ColorLight — A mod that adds colored lighting
ColorLight colored lighting demonstration:

In addition to vanilla lighting, ColorLight can also bring colored lighting to shaders:

Features
- Automatic lighting for modded blocks. With ColorLight, you no longer need to manually define lighting for blocks added by other mods. The mod automatically detects their light emission. If you don't like the result, you can customize the lighting settings to your liking.
- Customizable light propagation. You can switch from vanilla diamond-shaped light propagation to a circular one. If that's still not enough, you can fine-tune lighting behavior directly using resource packs.
- Command-based lighting. If you're a builder, you can create lighting effects using commands. This works both in singleplayer worlds and on servers.
- LOD mod support. Colored lighting is supported by LOD mods such as Voxy and Distant Horizons.
Compatibility
ColorLight is compatible with many mods when the Shader lighting (GPU) setting is enabled. When this setting is disabled, ColorLight is compatible with all mods that support the Fabric API.
If you experience a crash, visual bug, or any other issue, you can report it on the GitHub Issues page. Before submitting a report, please check whether the issue has already been reported.
Technical Details
Resource Packs
As mentioned above, you can customize lighting behavior. But that's not all — you can also configure individual blocks and the mod's settings using resource packs.
You can find instructions on how to create resource packs for ColorLight here.
Code Overview
You can explore the source code here.
Rus
ColorLight - мод добавляюший цветное освещние
Демонстрация цветного освещения ColorLight:
Кроме ванильно освещения ColorLight способен добавлять шейдерам цветное освещение:

