Dynamic Shaders - 1.2  /  2.0 WIP

now with thermal vision scopes

Author: Meltac (C) 2011-2014
With contributions from Sky4ce, Kingo64, BAC9-FLCL, Daemonjax, LoNer1, Lyoko774, DDraig, OGSE Team, Thunderfreak, and ket


Beta Version 1.2 available - see download section. Version 2.0 WIP.
Second patch including preview version of thermal/infrared vision available - see download section.

Version 1.2 Main Features (released)

- New Sun Shafts aka "God Rays" (totally new implemented) with additional sun effects
- Dynamic rainbows
- Adaptive Night Vision Scopes, now also switchable by keypress
- Dynamic Depth of Field and Zoom DoF 
- Reflective suit visors (from the outside and the inside)
- Reflective lighting optimized (slightly improved lighting model)
- NEW: Thermal/Infrared Vision

Version 2.0 Main Features (upcoming)

- Reflective dynamic wet surfaces (totally new implemented)
- Indoor light reflections in selected places
- animated dust for sun shafts
- Soft Shadows - Improved shadow jitter implementation

Further improvements:
- Semi-transparent HUD cross-hair of selectable color
- Improved Parallax Mapping
- Added jitter and edge distortion to night vision scopes and NV binoc
- Sharpen effect as another depth of field improvement
- Fixed DDOF distance measurement when aiming to the sky
- support for all 41 levels of the extended Kostya's STALKER Map Pack
- support for mods with zoom-less weapons (to still have zoom DOF in aim mode)
- support for modified FOV (Field Of View), like with FOV-Switcher tools
- improved/fixed motion blur behavior

- scopes
with additional scope zoom

Many thanks to everybody who helped developing, testing, and releasing this mod!

Image RSS Feed Latest Screens
Reflective Suit Visor: same same - but different 2 Reflective Suit Visor:  same same - but different Refined Reflective Suit Visor
Blog RSS Feed Report abuse Latest News: [Announcement] Patch 1 for DS 1.2 Beta

1 comment by Meltac on May 15th, 2014

As expectable the frequently requested Beta release is not yet bug free, and there is also room for improvements. A first patch shall address the most urgent issues reported by users.

Patch 1 for Dynamic Shaders 1.2 Beta will be small archive containing a set of important changes.
Planned contents:

  1. Hotfix: Eliminates over-bloom / blurry overall image experienced under certain conditions
  2. Hotfix: Prevents rainbows from "bouncing off" at the skybox edges under certain conditions
  3. Hotfix: Heavily reduces lag during startup and loading game when visors are enabled
  4. Improvement: Makes visor reflections look smoother thus more realistic using bloom.

The patch is currently being tested and is supposed to be released in a few days.

Further refinements

The upcoming patch will not be the last set of improvements for the Dynamic Shaders mod, of course. Playtesters are currently applying tweaks to the given feature set, such as improved parallaxing, lighting refinements, and better balanced overall settings.
We shall let you know about those improvements getting mature - Stay connected !

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Downloads RSS Feed Latest Downloads
Dynamic Shaders 1.2 Beta - Patch 2 & ThermalVision

Dynamic Shaders 1.2 Beta - Patch 2 & ThermalVision

Jun 13, 2014 Patch 7 comments

Second patch (non-cumulative) for Dynamic Shaders 1.2 Beta containing a set of further improvements, including thermal/infrared vision scopes. Check out...

Dynamic Shaders 1.2 Beta - Patch 1

Dynamic Shaders 1.2 Beta - Patch 1

May 29, 2014 Patch 14 comments

First small patch for Dynamic Shaders 1.2 Beta containing a set of hotfixes and improvements. Check out the readme.txt before installation.

Dynamic Shaders 1.2 Beta

Dynamic Shaders 1.2 Beta

May 5, 2014 Full Version 31 comments

Beta release of the next generation of the Dynamic Shaders mod. Please read description before installing and also install Patch 1+2 (separate downloads...

Dynamic Shaders 1.1 Beta Patch 2 (non-cumulative)

Dynamic Shaders 1.1 Beta Patch 2 (non-cumulative)

Apr 18, 2012 Patch 2 comments

Second official patch for Dynamic Shaders 1.1 Beta, fixing an issue with iron sights. Not cumulative - please install Patch 1 first. See description for...

