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[YM!] Veil Iris Lights Compat (VILC) project artwork

Modrinth · Minecraft mod

[YM!] Veil Iris Lights Compat (VILC)

Veil light rendering for Iris shaderpacks

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which [YM!] Veil Iris Lights Compat (VILC) release should I use?

Updated 2 days ago
Latest stable file v1.6.1
Game version 1.21.1
Loader NeoForge

[YM!] Veil Iris Lights Compat (VILC) v1.6.1 targets 1.21.1 with NeoForge. It must be installed on the client. Do not install it on the dedicated server. 1 required mod needs a matching file.

Where it goes

Is [YM!] Veil Iris Lights Compat (VILC) required on the client, server, or both?

It must be installed on the client. Do not install it on the dedicated server.

Client Required
Dedicated server Not supported
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

This file is marked client-only.

What else does [YM!] Veil Iris Lights Compat (VILC) v1.6.1 need?

v1.6.1. Change the file and its required mods may change too.

1 required mod needs a matching file

Install Iris Shaders, Sodium, Veil, Sodium first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match. 1 comes through another mod in the chain.

3 listed on this file 1 pulled in by one of those mods
Iris Shaders Needed by [YM!] Veil Iris Lights Compat (VILC) v1.6.1
required
Matching file found Matched file: 1.8.14-beta.1+1.21.1-neoforge
Sodium Needed by [YM!] Veil Iris Lights Compat (VILC) v1.6.1
required
Matching file found Matched file: mc1.21.1-0.8.12-beta.1-neoforge
Veil Needed by [YM!] Veil Iris Lights Compat (VILC) v1.6.1
required
No matching file Version asked for: 4.5.2
Sodium Needed by Iris Shaders
pulled in
Matching file found Matched file: mc1.21.1-0.8.13-neoforge

1 extra mod was pulled in by another dependency. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add [YM!] Veil Iris Lights Compat (VILC) without breaking your instance.

Built for [YM!] Veil Iris Lights Compat (VILC) v1.6.1. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use v1.6.1. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Iris Shaders, Sodium, Veil, Sodium first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match. 1 comes through another mod in the chain.

  3. 03

    Put it on the correct side

    It must be installed on the client. Do not install it on the dedicated server.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside v1.6.1. It opens that exact file at the source.

About this project

What does [YM!] Veil Iris Lights Compat (VILC) add?

Veil Iris Lights Compat

Client-side Veil light rendering for Iris shaderpacks.

Minecraft 1.21.1 | NeoForge 21.1.228+ | Client-side only | Current version: 1.6.1

Fabric version is almost done, 1.20.1 or older (with Oculus) will be next.

Veil Iris Lights Compat, shortened to VILC, keeps dynamic Veil point, spot, and area lights visible while Iris is installed. With a shaderpack enabled, VILC draws Veil's light data in its own light pass after Iris has finished the level image. With shaderpacks disabled, it renders the same lights in a fallback pass.

VILC does not translate or run other Veil shader effects inside Iris.

VILC does not add blocks, items, mobs, or gameplay content. It is a rendering compatibility mod for other mods that already use Veil, including Lights? YesMenn!, Nox Lights, and other standard Veil light sources.

What It Does

  • Renders standard Veil point lights with Iris shaderpacks
  • Renders standard Veil spot lights with Iris shaderpacks
  • Renders standard Veil rectangular area lights with Iris shaderpacks
  • Supports cone-shaped area lights
  • Supports moving and rotating lights when the source mod updates their transform
  • Supports multiple differently colored lights in the same scene
  • Keeps saturated colors strong: a pure red light stays red instead of washing out
  • Reconstructs world positions and surface normals from depth data
  • Adds diffuse, angle-aware light response on lit surfaces
  • Supports configurable voxel occlusion and block shadows
  • Preserves visible texture detail under bright colored lighting
  • Live appearance controls for light tuning
  • Fallback pass when Iris is installed but shaderpacks are disabled
  • Recovers light-pass framebuffers after window resize and fullscreen changes

Why VILC Is Needed

Veil turns off the buffers its own light renderer depends on as soon as Iris is installed, even with shaderpacks disabled. Without VILC, Veil lights either disappear under a shaderpack or show up as a magenta checkerboard pattern on screen and on the player's hand. VILC skips Veil's broken light pass in that situation and renders the lights itself.

Dynamic Light Support

VILC works with Veil's standard light data:

  • PointLightData
  • SpotLightData
  • AreaLightData

Veil's DirectionalLightData is not rendered by VILC yet.

For compatible mods, spot and area lights can also expose extra beam shaping:

  • Beam angle
  • Edge softness
  • Focus
  • Lens or emitter size
  • Direction and rotation

These controls are useful for stage lights, searchlights, decorative RGB spotlights, live show setups, technical builds, and other scenes where a light should behave like a directed beam rather than a glowing point.

Configuration

Open the configuration from the mod list or with O by default.

If Lights? YesMenn! is installed as well, both entry points open a combined settings screen with VILC's rendering options and the lamp color settings of Lights? YesMenn!.

