Overhauls shaders for a more modern and customizable appearance without the need for ReShade. DX10+
This mod overhauls the lighting and post processing effects of the X-Ray engine for greater visual quality and easier customization. It implements modern graphics techniques and improves the overall handing of light and color within the engine.
It is separated into 2 parts, both of which can be installed individually however they must be installed in the numbered order to prevent conflicts.
Gamma correct lighting with PBR style specular and various fixes for more modern visuals. This also fixes problems within the shaders, enabling translucent lighting effects on foliage and improvements to tonemapping and bloom blending.
The specular roughness is customizable using the settings in pbr_settings.h
A non-PBR version is available if you do not like how the PBR specular looks. This features all of the gamma correction and fixes however it uses the original diffuse and specular effects to retain the original look of the game.
NOTE: There are currently problems with the DX9 version, DX11 is recommended.




Customizable color grading based on the ACES standard, controllable with both in-engine console commands and simple shader modifications.
Use r__color_grading to color grade your image as shown in these examples:

Adds new effects and allows color grading to be controlled using the shader_param_ console commands. This gives you complete control over the color grading.
The new effects are contrast control and a channel mixer, these allow for more interesting color modifications.
For compatibility with Beef's Shader Based NVGs there is also a simple version included. This does not feature the channel mixer as those shader_param settings are used for his nightvision effects
The controls work as RGB + Offset, with the first 3 values controlling the red, green and blue channels and the 4th adding to the whole.
These are the default values of each command and the setting that it controls:
NOTE: Saturation is done after power and before contrast.
There are config files included that can be loaded using the cfg_load console command as shown:
cfg_load grading_default
There are multiple preset config files for different styles.
NOTE: The vibrant and filmic presets are not included with the simple version as they use the channel mixer.
I recommend that you find a preset that you enjoy, copy it and tweak it to your taste, either in game or with a text editor (you can reload your config to see any changes made after saving)
The screenshots below use Corrected Cubemaps and the weather from Aggressor Reshade with these settings:
r2_sun_lumscale 3.0
r2_sun_lumscale_hemi 1.0
r2_sun_lumscale_amb 0.5
r2_tonemap_middlegray is often tweaked for each shot.







Cubemaps filtered for improved specular reflections and ambient lighting. This is compatible with both the PBR and non-PBR versions of Enhanced Shaders.
Anomaly's default cubemaps often do not match the color of the sky, this patch fixes this problem as well as providing higher quality reflections for PBR.
This might change the brightness of ambient lighting in some cases.
NOTE: This is will not work as intended with the default shaders.
Mod Organiser 2 is highly recommended to prevent problems with uninstalling this addon
NOTE: r2_gloss_min MUST be used to control the specular to prevent inconsistent specular highlights (r2_gloss_factor is affected light brightness).
NOTE: You may need to adjust your r2_sun_lumscale_ settings after installing this mod. The gamma correction causes lighting to blend differently and will cause the colors of the lighting to change.
pbr_settings.h contains settings for tweaking the PBR specular and diffuse.
#define USE_BURLEY_DIFFUSE
enables/disables Disney's Burley diffuse, enabled by default. Enabling this creates a more realistic appearance on rough surfaces.
#define USE_GGX_SPECULAR
enables/disables GGX specular, disabled by default. Enabling this will allow lights to use the prettier but more expensive GGX specular seen in most modern engines. This might make specular too prominent.
The settings below are used convert the glossmap and material ID into PBR specular and roughness values.
r2_gloss_min is used to tweak to the result in engine.
#define ALBEDO_BOOST 0.50
Controls the boost in brightness for the diffuse texture. This helps balance out the brightness of PBR specular.
#define ALBEDO_AMOUNT 1.00
Controls the brightness of the diffuse texture.
#define ROUGHNESS_LOW 0.5
Controls the lowest value of the roughness. Decreasing this will make highlights shinier.
#define ROUGHNESS_HIGH 1.0
Controls the highest value of the roughness. Decreasing this will make everything shinier.
#define ROUGHNESS_POW 1.0
Controls the power curve of the glossmap. Decreasing this will make make the highlights stronger more pronounced.
