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Open Lights

Adds open sourced shader compatible lighting to minecraft
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openlights-1.20.1-1.8.1.jar

File nameopenlights-1.20.1-1.8.1.jar
Uploader
CappleAppleCappleApple
Uploaded
Oct 3, 2026
Downloads
546
Size
287.3 KB
Mod Loaders
Forge
File ID
9048213
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:open-lights-1705176:9048213")

Learn more about Curse Maven

What's new

Added

  • Cached colored world lighting across loaded render distance, replacing vanilla world shading while leaving gameplay light levels unchanged.
  • Optional single-bounce global illumination from API lights and emitting blocks, with nearby and distant probe caches.
  • Block-light colors derived from emitting textures and emissive masks. Translucent textures color transmitted light; resource-pack reloads refresh those colors.
  • Open Lights block-lighting style with radial falloff, directional surface shading and voxel shadows. Minecraft style remains selectable.
  • Aggregate emitters: nearby matching sources increase lighting reach with diminishing returns without multiplying peak brightness.
  • Automatic client-only lighting on servers without Open Lights. Native flashlights, placed lights and synchronized beam profiles remain available when the server also has the mod.
  • Open Lights controls in vanilla Video Settings, including lighting style, viewing distance, aggregation, exposure, source-cache memory and update budgets.
  • Economy, Balanced, Fast and Rapid lighting-update presets, plus separate snapshot capture, section application and texture-upload limits.
  • Optional periodic cache refresh for integrations that bypass ordinary world-update notifications.

Changed

  • GI defaults off in new client configurations; cached direct lighting stays enabled. Existing saved GI settings are preserved.
  • Point, spot and area lights follow render distance instead of a fixed 32-block camera cutoff. Each source retains its configured reach and falloff; an optional viewing-distance cap is available.
  • Aggregate lighting calculations and texture construction run on a background worker using immutable world snapshots. Capture and result application remain budgeted on the client thread.
  • Unchanged source or cluster calculations are reused. Edits recompose affected cached regions and upload only changed combined lighting bricks.
  • GI retains per-source contributions, allowing removal to subtract cached bounce light without waiting for probe retracing.
  • Settled caches stop rescanning, retracing and uploading unchanged lighting by default.
  • Analytic light selection uses emitted influence bounds; shading skips unrelated receivers and fog intervals.
  • An active shader pack selects additive lighting instead of replacing the pack's world shading.

Fixed

  • Uncolored first-person hands and held items in colored environments.
  • Washed-out surface textures, abrupt overlap transitions and weak lights dimming stronger lights.
  • Repeated calculation cancellation during movement, chunk loading and ordinary edits; active calculations now finish before queued follow-up work.
  • Slow placement/removal in dense emitter arrangements, stale material snapshots and older scans restoring removed emitters.
  • A lit square around the player, distant block-light detail loss and nearby updates starving distant cache work.
  • Vanilla lighting reappearing during movement, teleporting, reloads and cache rebuilds.
  • Dark daytime terrain near the bottom of the world and buried probes incorrectly reducing distant skylight.
  • Distant shadow banding and texture-binding/upload corruption affecting cached lighting, hands and later rendering.
  • Unsupported-server channel rejection, stale creative Open Lights item submissions and missing placed-light models after returning to a supported server.
  • Client-only API beam particles depending on registry entries unavailable on servers without Open Lights.

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