expect technical support here. 

As many of you know Angeo Studios pumped out a bunch of small patches in just a few days, so the mod is bound to be a bit buggy until these are figured out, and unless explicitly stated otherwise our priority will be the latest stable version of the game. Crash reports, screenshots/descriptions of bugs are much appreciated. Along with these context is also incredibly useful (thankyou so so so much everyone who has included it in their reports so far). Just complaining that the mod "doesn't work" is less so appreciated. Ill get around to updating the modpage with a more detailed list of known bugs/issues soon.

mj_outlaw, Oct 8th 2025 at 10:26 AM

Hey man, I got this wierd graphic/lightning glitch on some items, like chests:

w0ntonim0, Oct 8th 2025 at 2:13 AM

Doesn't work. Latest update broke this mod and causes the game to crash when using it. Hopefully it gets fixed soon since this is such an essential mod for VS

qlVegetalp, Oct 8th 2025 at 1:09 AM

why does my water look so weird like there is too many waves and they are moving too quickly

 

 

Nimsycal, Oct 7th 2025 at 10:44 PM

So deferred lighting is a smidge buggy on 1.21.4, at least for me. It seems to render part of the view double in the bottom left of my screen after the update to 1.21.4, which it didn't do on 1.21.2

adres4t, Oct 7th 2025 at 7:57 PM

Hey I've just updated from 1.1.1 and I get this crash. It must be one of the settings from clientsettings.json but I don't know which one. I removed all volumetricshading entries and that should eset the values but there must be an entry with a different name. I had this issue previously where I activated soft shadows and the game crashed on me and was crashing continuously until I found that setting and deleted it (it was involving advanced animation of the entities if I remember right). The only reason for my question is I don't want to configure my game from scratch again. 

Here's the log, maybe you can help. For the time beeing I just get back to 1.1.1.

My card is AMD so I expect some things won't work as I saw your explanation below.

Is it water perhaps?

 

 

Crash Report

Running on 64 bit Windows 10.0.19043.0 with 32653 MB RAM
Game Version: v1.21.1 (Stable)
07/10/2025 20:46:20: Critical error occurred in the following mod: volumetricshadingrefreshed@1.1.4
Loaded Mods: alefix@1.1.0, bradyladder@1.1.0, bushmeatrecipe@2.0.0, bushmeatstew@1.0.0, canoemode@1.0.4, canoemodcircuitspatch@2.0.0, chickenfeed@1.1.9, cbr@1.0.0, chiseltools@1.15.2, clickuptorches@1.1.1, coldstorage@1.0.0, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.2, craftablecompanion@1.3.2, cutthefat@1.0.3, driedpeat@1.1.1, facop@1.2.2, floralzonescaperegion@1.0.24, floralzonescaribbeanregion@1.0.19, floralzonescentralaustralianregion@1.0.16, floralzonescosmopolitanregion@1.0.6, floralzoneseastasiaticregion@1.0.14, floralzonesmediterraneanregion@1.0.15, floralzonesneozeylandicregion@1.0.15, flora@1.0.7, fadynasties@1.1.1, fagothic@1.2.1, fagreenwich@1.3.2, fahussar@1.0.0, falandsknecht@1.2.1, fatemplar@1.3.2, pantherinae@1.2.0, gambesonhoodmodelswap@1.0.1, hangingoillamps@1.0.5, indappledgroves@2.2.0, jackscomposting@1.2.1, jacksgrass@1.0.0, longtermfood@0.4.3, manualquenching@1.0.8, mbr@1.0.0, millwright@1.2.8, moredaubrevised@1.0.0, shroomies@1.3.5, overhaullib@1.12.4, packyourshovel@1.0.7, pigfeed@1.0.9, pipeleaf@2.1.0, primitivesurvival@3.9.7, rmeat@0.0.6, rpermskin@0.0.4, rotlotloot@1.2.0, fseasonedfirewood@1.2.5, shearsspeedscales@1.0.0, slings@0.0.2, sonitorecipepin@1.0.1, temporalsymphony@2.2.2, traderssellborax@1.1.0, game@1.21.1, vsimgui@1.1.13, weedgardens@1.0.1, zoombuttonreborn@2.0.0, aged@2.0.1, airthermomod@0.2.0, all_crates_matter@1.0.0, ancienttools@1.6.0-pre.6, apegrapes@1.3.0, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, axleinblocks@1.21.1, backpackpackplusexpanded@1.2.0, beararmorrepair@1.0.0, betterfirepit@1.1.6, betterruins@0.5.0, bettertraders@0.1.0, bradycrudebuilding@1.4.3, butchering@1.10.6, carryon@1.12.1, cartwrightscaravan@1.7.2, Clumps@1.0.1, combatoverhaul@0.10.5, commonlib@2.8.0, configlib@1.10.4, configurableroomsize@1.3.1, configureeverything@2.2.0, cratebulkinput@1.0.0, crushablelime@1.0.0, danatweaks@3.6.0, driedpeatraddon@0.0.4, earlychiseling@1.0.1, expandedstomach@1.2.2, extrainfo@1.10.1, firepitsticks@1.0.0, foodshelves@2.3.1, fromgoldencombs@1.9.4, hazjackalope@1.0.2, hazmonitors@1.0.0, heldmap@0.3.0, hudclockpatch@1.1.2, insanitylib@1.0.5, interestingoregen@2.0.2, jonastools@1.2.0, justthepepper@2.0.0, maketeaforked@0.7.1, maltiezfirearms@1.3.4, medievalexpansionpatch@1.3.3, metalpots@1.6.0, millwrightvawtaddon@1.0.2, minisewingfix@1.0.2, morepiles@2.2.0, ndlexpandedgrowth@3.5.1, ndlvillagers@2.2.0, ndlwoodentorchholder@2.0.3, offhandnohunger@1.2.8, nohands@0.1.1, noholdfruitpress@0.1.0, purposefulstorage@1.4.1, realsmoke@1.1.6, rebalancedfuel@1.4.0, rivers@4.7.3, smithingplus@1.8.2, sonitocrudetrapdoor@1.0.0, sonitoforagerbasket@1.2.0, statushudcont@4.0.1, stepupadvanced@1.2.3, stonebakeoven@1.2.0, stonerailings@1.4.0, tabfix@1.0.2, tentbag@2.2.0, thecritterpack@1.3.2, toolsmith@1.2.10, trailmodcupdate@1.3.0, traitacquirerrevamp@0.9.13, coffee@1.0.3, Verticality@0.3.1, vintagescarecrow@0.0.7, volumetricshadingrefreshed@1.1.4, creative@1.21.1, survival@1.21.1, woodenshuttersandmore@1.2.31, xlibrabite@0.8.20, zippyscroptweaks@1.3.0, zippysmoosetweaks@1.1.0, zippysskysteel@1.3.0, armory@1.4.0, bauxitealuminum@1.1.2, bloodisegg@2.0.0, butcheringextra@0.2.1, danacancook@1.0.1, em@3.3.3, fueledwearablelights@1.0.4, littleropetweaks@1.0.0, playercorpse@1.12.0, quiversandsheaths@0.5.1, realsmokeforancienttools@1.0.0, realsmokeforchiseltools@1.0.0, snowshoes@2.1.2, stonequarry@3.5.1, storageoptions@2.0.0, wearandtear@1.5.15, xskillsrabite@0.8.23
Involved Harmony IDs: volumetricshadingrefreshed
System.InvalidOperationException: Could not execute non-optional patch: Regex (^|[\.,+\-*/;{}[\]()=:|^&?#\s])texColor\s*?\.\s*?a\s*?\+\s*?=\s*?\(\s*?max\s*?\(\s*?0\s*?\.\s*?0\s*?,\s*?diff\s*?/\s*?16\s*?\+\s*?noise\s*?/\s*?\(\s*?12\s*?-\s*?8\s*?\*\s*?min\s*?\(\s*?1\s*?,\s*?windSpeed\s*?\)\s*?\)\s*?\)\s*?\+\s*?vn\s*?\*\s*?0\s*?\.\s*?25\s*?\)\s*?/\s*?clamp\s*?\(\s*?fresnel\s*?,\s*?0\s*?\.\s*?5\s*?,\s*?1\s*?\)\s*?;($|[\.,+\-*/;{}[\]()=:|^&?#\s]) not matched in file chunkliquid.fsh
at VolumetricShadingRefreshed.VolumetricShading.Patch.RegexPatch.Patch(String filename, String code) in .\VolumetricShading.Patch\RegexPatch.cs:line 51
at VolumetricShadingRefreshed.VolumetricShading.Patch.ShaderPatcher.Patch(String filename, String code, Boolean cache) in .\VolumetricShading.Patch\ShaderPatcher.cs:line 92
at VolumetricShadingRefreshed.VolumetricShading.ShaderRegistryPatches.LoadRegisteredCallsite(Dictionary`2 includes) in .\VolumetricShading\ShaderRegistryPatches.cs:line 116
at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms_Patch0()
at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 115
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 933
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 29/09/2025 22:02:25, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.1.0, time stamp: 0x67fe0000
Faulting module name: ntdll.dll, version: 10.0.19041.2130, time stamp: 0xb5ced1c6
Exception code: 0xc0000374
Fault offset: 0x00000000000ff6a9
Faulting process ID: 0x614
Faulting application start time: 0x01dc31809e5f410f
Faulting application path: E:\Vintagestory 1.20.10\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: e284295b-0e4d-467e-934b-c6b1fc979e7c
Faulting package full name:
Faulting package-relative application ID: }