#define SPECULAR_BASE 0.04
Controls the zero incidence specular value. Increasing this will boost the overall specular.
#define SPECULAR_RANGE 1.0
Controls the amount of influence of the glossmap and material ID on specular. Increasing this will make highlights from the glossmap more pronounced.
#define SPECULAR_POW 1.0
Controls the power curve of the specular. Increasing this will make the specular more contrasted.
#define METAL_BOOST 0.25
Controls the boost in glossiness that metal will receive.
#define METALNESS_THRESHOLD 0.125
Controls the minimum amount of gloss needed for metal.
#define METALNESS_SOFTNESS 0.125
Controls the smoothness of the transition between non-metal and metal.
NOTE: In PBR 'specular' refers to the amount of reflection while facing a surface directly.
ACES_settings.h contains the variables for used color grading, by default they are set up to use the in-engine variables, however they can be set manually for greater control.
In log space colors can behave strangely, here's how the controls generally affect the color grading:
If you do not like the how color grading behaves in log space you can disable it to grade in linear, which most users will probably be more familiar with (it will behave the same as Lift Gamma Gain in ReShade).
ACES_LMT.h contains additional color effects that can be used together, by default a contrast reduction is enabled to match the original look of the game.
There are multiple #define directives used to control various features:
#define USE_ACES in ACES.h
enables/disables ACES, enabled by default. If disabled color grading will be done without any wide gamut color transforms. Disable this for performance.
#define USE_LOG_GRADING in ACES_settings.h
enables/disables ACEScc log space for color grading, enabled by default. If disabled color grading will be done in linear space.
Change log
1.10 - Metal improvements with Mipfog and Fixed Bloom
Improved tree and grass normals
DX9 support removed
Fixed Bloom addon added
Improved bloom blending
Improved metal specular
Improved roughness and specular calculations
Improved gamma correction
Shiny terrain fixed
Added ALBEDO_BOOST to brighten dark textures while retaining color
Added METAL_BOOST to increase the glossiness of metal mat_IDs
Added Disney/Burley diffuse BRDF as default
BLOPS 2 ambient BRDF used for non-GGX PBR
Cubemap mipmap blend fixed
Mip fog added
Sun fog added
Height fog added
Reoriented normal map blending added to improve detail mapping
ACES Blue-Fix LMT applied by default
Fresnel for non-pbr improved
1.09 - Detector Fix and Crash fix
Alpha channel of accum buffer now works as self illumination, fixing all artefact detectors
Missing files added
Simple shader_param control option added to prevent conflicts with Beef's Shader Based NVG
1.08 - Foliage fix and new color grading effects
Foliage SSS fixed
Grass material ID set to the foliage ID
Grass specular improved
Grass normals changed
Default pbr_settings values changed for greater reflectivity
Color grading moved to ACES_Color_Grading.h and treated as a LMT
Added contrast and channel mixer to shader_param controls
LMTs supported even with ACES disabled
LMT setup and usage changed
shader_param behaviour changed to RGB + Offset for easier adjustments
shader_param controls extended with new effects
New color grading preset cfg files to demonstrate color mixer and contrast effects
Old color grading presets adjusted for less extreme tinting
Updated ACES RRT with glow module and red modifier
Fixed the brightness of corrected cubemaps in shader (no longer need lumscale adjustment to match the original brightness)
Strict gamma correction option for sky blending removed, it caused problems with ambient lighting
USE_ACES_COLORSPACE removed since USE_ACES will serve the same purpose now
1.07 - Detector self illum fix
Artefact detector self illumination fixed
pbr_settings.h added for controllable specular
PBR cubemaps added for more accurate lighting
Fixed ambient cubemap projection
mirrored power added to tint negative ACEScc log values
Added example shader_param cfg files
1.06 - Now without PBR!
Non PBR version of Enhanced Shaders added
ACEScc black level fixed
Renamed Gamma to Power
Saturation changed to the official equation
shader_param_ support added
1.05 - Dark interiors and gamma correction fixed
1.04 - Exoskeleton fix 2
1.03 - Exoskeleton fix
1.02 - Gamma and Detector fix
Fixed Detector white screen
sRGB improved and optimized
Option for gamma correct sky blending added
1.01 - DX9 fix
1.0 - Release
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Не могу нарадоваться, я получаю эстетический оргазм)) маэстро вы крут!
