To improve and expand on the first Photo Realistic Zone, my version, PRZ2 aims to cover the whole spectrum instead of structures and creatures. Each and every texture will be individually edited, not only sharpening them, but also improving their bumb and specular maps and creating whole new, higher resolution textures.

Report abuse PRZ2 - Shader Patch
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Apr 12th, 2013
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A PRZ2 Shader Addon to make the textures look more realistic, and utilize the full power of PRZ2

  • Name: PRZ2 (Photo Realistic Zone 2) Photo Realistic Shader Addon (PRS)
  • Version:
  • Game Version(s): Any
  • Creator: LoNer1, Argus, Cromm Cruac, Lyoko77, Hectrol, Sky4CE, ECB-team, LURK-team
  • Release Date: 12th of April, 2013


A shader addon, improving the bump maps the textures use in-game and making the textures look more realistic in combination with PRZ2.

Recommended use for Mid-High end system's only!


  • [new] Increased mipmap quality in combination with AA or DoF
  • Added a new AA algorythm based upon Sky4CE's "Improved AA" and DS1.2's AA
  • Softer and Increased SSAO quality (build 3310/Xray1.6)
  • Fixed and Increased Motion Blur (better performance)
  • Increased Mblur and DoF sample
  • Increased water normals, new water normals
  • Increased shadow map resolution, and further distance
  • Increased and better tonemapping
  • Improved cloud softness and blending + reduced "noise"
  • Improved grass and tree "bending" (fluent motion, thanks to Ket)
  • Increased Sunshaft Quality and blending
  • Better dynamic lighting rendering (ECB shaders)
  • Pixel-Accurate Displacement Mapping and POM
  • Foam on water
  • Increased FOG and Bloom quality
  • Better use of bloom
  • Reduced "saturation" mapping, causing the 'r2_sun_lumniscale' option to increase saturation instead of lightning (code based on LURK shaders, which did this exact thing)
  • Custom user.ltx tweaked for these shaders

Looking to add:

  • Cubemap reflection in scopes
  • Plane shader with reflective properties, preferably reacting to light
  • Proper terrain blending of the vegitation
  • Diversifying the bending of the grass and trees (atm they're bound, but I dont think this is possible without some DLL hacking)
  • Soft water
  • Soft particles
  • OGSE like god rays
  • Improved specular mapping thought the texture.ltx file


Pixel-Accurate POM:

*Depending on bump map size, increased size = better POM quality, as shown in the 2nd screen

Increased SSAO/Bloom quality:

*Better use of bloom and an improved SSAO algorythm, thanks to Lyoko77. Bloom thanks to LURK team, edited by me


Just copy the gamedata folder over your existing gamedata folder and you're good to go!

Also, there's several optional folders included, all copy/paste compatible!

Preview Image
PRZ2 - Shader Patch
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[TZP]LoNer1 Author
[TZP]LoNer1 Apr 12 2013, 7:46pm says:

Finally! Hope you guys enjoy, and leave feedback! I've tested this on 2 PC's which both ran at 40 to 60 FPS!

Also, read the FULL description :)

+3 votes   reply to comment
Amoch May 3 2013, 6:37pm replied:

There's a bug with your shaders. If you walk around in Rostok (bar keep) or the Wild Territoy there's vibrating diagonal lines over the grey concrete house walls. This is noticeable when you walk towards them, or esp. if you zoom into them with the scope of a weapon. This goes away when installing other shaders, I prefer yours overall though. :) As far as PRZ2 textures, there are some noisy textures, like the c-shaped metal roofs of buildings in Wild Territory (and other places) - missing mipmap levels?
Otherwise, great work. This is overall the best visual mod for ShoC IMO.

+1 vote     reply to comment
Amoch May 3 2013, 6:53pm replied:

Regarding the noisy textures, I ment the low, long metal buildings where the roof goes down the ground. They can be seen in the military base early in the game after you come up from the underground tunnels. Again, I've tried a bunch of different shaders. Yours look the best *by far*, aside from those wiggly lines on grey concrete buildings.. Your work is very much appreciated! :)

+1 vote     reply to comment
UtterHopelessNoob Jun 4 2013, 5:10pm replied:

Regarding noisy textures (I know this is a late response), it appears to be the game more than the textures: PRZ2's tree bark is kind of noisy in ShOC, but CoP renders it perfectly. (And it doesn't appear to be a shader thing either-- u3shaders, which is a port of CoP's shaders to ShOC, renders it substantially less well.)

+1 vote     reply to comment
Amoch Jun 5 2013, 8:17am replied:

I think you're probably right. The graphics engine in SoC is a bit "weird". Though those xlab tiles looks very much like missing mipmaps. As far as the metal roofs/buildings, I also have the impression the fault lies within the game engine. Anyway, PRZ2 made a huge difference to SoC, and I'm very grateful for LoNer1's work. These are after all minor issues in the best visual update by far available for SoC. Very impressive work, esp. considering all the limitations within the SoC's gfx engine. Sorry to L1 if I came off as a fusspot. :)

+1 vote     reply to comment
UtterHopelessNoob Jun 5 2013, 1:56pm replied:

Actually haven't been able to drag myself far enough to see those spots, but I'll get to that part of the game (again) eventually.

Well, I wasn't calling you a fusspot, just making an observation that Loner1 probably knows but someone who hasn't swapped textures around both games might not.

+1 vote     reply to comment
Amoch Jun 5 2013, 6:02pm replied:

Yeah, I got that. I was calling myself a :)

+1 vote     reply to comment
grazegrabber Apr 12 2013, 8:52pm says:

Very nice LoNer once again soc looks so different. I am in Pripyat at the moment and it looks great, really like the run down grungy colours on the walls etc. Trees look very MISERY inspired.