Wilihey, Oct 7th 2025 at 12:48 PM

Gleepy yea man no problem, just pointing it out for anyone who might have the same issue, it was listed on the mod it might not work well on AMD and it doesnt bother me, you do your best and i appreciate it :)

Gleepy, Oct 7th 2025 at 6:04 AM

Wilihey Thanks for the report! This is gonna kinda suck to hear but as the description suggests that appears to be an amd-based issue; and it would be incredibly hard for me (an nvidia user(and someone who doesnt fully understand the mod/graphics rendering as a whole yet)) to be able to appropriately test and fix the issue. Ill try to look into it HOWEVER Ill probably come up empty handed. My best advice currently is to play with the features that work for you until an amd user comes along and tries to fix it on your side. The source code is on the github if anyone would like to give it a crack.

Wilihey, Oct 7th 2025 at 1:12 AM

volumetric lighting makes the soil not render at all for some reason, on a AMD 7800XT, other than that works flawlessly

Vargur, Oct 7th 2025 at 12:50 AM

Gleepy Wow! Thanks lol

Gleepy, Oct 6th 2025 at 10:40 PM

Fixed in the latest version Vargur

Vargur, Oct 6th 2025 at 5:23 PM

Noticed testing today on latest game & mod versions that the water SSR effect displays on the floor of the sailboat in the areas where the hull is below the water surface.

Arcanum3000, Oct 6th 2025 at 1:27 AM

Gleepy That seems to have cleared it up.  Weird.

Gleepy, Oct 5th 2025 at 10:25 PM

Weirdly enough in my initial testing I never got the config menu crash, however when I downloaded the build from the db it too crashed. My only guess is that the uploaded build was somehow corrupted. That aside Ive re-built it and in my testing this build is yet to crash when opening the config menu, even when I downloaded it from the db. If it keeps crashing for you guys I am going to be in for a headache lol. 

Arcanum3000, Oct 5th 2025 at 9:26 PM

Can confirm JohnWeak's crash.  Just started with 1.21.2.  There's an API tweak in the changelog related to registering renderers, so maybe related to that?

JohnWeak, Oct 5th 2025 at 6:45 PM

The game crashes every time I press ctrl+c to configure the mod

 

Crash Report
Running on 64 bit Linux (Arch Linux) [Kernel 6.16.8.3] with 32033 MB RAM
Game Version: v1.21.2 (Stable)
05/10/2025 20:44:36: Critical error occurred in the following mod: volumetricshadingrefreshed@1.1.0
Loaded Mods: game@1.21.2, volumetricshadingrefreshed@1.1.0, creative@1.21.2, survival@1.21.2
System.MissingMethodException: Method not found: 'Vintagestory.API.Client.GuiComposer Vintagestory.API.Client.GuiComposerHelpers.AddDialogTitleBar(Vintagestory.API.Client.GuiComposer, System.String, System.Action, Vintagestory.API.Client.CairoFont, Vintagestory.API.Client.ElementBounds)'.
at volumetricshadingupdated.VolumetricShading.Gui.MainConfigDialog.SetupDialog()
at volumetricshadingupdated.VolumetricShading.Gui.ConfigGui..ctor(ICoreClientAPI capi) in .\VolumetricShading.Gui\ConfigGui.cs:line 62
at volumetricshadingupdated.VolumetricShading.VolumetricShadingMod.OnConfigurePressed(KeyCombination cb) in .\VolumetricShading\VolumetricShadingMod.cs:line 226
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1841
at Vintagestory.Client.GuiScreenRunningGame.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 320
at Vintagestory.Client.ScreenManager.OnKeyDown(KeyEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 880
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 249
at OpenTK.Windowing.Desktop.NativeWindow.OnKeyDown(KeyboardKeyEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

 

Arcanum3000, Oct 5th 2025 at 4:23 PM

sidewalksurferXX The Config lib problem was fixed with Config lib 1.10.4.

sidewalksurferXX, Oct 5th 2025 at 2:45 PM (modified Oct 5th 2025 at 2:45 PM)

Same crash report for me unfortunately. Also of note, the conflict with config lib 1.10.3 persists.

