Mods / Volumetric Shading Refreshed
- Tags:
- 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Latest release (for Vintage Story 1.21.0-pre.1 - 1.21.7, outdated):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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.0 | volumetricshadingrefreshed | 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 | 246 | May 20th at 7:56 PM | volumetricshadingrefreshed_1.2.0.zip | 1-click install | ||
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| 1.1.8 | volumetricshadingrefreshed | 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 | 8062 | Oct 13th 2025 at 4:45 PM | volumetricshadingrefreshed_1.1.7.zip | 1-click install | ||
|
* Upload new version | |||||||
| 1.1.6 | volumetricshadingrefreshed | 461 | Oct 10th 2025 at 3:39 PM | volumetricshadingrefreshed_1.1.6.zip | 1-click install | ||
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| 1.1.5 | volumetricshadingrefreshed | 416 | Oct 9th 2025 at 11:39 AM | volumetricshadingrefreshed-1.1.5.zip | 1-click install | ||
|
Fixes:
Known Bugs:
| |||||||
| 1.1.4 | volumetricshadingrefreshed | 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 | 245 | Oct 6th 2025 at 2:11 PM | volumetricshadingrefreshed_1.1.3.zip | 1-click install | ||
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| 1.1.1 | volumetricshadingrefreshed | 305 | Oct 5th 2025 at 9:53 PM | volumetricshadingrefreshed-1.1.1.zip | 1-click install | ||
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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 | ||
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| 0.9.0 | volumetricshadingrefreshed | 5307 | Jun 28th 2025 at 1:13 PM | volumetricshadingrefreshed_0.9.0.zip | 1-click install | ||
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| 0.8.0 | volumetricshadingrefreshed | 2195 | Apr 25th 2025 at 11:48 PM | volumetricshadingrefreshed_0.8.0.zip | 1-click install | ||
|
Initial release | |||||||








Someone forked it https://mods.vintagestory.at/show/mod/46680
Again.
Bro is edging me with that 1.22 update
Gotta figure out the volumetric clouds breaking, it'll take some time
Its okay goat, take your time 😁
Love the mods
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
Oh shiiii okay will give it a try
1.22?
sad.. good shaders, but too old
Valencia That error is not the mod's fault; it appears when you have the mod repeated in different versions.
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.
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.
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
Your mod seems to be loaded twice
Always using only 1.1.17 and now got this issue / crash
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.
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. :)
Vari_Ares Try to learn how to use it before saying that. The modder literally answered a month ago. And it works.
Dead mod :/
SiiMeR It's already off. Toggling it on does make the issue worse though.
Try toggling the Deferred Lightning setting off Gloo
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.
Using it on v.1.21.6 and its working perfectly, thanks a lot!
SiiMeR Thank you for the response!
I am using the latest version on 1.21.5 with great success for months now Uhtrid
I dont wanna be that guy. But uh... 1.21.5? :3 Soon? Maybe? :D
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
Sometimes the clientsettings.json corrupts and you need to delete it and remake it. Try backing the file up and copying contents over slowly
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.
SiiMeR I posted to your GitHub tracker
The only thing not working is volumetric lighting on a 7900xtx here. Linux, other wise fantastic!
What kind of errors are you getting Mogadis
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.
My discord is the same username if you wanna talk about this Sourdough_Lover
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).
If you can figure out a fix, feel free to DM me on discord or open a PR Sourdough_Lover
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?
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!
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!
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.
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.
Installed this before it got locked but I can't actually seem to get it to work in-game :/
A_Man It usually gets blocked when malware is suspected, so I recommend waiting.
This mod appears to have been locked by a moderator 🤔
Why is this mod locked? I just wanted to download the newest version.😭
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
♥️Thanks for everything you've done, Gleepy
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.
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
You mean the waves and their sharpness? NaitoOokami
The intensity of normals on oceans is crazy. Is there a way to reduce it?
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.
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.
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 !
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
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)
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 :)
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.
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
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 :)
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.
Hey man, I got this wierd graphic/lightning glitch on some items, like chests:
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
why does my water look so weird like there is too many waves and they are moving too quickly
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
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?
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: }
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 :)
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.
volumetric lighting makes the soil not render at all for some reason, on a AMD 7800XT, other than that works flawlessly
Gleepy Wow! Thanks lol
Fixed in the latest version Vargur
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.