+2 votes     reply to comment
UtterHopelessNoob Apr 13 2013, 2:22am says:

Definitely not getting 40-60FPS here, but my laptop (650M GT) tends to fall over and cry when faced with just about anything-- and the game is still more than playable. In other words, lower midrange cards should be able to handle these just fine. The hit did seem to be more than when I first installed PRZ2, though.

Other than that, everything looks much improved! I don't really know enough about the whole process of designing, creating, and rendering graphics to say much, but shadows seem a bit more accurate (as they should be, acc. to your readme, I guess) (and less prone to freak out, too), and the parallax mapping doesn't create as many lumpy surfaces. Will have to start a new game once I finish my current to see what they do in earlier areas; only saves are in Pripyat and the reactor atm.

+2 votes     reply to comment
[TZP]LoNer1 Author
[TZP]LoNer1 Apr 13 2013, 6:14am replied:

Cordon, Argroprom, Yantar and Rostok (wild territory) look amazing :)

One thing though, you will experience tremendous lag in the bar, not the level bar, but the bar itself. It's a really condensed place and the lightning in combination with the Pixel Accurate Displacement Mapping will give even the strongest cards quite a hit. I'm still balancing the shaders while trying to maintain the quality bar I've set for them now.

For now, enjoy and feel free to post screenshots! And keep an eye out on the downloads section of the mod! :)

+3 votes   reply to comment
UtterHopelessNoob Apr 14 2013, 12:16pm replied:

Yeah, Cordon *is* brilliant with the new shaders.

(Tried using shaders + vanilla everything else. Looked much better than I expected.)

On another note, I have Depth of Field enabled. Is yours just a very subtle effect, or is it not in play there?

+2 votes     reply to comment
[TZP]LoNer1 Author
[TZP]LoNer1 Apr 14 2013, 12:22pm replied:

Very subtile effect :) look at the tree totally in the background :D

It just has a higher sample amount and longer distance. And thanks! Indeed improves vanilla as well :)

+1 vote   reply to comment
Snoozle Apr 17 2013, 12:22am replied:

"will give even the strongest cards quite a hit"

I will test that lol, on friday I wanted to play the legendary mod again, I'mabout to bring the case from agroprom military base to barkeep now... so that fits...! I'll install the shaders first of course,and then we willsee if it can beat the Titan >:D

+1 vote     reply to comment
d4v33edz Apr 13 2013, 7:49am says:

Downloaded and trying them far they look brilliant....hell yes.

+2 votes     reply to comment
Amoch Apr 13 2013, 9:45am says:

Truly great work with the whole PRZ 2 package, it's very very much appreciated! Looking forward to see you do some additional tweaking with the shaders, but so far looks great! :) Thanks!

+2 votes     reply to comment
Guest Apr 13 2013, 11:30am says:

Thanks for the mod! Could you please give some info about what I should install from this update? There's two main folders: "Core" and "Additions". Is the "Core" the one I should try first, and then experiment with the other stuff in "Additions" later? I see you are planning some more tweaks to the shaders, will installing several versions after each other create problems? Sorry if this is basic stuff, but I'm not very experienced with using mods. Thanks again!

+1 vote     reply to comment
Guest Apr 13 2013, 11:43am says:

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Amoch Apr 13 2013, 6:09pm replied:

Sorry, forget that, great visuals. :)

+2 votes     reply to comment
Jedi21 Apr 15 2013, 12:53pm says:

Thanks Loner, love your work!

I've just dl the patch, what shaderpack would you suggest?

My visual memory isn't good enough to try all 3 of them and then try to recall which one looked better :D

+1 vote     reply to comment
[TZP]LoNer1 Author
[TZP]LoNer1 Apr 19 2013, 1:42pm replied:

First try Sky4CE's, because those are the strongest ones. if you run those at full 60FPS try my version ;)

+1 vote   reply to comment
Amoch Apr 23 2013, 12:30pm says:

OK, I have tested a few different shader mods now, and your PRZ2 shader mod(from the core folder) is hands down the best. Really impressed by the improvement in textures, sky, lighting, and overall color palette and use of effects. Are you planning to continue improving on this shader mod, because it really brings out the best in STALKERs visuals. Many thanks for your efforts!

+3 votes     reply to comment
[TZP]LoNer1 Author
[TZP]LoNer1 Apr 25 2013, 6:24pm replied:

Most definitely!

Also, thanks for the kinds works yeah :D

+1 vote   reply to comment
Rogal_Dorn May 5 2013, 4:29am says:

Very cool shaders! Only one thing makes me a little sad: the full might of this graphical reveals itself on very good machines. It's just amazing how the engine which released technically in 2004 can do such a things. I bow before your skills, guys. One of the best group of developers on MODDB.

+2 votes     reply to comment
mrmohamed2001 May 13 2013, 12:24am says:

Tried Sky4CE's, ran at more than 60 FPS, which one of the shader's are yours?

+2 votes     reply to comment
That_Gal Sep 20 2013, 7:25am says:

One extremely annoying thing I've noticed with this mod is that the grass is always in motion, like it's dancing. It's very distracting and not realistic at all.

+1 vote     reply to comment
Guest Jan 4 2014, 12:39am says:

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Guest Mar 20 2014, 4:08am says:

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TerrorHurtz Apr 30 2014, 8:38am says:

Reflective wet surfaces?

+1 vote     reply to comment
neoyoli Aug 12 2014, 4:18am says:

Is this shader patch compatible with Complete 2009?
Can an overclocked GTX 760 handle the performance hit or shall I stick with Shaders MAX for a good FPS ratio?


+1 vote     reply to comment
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