TheRealFlynn, Oct 5th 2025 at 11:29 AM
1.21.2 Crash Report
Running on 64 bit Windows 10.0.26100.0 with 32621 MB RAM
Game Version: v1.21.2 (Stable)
10/5/2025 7:27:00 AM: Critical error occurred in the following mod: volumetricshadingrefreshed@1.0.0
Loaded Mods: beamium@1.2.2, birdseye@0.1.3, chiseltoolslite@1.15.1, darcesdriftersredone@1.2.3, freelook@1.0.3, immersivemining@0.2.17, immersiveorecrush@2.2.3, manualdough@1.1.6, manualquenching@1.0.8, manualscraping@1.3.0, RelightTorches@1.0.0, seinfeldvoice@1.0.0, temporalsymphony@2.2.2, game@1.21.2, vsimgui@1.1.12, warmgambeson@1.0.0, zoombuttonreborn@2.0.0, airthermomod@0.2.0, apegrapes@1.3.1, bandageanimation@1.0.0, betterdeathmessages@1.0.1, betterfirepit@1.2.0, betterruins@0.5.0, helblockpick@2.6.0, butchering@1.10.5, carryon@1.12.0, configlib@1.10.1, craftablecartographyfork@0.1.8, earlychiseling@1.0.1, eggpiemod@0.1.0, emotemenupatched@1.0.6, enhancedhandbook@1.6.0, extrainfo@1.10.1, farseer@1.3.2, hardcorewater@1.3.5, hideplayername@2.2.0, hitfixed@2.3.1, hydrateordiedrate@2.2.21, immersivewoodchopping@0.8.2, itempickuphighlighter@1.2.2, itempickupnotifier@1.7.3, justthepepper@2.0.0, playerlist@2.1.5, pomnotes@0.7.5, rpcommand@1.1.0, rubberbandaid@1.0.0, statushudcont@4.0.1, stepupcontinued@0.0.1, terraprety@7.0.7, thecritterpack@1.3.3, torchholderplaceontop@1.0.1, vanity@2.4.3, variantmeals@2.6.1, coffee@1.0.2, vigor@0.5.0, volumetricshadingrefreshed@1.0.0, discordrichpresence@1.1.1, creative@1.21.2, survival@1.21.2, windchimes@1.3.1, woodenshuttersandmore@1.2.31, homesteading@0.0.8, moreblueclay@1.0.2, stainedbeams@1.2.1, wwaymarkers@1.0.1
Involved Harmony IDs: volumetricshadingrefreshed
System.InvalidOperationException: Could not execute non-optional patch: Regex (^|[\.,+\-*/;{}[\]()=:|^&?#\s])texColor\s*?\.\s*?a\s*?\+\s*?=\s*?\(\s*?max\s*?\(\s*?0\s*?,\s*?diff\s*?/\s*?16\s*?\+\s*?noise\s*?/\s*?\(\s*?12\s*?-\s*?8\s*?\*\s*?min\s*?\(\s*?1\s*?,\s*?windSpeed\s*?\)\s*?\)\s*?\)\s*?\+\s*?vn\s*?/\s*?4\s*?\)\s*?/\s*?clamp\s*?\(\s*?fresnel\s*?,\s*?0\s*?\.\s*?5\s*?,\s*?1\s*?\)\s*?;($|[\.,+\-*/;{}[\]()=:|^&?#\s]) not matched in file chunkliquid.fsh
at volumetricshadingupdated.VolumetricShading.Patch.RegexPatch.Patch(String filename, String code) in .\VolumetricShading.Patch\RegexPatch.cs:line 51
at volumetricshadingupdated.VolumetricShading.Patch.ShaderPatcher.Patch(String filename, String code, Boolean cache) in .\VolumetricShading.Patch\ShaderPatcher.cs:line 92
at volumetricshadingupdated.VolumetricShading.ShaderRegistryPatches.LoadRegisteredCallsite(Dictionary`2 includes) in .\VolumetricShading\ShaderRegistryPatches.cs:line 123
at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms_Patch0()
at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 115
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 933
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
SiiMeR , Oct 3rd 2025 at 5:31 PM

Nothing besides fixing the actual code causing it Diarko

Diarko, Oct 3rd 2025 at 4:25 AM

@SiiMeR is there anything to be done about it?

SiiMeR , Oct 2nd 2025 at 7:56 PM

There is something wrong with the entity shader that makes them darker than they need to be

Doors, monsters, chests, all are entities

 

 

Paradoxal, Oct 2nd 2025 at 6:40 PM (modified Oct 2nd 2025 at 6:41 PM)

SiiMeR

 

I was wondering if there was anything I can do about doors and other objects, seemingly always made of wood, having this highly darkened color to them that can't seem to be fixed with moving them, replacing them, etc? Also monsters are darkened too.

NeoB, Oct 1st 2025 at 11:06 PM

Thanks for the update. It was totally worth the wait.

animatiV, Oct 1st 2025 at 9:27 PM

It works perfectly, but my GPU is about to fly off into space :D

TheRealFlynn, Oct 1st 2025 at 9:25 PM

oh hell ya. ty for your hard work!

PapitoPapz, Oct 1st 2025 at 8:25 PM

SiiMeR and Gleepy THANKS FOR THE UPDATE, BIG LOVE !

Bishop869, Oct 1st 2025 at 8:07 PM

Thanks for the update! You rock!

Frozenplague, Oct 1st 2025 at 6:35 PM

Thank you for updating this. Its by far a must have for me and my friends and I started a new world a few day ago.

BigGram, Sep 28th 2025 at 9:27 AM (modified Sep 28th 2025 at 11:14 PM)

Hey SiiMeR if this is an issue that occurs with specifically with the 1.10.3 ver of config lib, as mentioned by @sidewalksurferXX, do you want be to bring this up in their mod forum. Or does seem like something to be fixed on your end?

 

Thanks for doing the work  on our behalfs 🙂 


(discussion aboout bug is on the ConfigLib discord forum [https://discord.com/channels/302152934249070593/1184613006055854121/1421997357666533376] Maltiez points to the .dll file as the problem.)

SiiMeR , Sep 27th 2025 at 6:58 PM

Cool story bro but you shouldn't make baseless claims like that

 

Fixing this mod requires hours of reading the code to understand what needs to be fixed. If anyone wants to fork it and figure this out themselves, or contact me with fixes, they are welcome to. So far, nobody has done this. There have only been bug reports (which are welcome) and complaints of me not doing anything.