Gleepy That seems to have cleared it up. Weird.
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.
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?
The game crashes every time I press ctrl+c to configure the mod
sidewalksurferXX The Config lib problem was fixed with Config lib 1.10.4.
Same crash report for me unfortunately. Also of note, the conflict with config lib 1.10.3 persists.
Nothing besides fixing the actual code causing it Diarko
@SiiMeR is there anything to be done about it?
There is something wrong with the entity shader that makes them darker than they need to be
Doors, monsters, chests, all are entities
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.
Thanks for the update. It was totally worth the wait.
It works perfectly, but my GPU is about to fly off into space :D
oh hell ya. ty for your hard work!
SiiMeR and Gleepy THANKS FOR THE UPDATE, BIG LOVE !
Thanks for the update! You rock!
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.
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.)
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.
Don't send any more messages, the mod is dead/abandoned... Again.
@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).
BigGram same here bro
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.
with this mod and volumetric lighting enabled i just have no soil rendering lmao, all soils do not render and are see through
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.
Mod fault, I do not have time right now to delve into the code to figure out the solution.
Also have the issue Sianks
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
this looks great, cant wait for the water to be fixed!
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!
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
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?
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
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!
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.
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.
Thank you very much!
Yessssssss
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
SiiMeR Love you, we await your great work. 🙏
I decided to release an early version for 1.21.
Currently broken:
If you see any other issues, please do let me know
good lock legend! this one is best mod ever made for this game...hope u got it!
good luck !! I hope the waves aren't too much trouble
Thanks for all your hard work, bro. Looks like we'll have shaders for a while. Seems like waves have different math.
SiiMeR Thanks for the development update!
lets goo SiiMeR thee goaat!
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
I love this mod but I just updated to stable 1.21 and it keeps crashing :(
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: }
v1.21.0 - Story Chapter 2 Redux, stable!
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
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
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
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
appreciate your work mate 👍
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.
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.
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....
v1.21.0-rc.2
It's time already.
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.
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
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
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?
I agree to Savrs
Release candidate is nothing final in Vintage Story.
v1.21.0-rc.1
It's time already.
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?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
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.
Yeah i had the same problems in 1.21, could you fix this?
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
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.
I will take a look when it is closer to release time for 1.21
animatiV
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.
I think its a bug with Deferred Rendering, but I don't know how to fix it.
Moonbyes osayra McJty
the chest/door darkening is definitely a bug. also, soft shadows crashes my AMD gpu but everything else works fine.
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
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.
I have the same problem with colors being weird in some situations. Like when you open a chest:
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.
Can you send a picture of how it looks for you? MRGOOSE
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.
SiiMeR Fair Enough
Yeah, enabbling SSR worked but the framerate is really choppy & staccato & I don't know what to do about it.
You should enable Screen Space Reflections to fix this issue. I have no clue how to actually fix it. GoldenRobot
North-South Windows have this weird frosting effect that obscures looking through them (see Right of image:)

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
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
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.
@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.
Thank you so much! <3
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
@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.
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!
caused a lot of the blocks in my world to be invisible
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
Wouldn't it be better to install ReShade?
this one does not work with version 1.20.12 of the game
It works in 1.20.12
BiancaBeans just uncheck and check the screen space reflection option.
is the second option
SuperTeeJ yes this happens on vanilla
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.
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.
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
Very odd issue I'm having, I'm seeing double. I'm not sure what's causing it, has anyone had this issue before?
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.
Did you try enabling/disabling the "Deferred Lighting" setting in the mod menu (Ctrl + C)? That seems to have helped some
Julzjuice
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.
Thank you!!!!!!!!!!!!!!!!!!
it is appreciated that finally someone continues with the project
I will be attentive to the improvements.
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.
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.
SiiMeR RTX 4080 here and still have the shading issue, so this can't be an AMD only issue.
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
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)
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)
Merci pour votre travail.
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
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
Thank you so much for updating! Absolutely loving it
Does your game look like this ?
Turn on your SSAO and also enable Deferred Lighting with Ctrl + C
Maybe, I won't promise anything. It is hard to optimize anything you do not understand deeply. Blue1624
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.
Banger
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
anyone else having some stuttering issues after installing this?
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.
Was this 8-hour session perhaps fueled with an excess of caffeine, spite, and 'what the hell is this code'? Lol.
dave bless you for updating this