Dynamic Shaders 1.1 Beta Patch 1

Dynamic Shaders 1.1 Beta Patch 1

Mar 6, 2012 Patch 1 comment

First official and highly recommended patch for Dynamic Shaders 1.1 Beta, fixing several issues. See description for details.

Dynamic Shaders 1.1 Beta

Dynamic Shaders 1.1 Beta

Feb 23, 2012 Full Version 22 comments

Beta release for the long awaited version 1.1 of Dynamic Shaders. Please also download Patches 1 and 2.

Post comment Comments  (300 - 310 of 401)
Millenia
Millenia May 20 2012, 8:19pm says:

Hey Meltac, great work with these shaders! I'm a part of the LURK team and I'm in charge of the weapons, and I was wondering if you take suggestions/requests for features?

Basically the specular lighting in the game is way too glossy/reflective for weapons.

Img571.imageshack.us

If that reflection could be blurred or tweaked somehow, it would be pretty sweet :D

+2 votes     reply to comment
Meltac
Meltac May 21 2012, 8:31am replied:

Thanks for the compliments!

TBH I'm already spending way too much time trying to incorporate my own ideas into my shaders, so I'm afraid I won't ever have the time to take requests for features from others. However I'm open for improvements in the form of already implemented code that I could include in my mod. Also, I could try to provide some help by giving recommendations or considerings for questions people ask me.

In the given case, I'm fairly sure that you could tweak the way that weapons are shaded (in terms of gloss etc.) very much by modifing their bump maps and/or their extended texture properties (stored in the .thm files which are created by SDK, AFAIK). So in most cases there's absolutely no need to change any shaders. However there are things that could be done only by shaders, but I don't think that this is the case with what you are after. I'm not an expert at all with textures and bump mapping, but it would be my very first guess that this is what needs to be tweaked for what you are intending to do.

+1 vote     reply to comment
jketiynu
jketiynu May 21 2012, 1:16pm replied:

Would it then be okay to say take some features you implement in your SOC shaders and port them over to COP (giving you full credit of course)?

I tried unsuccessfully already to implement the improved motion blur in COP but it looks like it may be hard-coded for mblur to be off on DX10/11 (didn't test 9, probably works there).

*Edit*
Added this under the wrong comment, sorry about that Millenia.

+1 vote     reply to comment
jketiynu
jketiynu May 20 2012, 4:36pm says:

I'm really looking forward to the upcoming release of your new shaders :)

That said, have you ever considered doing shader work for Call of Pripyat? I know some people seem confused and think it can't be done but it can, you just have to delete the shaders_cache folder every time it's changed.

It would be sweet to see stuff like bokeh dof, etc. incorporated.

Just a thought.

+1 vote     reply to comment
Meltac
Meltac May 21 2012, 8:18am replied:

At the moment I don't consider doing shaders for CoP, both due to my lack of time and of interest in that game. However, I might change my opinion as soon as I'll get bored with ShoC. But I doubt this will be the case too soon...

+1 vote     reply to comment
jketiynu
jketiynu Apr 26 2012, 5:47am says:

Nice new screens. I'm looking forward to the next release.

I'm just curious, do you have COP shaders installed somewhere because if it isn't working that well you could always see how they did it there and implement it that way.

+1 vote     reply to comment
Meltac
Meltac Apr 26 2012, 7:54am replied:

Thanks. Sure I have installed both CS and CoP, however both of them do not use anything like what I'm trying to do, AFAIK.

+1 vote     reply to comment
KupuJLJL
KupuJLJL Apr 19 2012, 10:13am says:

Ok, Thanks

+1 vote     reply to comment
KupuJLJL
KupuJLJL Apr 19 2012, 7:39am says:

And when there will be a patch with reflecting HUD?

+1 vote     reply to comment
Meltac
Meltac Apr 19 2012, 8:41am replied:

As I told you, this will not be a patch, but a new version of the mod. Unfortunately I can't give a time schedule at the moment, it will take me some more weeks to finish the next release.

+1 vote     reply to comment
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Platform
Windows
Developed By
Meltac
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Release Date
Released May 5, 2014
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