SternFr, Sep 27th 2025 at 6:25 PM

Don't send any more messages, the mod is dead/abandoned... Again.

sidewalksurferXX, Sep 27th 2025 at 5:06 PM (modified Sep 27th 2025 at 5:06 PM)

@BigGram and @PapitoPapz

if you have config lib try reverting down from 1.10.3 to 1.10.2.

This fixed it for me while also not breaking any dependant mods(all of whitch are updated to the current versions).

PapitoPapz, Sep 27th 2025 at 3:55 PM

BigGram same here bro

BigGram, Sep 27th 2025 at 3:12 AM

Hiya, so recently I deleted my mod config and cache folders. Now I had a existing 1.21.1 world that was loaded with the 0.99.0 ver of this mod. However after deleting the cache & config foldes I can no longer load the world (so long as this mod is enabled). Trying to load my world with this mod enabled causes it spit out this error.


Which is weird because I haven't changed or updated the mod (there's literally only one 1.21.x vers). Restarting the game does not fix this issue, I can load the world without this mod but I would really like to continue playing with this mod. 

RainGayming, Sep 21st 2025 at 5:46 PM

with this mod and volumetric lighting enabled i just have no soil rendering lmao, all soils do not render and are see through

Delfite, Sep 12th 2025 at 1:28 PM

Getting a crash when I load into any world, new or old. I don't know if it's a mod conflict, but I can't be bothered to check it right now. I have not configured anything to do with the mod.

Crash Report
Running on 64 bit Windows 10.0.19045.0 with 16333 MB RAMGame Version: v1.21.1 (Stable)9/12/2025 9:20:57 AM: Critical error occurred in the following mod: volumetricshadingrefreshed@0.99.0Loaded Mods: detonateredux@1.1.1, biggerpockets@1.0.0, catchledge@0.5.5, cavesymphony@1.2.0, chargedjump@1.1.2, clickuptorches@1.1.1, crawlanddive@0.2.1, footsteps@1.0.2, moredaubrevised@1.0.0, plainsandvalleys@1.0.12, propickfix@1.1.1, slowwalkmod@1.2.5, sourceify@1.2.0, temporalstormgear@1.0.1, temporalsymphony@2.1.1, vanillaplus@1.4.0, vaultandroll@0.1.1, game@1.21.1, vsimgui@1.1.12, zoombuttonreborn@2.0.0, altmapiconrenderercontinued@1.5.0, egocaribautomapmarkers@4.0.3, betterfirepit@1.1.6, carryon@1.10.4, chattranslator@1.1.0, commonlib@2.6.1, configlib@1.10.1, danatweaks@3.5.2, drifterlightlevel2@1.0.3, extrainfo@1.10.0, farseer@1.3.2, infinitumpickupmod@1.2.4, kilnspreading@1.0.2, morepiles@2.2.0, rivers@4.7.2, stickemup@1.1.0, stoneprospect@1.0.0, th3dungeon@0.4.4, vanillaarmory@1.8.0, volumetricshadingrefreshed@0.99.0, creative@1.21.1, survival@1.21.1, windchimes@1.3.2, zinkmodautoclay@1.0.3, extraoverlays@1.5.0, itempickuphighlighter@1.1.0Involved Harmony IDs: volumetricshadingrefreshedSystem.Collections.Generic.KeyNotFoundException: The given key 'extraOutGlow' was not present in the dictionary.   at Vintagestory.Client.NoObf.ShaderProgramBase.Uniform(String uniformName, Single value) in VintagestoryLib\Client\ClientPlatform\ShaderProgramBase.cs:line 146   at volumetricshadingupdated.VolumetricShading.Effects.OverexposureEffect.OnRenderSun(ShaderProgramStandard shader) in .\VolumetricShading.Effects\OverexposureEffect.cs:line 35   at volumetricshadingupdated.VolumetricShading.Events.EmitPreSunRender(ShaderProgramStandard standard) in .\VolumetricShading\Events.cs:line 40   at volumetricshadingupdated.VolumetricShading.SunMoonPatches.RenderCallsite(ShaderProgramStandard shader) in .\VolumetricShading\SunMoonPatches.cs:line 125   at Vintagestory.Client.NoObf.SystemRenderSunMoon.OnRenderFrame3D_Patch1(SystemRenderSunMoon this, Single dt)   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 204   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113   at OpenTK.Windowing.Desktop.GameWindow.Run()   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
SiiMeR , Sep 7th 2025 at 3:40 PM

Mod fault, I do not have time right now to delve into the code to figure out the solution. 

Arahas, Sep 7th 2025 at 3:11 PM

Also have the issue Sianks

Sianks, Sep 7th 2025 at 1:23 AM (modified Sep 7th 2025 at 1:24 AM)

Is there a way to tweak Shadow strenght when objects is not covered with light? Animals and monsters are Dark as Hell at night, you barely can see their texture, it applies to Doors, chests etc, whatever you interact with also becomes dark for the time till you clikc off of it.

I've tried to play around in setting of mod, but couldnt find anything; What i found tho is the fact Darker textures is a Vanilla thing, whenever i opened chest or door i could see textues becoming slightly darker, but not as dark as with this mod.

This shader pack is Strenghting the effect of Vanilla darkness in really bad way, so thats why im asking if theres anything I can do or its just mod's fault?

Perhaps im the only one with this problem

akqle, Sep 5th 2025 at 10:44 PM

this looks great, cant wait for the water to be fixed!

TheRealFlynn, Sep 2nd 2025 at 5:28 AM

thanks for confirming and the recommendation. these shaders take VS to a whole new level and I look forward to more of your work in the future!

SiiMeR , Sep 1st 2025 at 6:22 PM

The file VintagestoryData/clientsettings.json holds the settings. You can remove entries from there. Kaiotdee

 

Yes, the water is currently broken. I recommend turning off Screen space reflections for now TheRealFlynn

Kaiotdee, Sep 1st 2025 at 10:02 AM

So I made the mistake of trying to turn on soft shadows, I have AMD 6800xt. Now this mod can't be turned on without crashing my game every time. How does one set it back to default or turn off soft shadows when this mod can't be loaded in-game? And I have tried deleting every trace of this mod then reinstalled it. But this mod still crashes. I have looked in the mod config folder but this mod doesn't have an out of game config file?

TheRealFlynn, Sep 1st 2025 at 8:03 AM (modified Sep 1st 2025 at 8:04 AM)

so there is something up with the water? i am seeing the shader on some water tiles but not others. it's unsettling :P v.21, current mod update

 

AgentOfChaos, Sep 1st 2025 at 7:01 AM (modified Sep 1st 2025 at 7:04 AM)

on 1.20.12 is there any way to make underwater darker? if so, thanks! im looking for more vanilla murky level water. if there is not, thanks anyways!

