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!

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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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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  (310 - 320 of 419)
CzechDeath May 28 2012, 8:38am says:

HEllo I istalled this mod, and I have problem with bioculars - I dont know if it is with all scoped weapons, because im started a new game, so I dont have scopet weap yet.

The problem is, when I use binoculars, scope effect with binoculars crosshair overlaym turns off after scope to idle animation is finished, not when it starts. That makes me look trought binoculars how I pull binoculars away from my eyes, and than it changes to normal view... which looks pretty wierd and it kinda annyos me.

+1 vote     reply to comment
Meltac Creator
Meltac May 28 2012, 3:10pm replied:

Sorry I don't understand what you mean. Could you provide some video or screenshots of the effect? And please make sure you've installed both patches and have read everything below the "In case you are experiencing issues" section in summary page above.

+1 vote   reply to comment
CzechDeath May 28 2012, 4:40pm replied:


Here I stop looking trought binoculars, I still see binoculars overlay for a while (about 1 second) even when Im no longer looking trought binoculars.

I had not this problem before installing your mod following exactly instructions.

I like that mod, so I would like to destroy bugs so I can fully enjoy it.

+1 vote     reply to comment
Meltac Creator
Meltac May 29 2012, 4:12am replied:

Sounds like your system is running too slowly, in some way. It's true that hiding the overlay when zooming out is delayed a little bit, but under normal circumstances this shouldn't me longer than, say, 100ms, on most systems even shorter thus barely noticeable. I don't know what's the reason that your systems needs 1 second for the same task, maybe depends on other mods you have installed. Try installing the mod on plain vanilla (also without any modified /bin files) and see if that helps.

+2 votes   reply to comment
CzechDeath May 29 2012, 6:01am replied:

Slow system?

Intel I7 2,96GHZ

I dont think so...

And as I said before - It worked normaly until I installed that mod. If it would be normal on my pc for whatever reason, I wouldnt notice, because no reference. Thisway I imidietly knew that it isnt how it sepose to be.

Basicly I only want that awsome wet reflection effect, so if u tell me how to turn off everything else (I did already godrays/sunshafts) Please do so =)

+2 votes     reply to comment
Meltac Creator
Meltac May 29 2012, 6:25am replied:

The reflections will be part of version 1.2 (as you can read above in the mod's description). So you don't have them anyway if you downloaded 1.1 Beta.

Apart from that, you can adjust (or turn off) almost every feature in ShaderSettings.txt, in this case in section for NV. However you might have to edit shader_control.script as well in this case and set the variable scope_overlay to false to get rid of the binoc overlay.

But still I'd recommend installing the mod on plain vanilla in order to check if there's some issue with the combination of mods you are running, because if so I would expect issues with the next release of the mod as well.

+2 votes   reply to comment
CzechDeath May 29 2012, 10:25am replied:

Oh ok I was short in new game so I dint have rain yet... Ok thanx man.. looking forward to 1.2 =)

+2 votes     reply to comment
Meltac Creator
Meltac May 30 2012, 3:53am replied:

No problem. However I'd still advise you to check what I told you because you probably will have the same issues with 1.2 since I'm not gonna change the NV / binoc stuff.

+2 votes   reply to comment
CzechDeath May 30 2012, 5:40am replied:

I uninstalled mod ... first I deleted r2 in shaders and shared. The bug was still pressent.

Than I deleted shader_control and the other file. And refreshed previous version of bind_stalker- and than tested out the game, Bug was gone so it must be somewhere in scripts... propably shader control. Im gonna debug it when 1.2 is out, when I find out what caused it I'll let u know and you could patch it =)

+2 votes     reply to comment
Meltac Creator
Meltac May 30 2012, 10:27am replied:

Cool, thanks.

+2 votes   reply to comment
Buchtis May 22 2012, 9:44am says:

Will this work with the newest revision of People Soup (

+1 vote     reply to comment
Meltac Creator
Meltac May 22 2012, 10:57am replied:

No idea, never tried that mod, sorry. However there's an easy way to find out - just try it (and tell me if you like)!

+1 vote   reply to comment
CzechDeath May 21 2012, 7:32pm says:

where i get that STALKER Map Pack by Kostya?

+1 vote     reply to comment
Meltac Creator
Meltac May 22 2012, 5:31am replied:

Don't know of a current DL location. Look for it at GSC forum or by google search.

+2 votes   reply to comment
CzechDeath May 24 2012, 4:29am replied:

ok thanx =)

+1 vote     reply to comment
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.


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

+2 votes     reply to comment
Meltac Creator
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 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).

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

+1 vote     reply to comment
Meltac Creator
Meltac May 21 2012, 4:59pm replied:

Sure, you can take and port all stuff from my mod as long as you give proper credits, no problem.

I'm pretty sure CoP will get more interesting for me some day when enough good mods are around for it. Then maybe I'll do some shaders for it, as well. In the meantime feel free to port whatever you like.

+1 vote   reply to comment
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Released May 5, 2014
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