Особенности
- Используя ColorLight, вам больше не нужно будет прописывать вручную свет для модовых блоков, мод сам определит свет, если вам не понравиться результат, у вас есть возможность изменить свет в настройках, как вам захочеться.
- Кроме этого, есть возможность поменять распространения света с ванильного ромбовидного на круглый, если вам и этого мало то можно напрямую настроить поведение света при помощи ресурс паков.
- Если вы строитель то вы можете создавать освещение при помощи команд. Это работает в обычном мире и на сервере.
- Поддержка цветного освещения на LOD мода, таких как Voxy и Distant Horizon.
Совместимость
ColorLight со многими модами, если включенна настройка Шейдерное освещение (GPU), и совместим со всеми модами, которые поддерживают библиотеку Fabric API, если выключенна настройка Шейдерное освещение (GPU).
Если у вас случился вылет, визуальный баг или ещё что-то, то вы можете сообшить это в GitHub issues page, только перед тем, как заявить о проблеме, посмотрите нет ли её там уже.
Технические подробности
Ресурс паки
Как заявлялось раньше, вы можете настроить поведение света, но это ещё не все, вы так же можете настроить отдельно блоки и настройки мода при помощи ресурс паков, как именно их делать для ColorLight вы можете посмотреть тут.
Побробности о коде
Их можно посмотреть тут
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Also, GPU-based light rendering has been optimized; the frame rate (FPS) is now nearly identical to that of the vanilla game.
- GPU rendering: it is now possible to render using GLSL shaders instead of vertex-based rendering via FRAPI. This lighting method is available in Sodium versions 0.8.x (for Minecraft 1.21.11) and 0.9.x (for 26.x). The color may differ slightly, but not significantly.
- Full support for the LOD mods Voxy and Distant Horizons; light now propagates according to the properties of the LOD geometry. The color matches that of the GPU rendering method, though there are minor differences regarding vertices.
- Support for resource packs, allowing you to choose your own colors—more details can be found [here](https://github.com/MrHikmen/ColorLight/blob/26.3/examples/API.md).
The ColorLight version for 1.21.1 will be released later; I wanted to include compatibility with the Sable mod as well.
- GPU rendering: it is now possible to render using GLSL shaders instead of vertex-based rendering via FRAPI. This lighting method is available in Sodium versions 0.8.x (for Minecraft 1.21.11) and 0.9.x (for 26.x). The color may differ slightly, but not significantly.
- Full support for the LOD mods Voxy and Distant Horizons; light now propagates according to the properties of the LOD geometry. The color matches that of the GPU rendering method, though there are minor differences regarding vertices.
- Support for resource packs, allowing you to choose your own colors—more details can be found [here](https://github.com/MrHikmen/ColorLight/blob/26.3/examples/API.md).
The ColorLight version for 1.21.1 will be released later; I wanted to include compatibility with the Sable mod as well.
- GPU rendering: it is now possible to render using GLSL shaders instead of vertex-based rendering via FRAPI. This lighting method is available in Sodium versions 0.8.x (for Minecraft 1.21.11) and 0.9.x (for 26.x). The color may differ slightly, but not significantly.
- Full support for the LOD mods Voxy and Distant Horizons; light now propagates according to the properties of the LOD geometry. The color matches that of the GPU rendering method, though there are minor differences regarding vertices.
- Support for resource packs, allowing you to choose your own colors—more details can be found [here](https://github.com/MrHikmen/ColorLight/blob/26.3/examples/API.md).
The ColorLight version for 1.21.1 will be released later; I wanted to include compatibility with the Sable mod as well.
- GPU rendering: it is now possible to render using GLSL shaders instead of vertex-based rendering via FRAPI. This lighting method is available in Sodium versions 0.8.x (for Minecraft 1.21.11) and 0.9.x (for 26.x). The color may differ slightly, but not significantly.
- Full support for the LOD mods Voxy and Distant Horizons; light now propagates according to the properties of the LOD geometry. The color matches that of the GPU rendering method, though there are minor differences regarding vertices.
- Support for resource packs, allowing you to choose your own colors—more details can be found [here](https://github.com/MrHikmen/ColorLight/blob/26.3/examples/API.md).
The ColorLight version for 1.21.1 will be released later; I wanted to include compatibility with the Sable mod as well.
minecraft/colorlight/voxylight/<filename>.It is compatible with Nvidium; lighting will not disappear during GPU rendering (though a crash may occur if Nvidium is disabled).
Switched from Lua to JSON format [API.md](https://github.com/MrHikmen/ColorLight/blob/shader-gpu-pipeline-26.3/examples/API.md)
On top of that, all that remains before the full 0.2.5 release is to add DH compatibility.
ColorLight's colored light is applied on the graphics card: a Sodium shader looks up the light for every pixel instead of baking colour into chunk vertices. The light is smoother, and chunks are not rebuilt when it changes.
Light propagation is still computed on the CPU (the Lua methods
grid and smooth). Only the application of light to pixels has been moved to the GPU.## How it works
- Light volume on the GPU.** The light lives in a sparse volume around the camera, stored in two texel buffers (
GpuLightVolume):
- data**: a header (camera, flags, tint settings) and a list of sections, each holding a slot number or
-1; - pool**: slots of 4096 cells (16 KiB each); only a section that holds light gets a slot. A cell stores the light colour
0x00BBGGRRand a "solid block" bit.
Sections are addressed in a ring, so the window follows the camera without moving any data. The shader window is 31 sections horizontally and 15 vertically. A light change rewrites only a few KiB of video memory.
- Shader.** A copy of Sodium's terrain shader (
colored_terrain.vsh/.fsh) with a shared include,colorlight_data.glsl. For every pixel it:
1. determines the face normal from screen-space derivatives;
2. reads the light colour and level from the volume (with smooth interpolation);
3. builds the final colour: vanilla lighting in which the part added by block light is recoloured to the source's colour.
Sky light is left untouched, so the tint washes out by day and is fully visible at night. Fully emissive faces (glowing models) stay vanilla.
- Sodium integration.** Three small mixins (
mixin/sodium):
| Mixin | What it does |
|---|---|
|
ShaderChunkRendererMixin | Adds the volume buffers and swaps the terrain shaders for ours ||
SodiumWorldRendererMixin | Passes the camera position to the volume once per frame ||
DefaultChunkRendererMixin | Binds the buffers for every terrain draw |- Fallback.** The GPU mode turns on only if all three mixins applied (they are skipped for unverified Sodium versions). If anything goes wrong, the mod switches back to the vertex-colour mode on its own and re-meshes. The GPU mode is not used with Iris shader packs.
## Settings
| Setting | What it does |
|---|---|
| Shader lighting (GPU) | Turns the mode on; applies immediately; unavailable while a shader pack is enabled |
| GPU light memory | How many 16×16×16 sections of light are kept on the graphics card (default 768, from 64 to 4096) |
| Tint vividness | How early the colour shows up and how far from the source it lasts |
- Tint vividness** (
tint_gamma, 0–200%):
| Value | Behaviour |
|---|---|
| 0–20% | The colour is vivid and saturated all the way to the edge of the light; only the brightness falls off |
| 55% (default) | The colour lasts noticeably farther and weakens toward the edge |
| 100% and above | The colour fades together with the light; above 100% it stays subtle until a block is almost fully l
...
Fixed invisible items in the inventory
Light fade-out setting (time until the light extinguishes)
Public API for other mods (usage instructions coming soon)
Fixed/Refined:
Fixed https://github.com/MrHikmen/ColorLight/issues/11
Refined LDL compatibility; dynamic lighting now works better
Removed:
Voxy compatibility (the approach used would not have yielded satisfactory results)
Light fade-out setting (time until the light extinguishes)
Public API for other mods (usage instructions coming soon)
Fixed/Refined:
Fixed https://github.com/MrHikmen/ColorLight/issues/11
Refined LDL compatibility; dynamic lighting now works better
Removed:
Voxy compatibility (the approach used would not have yielded satisfactory results)
Light fade-out setting (time until the light extinguishes)
Public API for other mods (usage instructions coming soon)
Fixed/Refined:
Fixed https://github.com/MrHikmen/ColorLight/issues/11
Refined LDL compatibility; dynamic lighting now works better
Removed:
Voxy compatibility (the approach used would not have yielded satisfactory results)