ArreLuisVolke, Aug 31st 2025 at 6:34 PM (modified Aug 31st 2025 at 6:44 PM)

So, the white lines interfering with farseer can be minimized by lowering volumetric lighting intensity and enabling deferred lighting, but water still brokey. thank you for the mod!

Edit: there's also an issue in which blocks like doors and chests turn black when opened.

 

Slith, Aug 31st 2025 at 3:57 PM (modified Aug 31st 2025 at 3:58 PM)

AMD 9070XT, new drivers, crashes when modifying shadows settings, and all characters are really dark compared to the environment, as if lit under different conditions.

Savrs, Aug 30th 2025 at 5:54 PM

Thank you very much!

SternFr, Aug 30th 2025 at 11:01 AM

Yessssssss

Xozkov, Aug 30th 2025 at 3:35 AM

just letting you know: you can set the version number in modinfo to "1.x.0-pre.1" so you don't have to say 0.99.0 lol

Saline_Valeni, Aug 30th 2025 at 1:52 AM

SiiMeR Love you, we await your great work. 🙏

SiiMeR , Aug 30th 2025 at 1:05 AM (modified Aug 30th 2025 at 1:05 AM)

I decided to release an early version for 1.21.

Currently broken:

  • White lines around distant terrain
  • SSR on water
  • Performance drops

If you see any other issues, please do let me know

Spiridon, Aug 28th 2025 at 8:42 PM

good lock legend! this one is best mod ever made for this game...hope u got it!


osayra, Aug 28th 2025 at 6:41 AM

good luck !! I hope the waves aren't too much trouble 

NeoB, Aug 27th 2025 at 3:38 PM

Thanks for all your hard work, bro. Looks like we'll have shaders for a while. Seems like waves have different math.

animatiV, Aug 27th 2025 at 12:19 AM (modified Aug 27th 2025 at 12:20 AM)

SiiMeR Thanks for the development update!

 
 

 

 

CJDusty, Aug 26th 2025 at 10:58 PM

lets goo SiiMeR thee goaat! 

SiiMeR , Aug 26th 2025 at 11:34 AM (modified Aug 26th 2025 at 11:58 AM)

Don't worry people. I have began work on getting it to work on 1.21

 

Got it somewhat working but there seems to be some new kind of water which the water shader doesn't recognize. Something is eating the performance too. Also, around distant terrain, a whiteish line can be seen around the skybox cutout 

 

CJDusty, Aug 26th 2025 at 3:20 AM

I love this mod but I just updated to stable 1.21 and it keeps crashing :( 

Crash Report

Running on 64 bit Windows 10.0.26100.0 with 16109 MB RAM
Game Version: v1.21.0 (Stable)
8/25/2025 11:18:47 PM: Critical error occurred in the following mod: volumetricshadingrefreshed@0.9.0
Loaded Mods: ClaimsRadar@1.1.0, forestsymphony@1.0.3, particlesplus@2.3.1, volumetricshadingrefreshed@0.9.0, game@1.21.0, zoombuttonreborn@2.0.0, extrainfo@1.10.0, hudclockpatch@1.1.1, mobsradar@2.1.9, nogllogspam@1.0.1, nemi@1.1.0, playerlist@2.1.5, radialmenu@1.0.2, Verticality@0.3.1, creative@1.21.0, survival@1.21.0, reforgedtools@1.2.51
Involved Harmony IDs: volumetricshadingrefreshed
System.InvalidOperationException: Could not execute non-optional patch: Regex (^|[\.,+\-*/;{}[\]()=:|^&?#\s])normal\s*?=\s*?unpackNormal\s*?\(\s*?renderFlagsIn\s*?\)\s*?;($|[\.,+\-*/;{}[\]()=:|^&?#\s]) not matched
at volumetricshadingupdated.VolumetricShading.Patch.RegexPatch.Patch(String filename, String code) in .\VolumetricShading.Patch\RegexPatch.cs:line 51
at volumetricshadingupdated.VolumetricShading.Patch.ShaderPatcher.Patch(String filename, String code, Boolean cache) in .\VolumetricShading.Patch\ShaderPatcher.cs:line 93
at volumetricshadingupdated.VolumetricShading.ShaderRegistryPatches.LoadRegisteredCallsite(Dictionary`2 includes) in .\VolumetricShading\ShaderRegistryPatches.cs:line 120
at Vintagestory.Client.NoObf.ShaderRegistry.loadRegisteredShaderPrograms_Patch0()
at Vintagestory.Client.NoObf.ShaderRegistry.ReloadShaders() in VintagestoryLib\Client\Render\Shader\ShaderRegistry.cs:line 115
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 933
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 779
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 8/25/2025 11:15:33 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x59e8
Faulting application start time: 0x1dc1637771288ef
Faulting application path: C:\Users\Dusty\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Dusty\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 43117ea7-6e8a-45cc-ae90-06b5d340ca42
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 8/25/2025 11:12:30 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x5fac
Faulting application start time: 0x1dc1636bfcde0b3
Faulting application path: C:\Users\Dusty\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Dusty\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: ee1b1939-316d-403a-9dd0-d81946b1d8ef
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 8/25/2025 11:08:51 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x5ce8
Faulting application start time: 0x1dc16369a0ffed3
Faulting application path: C:\Users\Dusty\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Dusty\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 7bf8dfe8-0ec4-40ae-8162-1a26f5c88450
Faulting package full name:
Faulting package-relative application ID: }

Savrs, Aug 26th 2025 at 1:46 AM

v1.21.0 - Story Chapter 2 Redux, stable!

Xozkov, Aug 23rd 2025 at 6:26 PM (modified Aug 23rd 2025 at 6:26 PM)

I hope one day you can get in touch with someone who can fix some of the janky shader issues. I'm glad you revived this mod but the almost pitch black shading sadly undersells it as of now

Sianks, Aug 21st 2025 at 8:58 PM (modified Aug 21st 2025 at 9:48 PM)

I got different problem now, when u open doors they are black or mobs become pitch dark when sun is not visible. I was looking for a way to turn off lighting in this mod but it didnt worked, u know how to solve it?

