
Mods / Volumetric Shading Refreshed
Tags:
#Cosmetics
Author: SiiMeR
Side: Client
Created: Apr 25th at 11:38 PM
Last modified: Jun 28th at 1:13 PM
Downloads: 3233
Follow Unfollow 147
Author: SiiMeR
Side: Client
Created: Apr 25th at 11:38 PM
Last modified: Jun 28th at 1:13 PM
Downloads: 3233
Follow Unfollow 147
Recommended download (for Vintage Story 1.20.8 - 1.20.10 and 1.20.11 - 1.20.12):
volumetricshadingrefreshed_0.9.0.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.
Known issues:
* Only works normally in fullscreen mode.
* When first joining a game, everything is blurry (as if you saw double). To fix it, toggle fullscreen off and on using F11.
* Probably has major issues on AMD GPUs (as evident from the mod description of the previous version)
* Some configuration options do not do anything. This is evident by the game not freezing for a few seconds after changing a slider.
* Some funny errors remain in the logs.
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 | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
0.9.0 | 1167 | Jun 28th at 1:13 PM | volumetricshadingrefreshed_0.9.0.zip | 1-click install | ||
| ||||||
0.8.0 | 2066 | Apr 25th at 11:48 PM | volumetricshadingrefreshed_0.8.0.zip | 1-click install | ||
Initial release |
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