Configuration is stored in:

config/veil_iris_lights.json

Quality Presets

Preset Point Lights Area Lights Surface Normals Voxel Shadows
Performance 24 8 Fast Disabled
Balanced 48 16 Fast Enabled
High 96 32 Detailed Enabled

Every major performance setting can also be tuned manually:

  • Point-light budget from 1 to 96
  • Area-light budget from 1 to 96
  • Detailed or fast surface normals
  • Voxel shadow toggle

Appearance controls update live:

  • Exposure
  • Color strength
  • Color saturation
  • Neutral brightness
  • Color luminance limit

The Reset button restores the appearance controls without wiping custom light budgets and quality options.

Debugging

VILC adds render information to F3 and BetterF3:

  • Whether the VILC light pass is active
  • Visible point and area lights compared to the configured light budgets
  • Current quality preset
  • Voxel occlusion state
  • Current appearance values

This helps to check whether the VILC pass is running, whether a scene has reached its light budget, or whether voxel shadows are currently active.

Requirements

Dependency Requirement
Minecraft 1.21.1
NeoForge 21.1.228 or newer
Iris 1.8.14 beta 1 or newer
Veil 4.5.2 or newer
Sodium 0.8.12 beta 1 or newer

Install VILC only on clients. Dedicated servers do not need it.

Mod Developer Support

Mods using Veil's standard PointLightData, SpotLightData and AreaLightData are picked up automatically. A direct dependency on VILC is not required for standard lights.

Mods can optionally use VILC's light shape support (AreaLightShapeRegistry): area lights get per-light edge softness and focus, spot lights get focus and a lens radius (their soft edge comes from Veil's own spot angle). Lights without extra shaping render with the default behavior.

Blocks that contain their own light source can opt out of self-occlusion with the tag:

#veil_iris_lights:non_occluding

Client mods may also register non-occluding blocks directly:

VeilIrisLightOcclusion.registerNonOccluding(
    ResourceLocation.fromNamespaceAndPath("example", "light_block")
);

Addons that show VILC's options in their own settings screen can register it with ConfigScreenBridge.registerCombinedScreen(...). VILC's mod list entry and config key then open that combined screen.

Directional lights and custom Veil light renderer types outside the standard point, spot, and area APIs may need separate integration.

Compatibility Notes

  • Shaderpacks differ heavily, so unusual pipelines may still need specific compatibility work
  • VILC is client-side and does not change server behavior
  • Voxel shadows use a camera-centered 64 x 64 x 64 block grid
  • Complex block models are approximated for occlusion
  • Leaves use partial voxel transmission rather than full texture-alpha sampling
  • Occlusion outside the active voxel grid cannot be perfectly reconstructed
  • Light budgets limit how many visible Veil lights are processed per frame; spot lights share the area-light budget
  • The first-person hand and held items are currently not lit by VILC
  • While Iris is installed, VILC replaces Veil's own light pass in both the shaderpack and the fallback pass
  • Visual beam meshes from other mods are still controlled by those mods

Works Well With

  • Lights? YesMenn! for configurable RGB blocks, panels, tubes, real Veil spotlights, invisible lights, and light tooling
  • Nox Lights and other mods using standard Veil point or area lights
  • BetterF3 for extended debug layouts

What's New in 1.6.1

  • Long spot-light lenses: AreaLightShapeRegistry.set(SpotLightData, focus, lensRadius, lensHalfLength) stretches the round lens into a capsule along the light's local x axis (e.g. fluorescent tubes); surfaces and light beams are lit from the whole length
  • Area lights with an angle of 360 degrees (2 pi) shine evenly in every direction from their rectangle, so a line light needs one light instead of two back-to-back 180 degree lights
  • Area lights with a 180 degree angle now fade out towards their back like in Veil's own renderer (smooth falloff over the angle to the normal) instead of shining fully in every direction; two of them back to back form an even line light (used by L?YM! for rows of light tubes)
  • Light beams of area lights now come from their whole rectangle (before: from its center point); round spot lenses still shrink to their center for beams (see the flashlight snow fix), capsule lenses to their center line

What's New in 1.6.0

  • Veil spot lights are now rendered with Iris, with and without a shaderpack
  • Visible light beams (Veil in-scattering) with on/off toggle and quality setting
  • Overlapping colored lights mix properly (red + blue = magenta)
  • The voxel shadow option now works for all Veil lights
  • Round spot light lenses, optional focus, lens size and chromatic fringe for compatible mods
  • Flashlights from compatible mods no longer light the first-person hand
  • Fixed dark outlines around foliage and flowers, and a crash when enabling shadows with a shaderpack active
  • Better performance with many lights and wide light beams

License

VILC is released under the YesMenn Custom License 1.0:

  • Free to use for personal, educational, and non-commercial purposes
  • Free modpacks may include official releases, with credit to xcruell and YesMenn and a link to this page
  • No paywalled, subscription, or paid modpacks
  • No reuploads, mirrors, or modified builds without permission
  • Commercial use only with prior written permission, so please ask first

Other mods may depend on VILC and build compatibility addons. The full license text is included in the mod jar and the source repository.


Made by xcruell and YesMenn

Project description from Modrinth.

Pick your setup

[YM!] Veil Iris Lights Compat (VILC) by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

1 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

[YM!] Veil Iris Lights Compat (VILC) versions and loaders

3 of 3 releases match

Looking for an older file? The official Modrinth project page is in Resources.