EDIT: Turning off Deferred Lighting helps but its objects and mobs still are darker than they should

SiiMeR , Aug 20th 2025 at 8:24 PM

Have you tried playing with the screen space reflections and water settings? I believe those help to get the murkiness and fresnel effect back when viewed at low angles Sianks

Sianks, Aug 20th 2025 at 3:26 PM

is it only for me or u can ALWAYS see through water even in oceans on a distance? Kind of breaks immersion when you can see everything underneath. Would be cool if we only get relfections on water but water stays transaprent as in Vanilla 

polywomple, Aug 10th 2025 at 4:38 AM

appreciate your work mate 👍

NeoB, Aug 8th 2025 at 9:50 AM

SiiMeR 

Take it easy and take your time, my friend. People get excited about these things, that's why they're like this, but don't overwhelm yourself and give details in your own time.

SiiMeR , Aug 6th 2025 at 1:25 PM

Can you please stop pushing? I have already a lot of modding topics on my plate and I do not wish to set aside time to support a non-release version. 

Savrs, Aug 6th 2025 at 12:09 AM
SiiMeR , Jul 24th at 7:56 PM

Release candidate is nothing final in Vintage Story. 

 

When the release comes out, we will have to think about the next version of the game.

Since the release version will instantly become outdated....

 

Savrs, Jul 29th 2025 at 8:29 PM

v1.21.0-rc.2

It's time already.

 

NeoB, Jul 29th 2025 at 9:36 AM

So far, I've only been able to prevent it from crashing when loading the mod in 1.21, but when I try to bring up the menu, that's when it crashes.

Crash Report
System.MissingMethodException: Method not found: 'Vintagestory.API.Client.GuiComposer Vintagestory.API.Client.GuiComposerHelpers.AddDialogTitleBar(Vintagestory.API.Client.GuiComposer, System.String, System.Action, Vintagestory.API.Client.CairoFont, Vintagestory.API.Client.ElementBounds)'.
at volumetricshadingupdated.VolumetricShading.Gui.MainConfigDialog.SetupDialog()
at volumetricshadingupdated.VolumetricShading.Gui.ConfigGui..ctor(ICoreClientAPI capi) in .\VolumetricShading.Gui\ConfigGui.cs:line 66
at volumetricshadingupdated.VolumetricShading.VolumetricShadingMod.OnConfigurePressed(KeyCombination cb) in .\VolumetricShading\VolumetricShadingMod.cs:line 251
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1834
at Vintagestory.Client.GuiScreenRunningGame.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 320
at Vintagestory.Client.ScreenManager.OnKeyDown(KeyEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 880
at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 249
at OpenTK.Windowing.Desktop.NativeWindow.OnKeyDown(KeyboardKeyEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 337
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
SiiMeR , Jul 26th 2025 at 4:40 PM

Users have had success disabling deferred rendering in the mod menu. It seems there is some issue with compiling the shaders for that (some shader includes are missing, so it cannot find some functions), but I don't know what or how to fix it.

 

Chaebennon 

Chaebennon, Jul 26th 2025 at 3:59 PM

When I use this mod, any block that plays an animation (chests, doors, etc) renders as extremely dark for the entire duration of the animation. I've tried tweaking the settings and can't figure out why. Any ideas?

Oniii, Jul 25th 2025 at 3:54 PM

I agree to Savrs

SiiMeR , Jul 24th 2025 at 6:56 PM

Release candidate is nothing final in Vintage Story. 

 

 

Savrs, Jul 24th 2025 at 1:11 PM

v1.21.0-rc.1

It's time already.

 

StarvingNugget, Jul 24th 2025 at 10:46 AM

Hi, I’m using the VolumetricShadingRefreshed mod with Vintage Story (v1.20.12), but when I run the game, it crashes with this error:

System.Collections.Generic.KeyNotFoundException: The given key 'zNear' was not present in the dictionary. I’ve tested by removing this mod and the game runs fine with all other mods. Does anyone know what i can do to fix this issue?

SiiMeR , Jul 24th 2025 at 10:38 AM

I'm most likely gonna take a look at updating all my mods in one go once 1.21 drops. Right now some changes could break the mod again. 

 

Oniii

Go ahead and give it a try, feel free to submit a PR if you figure something out. NeoB

NeoB, Jul 23rd 2025 at 11:58 PM

SiiMeR
oh I'm going to take a look I have no experience but I'm going to look through those files to see what I can find.

Oniii, Jul 23rd 2025 at 11:23 PM

Yeah i had the same problems in 1.21, could you fix this?

 

SiiMeR , Jul 23rd 2025 at 7:19 PM

This mod works by patching the base game shaders, inserting its own stuff. 

The correct insertion points are found using regexes, defined in assets/volumetricshadingrefreshed/shaderpatches

The regex can be a bit tricky to read, but it is pointing to this replacer: https://github.com/SiiMeR/vs-volumetric-shading-refresh/blob/feea359c70a77e38633fb353306ebd07bcc90197/VolumetricShadingRefreshed/VolumetricShadingRefreshed/assets/volumetricshadingrefreshed/shaderpatches/volumetriclighting.yaml#L92 

 

Basically if you go into the game's assets folder and look at chunkopaque.vsh, you will notice that the string "normal = unpackNormal(renderFlagsIn);" does not exist anymore. To fix the issue, you have to figure out how that line changed and then adjust the matcher. 

 

NeoB

NeoB, Jul 23rd 2025 at 11:06 AM

1.21 rc1: Regex (^|[\.,+\-*/;{}[\]()=:|^&?#\s])normal\s*?=\s*?unpackNormal\s*?\(\s*?renderFlagsIn\s*?\)\s*?;($|[\.,+\-*/;{}[\]()=:|^&?#\s]) not matched

it seems that here too there is some problem with the regex patch in, I would like to help you but I really have no idea where the regex tokens come from.

SiiMeR , Jul 14th 2025 at 8:16 AM

I will take a look when it is closer to release time for 1.21

animatiV

animatiV, Jul 13th 2025 at 7:20 PM

Just to let you know, it doesn't work in v.1.21-pre.2. The game crashes while loading the world. 😅

This was to be expected.

SiiMeR , Jul 1st 2025 at 12:27 PM

I think its a bug with Deferred Rendering, but I don't know how to fix it.

Moonbyes osayra McJty

osayra, Jul 1st 2025 at 8:58 AM

the chest/door darkening is definitely a bug. also, soft shadows crashes my AMD gpu but everything else works fine.

McJty, Jul 1st 2025 at 4:38 AM

Mors well vanilla doesn't do that and if it is a feature I want it disabled. Because this also happens with doors and trapdoors that are opened. I can see those are open. I don't need them darker. Also for chests you can see the lid is open

Mors, Jul 1st 2025 at 4:12 AM

McJty That is a bug? I thought it was a feature lol. Letting you know which chests you're interacting with, in the case you have multiple open.

McJty, Jul 1st 2025 at 3:11 AM

I have the same problem with colors being weird in some situations. Like when you open a chest:

Moonbyes, Jul 1st 2025 at 12:15 AM

also unfortunately having some pretty distracting issues with shading on entities at night. (3 traders in frame, left middle and right.) they're practically totally black at any reasonable distance. defferred lighting setting doesn't really do anything. rtx4080. 

SiiMeR , Jun 30th 2025 at 7:26 PM

Can you send a picture of how it looks for you? MRGOOSE

MRGOOSE, Jun 30th 2025 at 12:45 PM

how do i fix entities being black from far away and opened doors being discolored? i have an Nvidia gpu and i cant use deffered rendering because it causes issues. 

GoldenRobot, Jun 30th 2025 at 4:13 AM

SiiMeR Fair Enough

 

 

Yeah, enabbling SSR worked but the framerate is really choppy & staccato & I don't know what to do about it.

SiiMeR , Jun 29th 2025 at 5:43 PM

You should enable Screen Space Reflections to fix this issue. I have no clue how to actually fix it. GoldenRobot

GoldenRobot, Jun 29th 2025 at 12:30 PM

North-South Windows have this weird frosting effect that obscures looking through them (see Right of image:)

QBSteve, Jun 28th 2025 at 4:22 PM

A picture of a small clearing, with a forest and hill nearby. The player is looking at a boar. Both the player and boar models are missing textures.
Anyone else also having this issue? I have a RX 6600.
EDIT: My half-awake brain didn't fully realize what "non-deferred" rendering meant. Disabling that gives entities textures again :3

SiiMeR , Jun 28th 2025 at 1:26 PM

Deferred rendering can be enabled in the mod settings, accessible by the shortcut Ctrl + C

However, I have accidentally fixed the issue for non-deferred rendering in the latest version, so perhaps try that?

w0ntonim0

Entity, Jun 27th 2025 at 3:24 AM

w0ntonim0 Ctrl+C and check all of the boxes to fix invisible blocks. Game will crash if you have the "DRT AgX Kraken - Shader" mod installed alongside this mod.

w0ntonim0, Jun 26th 2025 at 11:59 PM

@SiiMeR It is not a lie and there are reddit troubleshooting posts to prove so. Also, there is no "Deferred Rendering" option in the settings... I checked everywhere and it's not there. Like I said, there was never an issue with Volumetric Shading until now. Although it's a very great and essential mod, I do suggest that you fix that issue since it is confirmed that it is indeed a bug and many others are having the same problem.

LorLore, Jun 24th 2025 at 4:59 AM

Thank you so much! <3 

SiiMeR , Jun 19th 2025 at 3:53 PM

Lies, the mod works as is on the latest version which is 1.20.12 as of writing (as I and other people have confirmed).

The biggest problem people have is having to toggle the Deferred Rendering setting on/off to fix the invisible blocks issue.

 

w0ntonim0

w0ntonim0, Jun 18th 2025 at 8:44 PM

@Ricwi I am having the same issue as well and it screwed my whole game up having to delete and reinstall everything. Smh DO NOT USE as it is broken and no longer works with the current update (1.20.12) It causes the game to crash after loading so it needs to be fixed. Hopefully it does get fixed soon because this mod is very essential for gameplay and makes the water look so much better.

Hakisak, Jun 17th 2025 at 6:06 AM

I've been playing for 120+ hours with 75 mods (including this one) on 1.20.12. its been working perfectly. there was the occasional problem, but toggling full-screen or the shader settings fixed it instantly (and this only happened 3 times). game looks way better with this mod. Thank you!

Ricwi, Jun 13th 2025 at 2:08 PM

caused a lot of the blocks in my world to be invisible

SiiMeR , Jun 12th 2025 at 7:59 PM

ReShade works as well, yes. Although I am unsure if you can get all of these effects out of ReShade Kyrju

What error are you getting? I'm running it just fine on .12 RiskyRage

Kyrju, Jun 12th 2025 at 7:37 PM

Wouldn't it be better to install ReShade?

RiskyRage, Jun 11th 2025 at 8:59 PM

this one does not work with version 1.20.12 of the game

It works in 1.20.12

NeoB, May 31st 2025 at 12:58 AM

BiancaBeans just uncheck and check the screen space reflection option.
is the second option

SoggyGravel, May 27th 2025 at 3:26 PM

SuperTeeJ yes this happens on vanilla

SuperTeeJ, May 22nd 2025 at 7:25 PM

Is anyone else getting a weird issue of opening doors or chests suddenly changing the lighting value to really low. I open a door and it just goes dark but yet the lighting value hasn't changed. Also with chests. When I open chests they also go dark. 

OliverRook, May 20th 2025 at 7:29 PM

I'm not sure what causes it, but on GTX 1070 GPUs this mod seems to have a HUGE memory leak. As in like, fills up my hard drive and crashes after about 30 minutes in game.
This is even with 48 GBs of memory and 8 GBs of Video memory.

SiiMeR , May 20th 2025 at 12:32 PM

You have to be in fullscreen. If you are in fullscreen and have this issue, press F11 twice to toggle to windowed and back to fullscreen

BiancaBeans

ButtonsTheBeans, May 20th 2025 at 10:55 AM

Very odd issue I'm having, I'm seeing double. I'm not sure what's causing it, has anyone had this issue before?

Screenshot of a small visual bug.

Mors, May 19th 2025 at 2:43 PM

I also had the same issue of red/black square and transparent blocks and turning on deferred lighting fixed it immediately. Thanks so much!

 

There is another small issue i am having though, if i go underwater, then surface again the colour shading stays like I'm underwater. It stays even when i untick all the options in the ctrl+c menu. I have to quit and reload to clear it. If i disable the mod then it doesn't happen. 

SiiMeR , May 19th 2025 at 8:59 AM

Did you try enabling/disabling the "Deferred Lighting" setting in the mod menu (Ctrl + C)? That seems to have helped some 

 

Julzjuice

Julzjuice, May 19th 2025 at 12:30 AM

For some obscure reason, the mod doesnt work for me. Even when this is the only mod running.

Theres a big red square in the middle of the screen, cant see anything. Blocks are also transparent.

 

RTX 4090 GPU

 

Oh well.

Blink, May 13th 2025 at 3:51 PM

Thank you!!!!!!!!!!!!!!!!!!

NeoB, May 4th 2025 at 6:14 PM

it is appreciated that finally someone continues with the project
I will be attentive to the improvements.

QBSteve, May 1st 2025 at 3:12 AM

System specs at https://termbin.com/jq37

Turning on deferred lighting makes the world load just fine, but then the player model becomes as dark as a black hole.

Attac_Mage, Apr 30th 2025 at 2:54 AM

Using SilverValkyrie's recommendation fixed my "nothing is rendered and there's a big red square on my screen" issue. 

Unfortunately everything seems to have a second semi-transparent/light ignoring shell that I was unable to fix regardless of settings on the mod's config panel. There's likely some other vanilla one that does fix it, but I'm not digging around for it at the moment. Examples are as follows:

 

 

 

Edit:

To provide info on the game environment and the mods I was using:

    Mods (directly imapcting graphics) - Farseer. 

    Mods (adjacent to rendering, unsure how they affect graphics) - ImGui, HudClock (patched), Vanity, ZoomButton. 

 

    Using a 4070 Ti Super and i9-13900 on Windows 11. Not gonna bloat up this comment more with other info, I can provide it elsewhere if requested. 

Blue1624, Apr 29th 2025 at 3:32 AM

SiiMeR RTX 4080 here and still have the shading issue, so this can't be an AMD only issue.

SiiMeR , Apr 28th 2025 at 3:53 PM

In my testing it worked with the Farseer mod just fine. The problem is that the Farseer chunks are unshaded so you cannot really apply shaders to that. Maybe if in the future Farseer is more like Distant Horizons, it would be more seamless.

Schnackebums 

 

It could very well work faster because some base game things like godrays are replaced. Louse

 

Yeah, other people have also complained about unshaded entities at night (mostly AMD ppl, I run a RTX 3080 so I am fine). terci

Schnackebums, Apr 28th 2025 at 2:24 PM

FINALLY!! I was hoping that someone updated a shader to the newest version, this is amazing! Its still a bit buggy and doesnt work with the farseer mod but i really appreciate your work SiiMeR, thank you :)

And yeah like Louse i also have better performance than vanilla strangely enough (GTX 1060, i5 on Linux Mint)

Louse, Apr 28th 2025 at 9:43 AM

Is it my imagination or does this actually run as fast/if not faster than without it enabled, is it more performant than vanilla? (GTX 1060 and i7 4770 for reference)

Merlinor, Apr 27th 2025 at 10:14 PM

Merci pour votre travail.

terci, Apr 27th 2025 at 5:57 PM

 

Looks like entites are pitch black at night, instead of having the same ambient lighting as everything else

I turned off my shader caching and played with the mod options, but it didn't seem to affect anything.

Is this just normal for everyone? I can live with it, if so

 

 

vanilla drifter, about the same shade as shaded snow
Vanilla drifter, no shaders, about the same shade as shaded snow

 

volumetric refreshed drifter, pitch black
volumetric refreshed drifter, pitch black

 

volumetric refreshed bighorn ram in light, looks normal
volumetric refreshed bighorn ram in light, looks normal

 

volumetric refreshed ram just outside the light, a pitch black blob
volumetric refreshed ram just outside the light, a pitch black blob

 

volumetric refreshed bighorn ram, in darkness but darker than everything else
volumetric refreshed bighorn ram, in darkness but darker than everything else

 

 

terci, Apr 27th 2025 at 4:44 PM

FYI for anyone else on AMD:

Checking the box for "Soft Shadows (slow)" from the advanced options for Shadow Tweaks causes a game crash.

I had all the other boxes checked, first.

AMD Ryzen 7 CPU / AMD Radeon RX 6000 series GPU

Running on 64 bit Windows 10.0.22000.0 with 32712 MB RAM
Game Version: v1.20.9 (Stable)
4/27/2025 12:38:10 PM: Critical error occurred
Loaded Mods: allsideshaveresin@1.0.0, autopanning@1.0.1, barkbeetle@1.0.3, chiseltools@1.14.17, clickuptorches@1.1.1, landformoverhaul@1.0.1, spawngiantwaterlilies@1.0.0, juicyores@1.0.0,  particlesplus@1.2.1, prospecttogether@2.0.3, volumetricshadingrefreshed@0.8.0, game@1.20.9, vsimgui@1.1.8, AbsoluteProspecting@1.500.02, egocaribautomapmarkers@4.0.1, carryon@1.8.0-rc.4, commonlib@2.6.1, configlib@1.5.2, CraftableCartography@0.1.6, dampenedanvil@0.0.8, farseer@1.3.0, joyofsailing@1.4.0-rc.5, knapster@2.14.4, NubAutoWalker@1.1.0, pelaguswinds@1.0.0, pomshadercache@1.1.2-rc.1, radialgear@1.0.0, rivers@4.1.0, simplefootstepsredux@1.0.2, somethinginthewater@1.2.6, spawnhighlight@1.2.0, statushudcont@3.2.6, stepupcontinued@0.0.1, temporaltempest@0.2.2, togglemousecontrol@1.2.2, trailmodcupdate@1.2.1, creative@1.20.9, survival@1.20.9, pickupartist@0.3.1, playercorpse@1.11.0, stonequarry@3.4.3
System.Collections.Generic.KeyNotFoundException: The given key 'Animation' was not present in the dictionary.
at Vintagestory.GameContent.EntityShapeRenderer.DoRender3DOpaqueBatched(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 610
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D(Single deltaTime) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 91
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 814
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Bummelwurf, Apr 26th 2025 at 8:06 PM

Thank you so much for updating! Absolutely loving it 

SilverValkyrie, Apr 26th 2025 at 12:32 PM

Does your game look like this ?

 

Turn on your SSAO and also enable Deferred Lighting with Ctrl + C

SiiMeR , Apr 26th 2025 at 11:36 AM

Maybe, I won't promise anything. It is hard to optimize anything you do not understand deeply. Blue1624

Blue1624, Apr 26th 2025 at 11:08 AM

SiiMeR Any hope for optimization from this version? or is that not planned?
Asking as someone too dumb to do that type of thing myself.

SternFr, Apr 26th 2025 at 10:54 AM

Banger

SiiMeR , Apr 26th 2025 at 10:05 AM

Absolutely, throw a few beers in as well. I was wondering what was stopping it from running, and suddenly it ran ThatOneLass

 

I will see what can be done about that MrSandman 

 

The mod is pretty unoptimized, so expect a hit to performance Blue1624

Blue1624, Apr 26th 2025 at 8:30 AM

anyone else having some stuttering issues after installing this?

MrSandman, Apr 26th 2025 at 6:25 AM

Awesome work getting this to work, but visual errors and blocks are see-through, unless Deferred Lighting is toggled on. With Deferred Lighting on, NPC's, Doors, clothing, and other items are very dark. on V1.20.7.

ThatOneLass, Apr 26th 2025 at 2:58 AM

Was this 8-hour session perhaps fueled with an excess of caffeine, spite, and 'what the hell is this code'? Lol.

Tya, Apr 26th 2025 at 12:53 AM

dave bless you for updating this