Imgur.com
what are your r2_sun lumscale / ambient / hemi parameters? also tonemap values, can you please check and let me know your numbers?
also, do you use some kind of reshade / or built-in antialiasing?
Выглядит здорово, настройки свои не покажешь?
Hey, this is a awesome addon but i have been having some issues i played with this for awhile until i deleted anomaly, recently i wanted to start again and installed this. However the game crashes on startup with the error "Shader compilation failed." With some research a guy suggested i needed to download a certain directx version and visual c++ redistributable. This didn't work and i have been having the same error, any help ?
\appdata\shaders_cache\r4\ogse_sunshafts_mask.ps\2048111100110000000000100000110101013110121000
! error: ACES_LMT.h(18,46): error X1005: string continues past end of line
ACES_LMT.h(18,46): error X1500: syntax error : unexpected string constant
ACES_LMT.h(20,10): error X1507: failed to open source file: 'ACES_LMTs\LMT_Blue_Fix.h'
Bump.
I'm getting similar crashes upon start-up after updating the mod.
\appdata\shaders_cache\r4\ogse_sunshafts_mask.ps\2048111100110000000000100000110324114110000000
! error: ACES_LMT.h(14,16): error X3003: redefinition of 'shader_param_7'
Unable to open the game with or without the "delete shaders cache" checked in the Anomaly launcher.
Edit: so I believe the culprit is an even deeper conflict with Beef's Shader Based NVG. I disabled it in my MO2, and I'm once again able to launch my game.
Another note I should probably make is that I have this add-on loaded after Beef's Shader Based NVG in MO2. Not sure if placement order matters.
Ran in the same problem - loadorder didnt matter for me atleast - I had Beefs Addon loaded at the bottom of my Loadorder.
Otherwise great Addon - I appreciate the Author's hard work!
This crash was because of a missing file, it's fixed in the newest version
Great Man, thx alot!
Thank you for the update , amazing mod :) can I ask if you have made any optimizations for the PBR this time as it seems smoother to me now ( i'm on a slightly aging system and had been using your non pbr version until now ) .
Honestly great mod a must have in anyone's load order !
And to anybody having issues installing the mod please please read the authors instructions :)
happy stalking folks.
"1.09 - Simple shader_param control option added to prevent conflicts with Beef's Shader Based NVG"
Does this mean there is no need for any kind of patch when using both mods now, like the one from the first comments on this page?
Beef's patch will still be necessary.
The simple version is to prevent conflicts since the NVGs also uses the shader_params.
This Deserves 10/10 !
Absolute mandatory addon for my load order, simply 10/10. Thank you for your hard work on this one.
r__color_grading doesn't do anything for me, any idea why?
EDIT: NVM, removing shaders optional files fixed it.
Hi I can't get the presets to work or better only the "cfg_load grading_default" command works, the others don't, how can I solve?
Try Only Using shader_param Controls with the main file
Last update is simply incredible. Awesome results for a 10-year engine. And with new models, sound engine, textures, particles, 64bits... your shaders... Wow!
You're a king among modders. Thanks for your work, and especially for following up and updating. The Hollywood cfg looks sick as ****, and now one can load (or make their own) cfg for whatever mood the Zone is giving them. 11/10.
I get a conflict when using Beef's Shader NVG, is there a compatibility patch? I'm using the simple version. Installing the NVG after this mod game me a crash when deleting the shader cache.
Did you try to change the load order? I put this addon after Beef's NVG and everything's working fine
Beef posted a patch in his comment on page 1, however you'll need to use the simple version of the shader_param controls to prevent any conflicts
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Hi! The latest version with PBR is installed, everything is fine, but in the arena the weapons and hands look strange, the steps on the reflections, the reflections are very clear and gray.
What do the steps look like? Do you have any screenshots?
Somewhat related, if you're using Michikos Weather Revamp and want to change your lumscale it's worth noting it has a script with sets your r2_sun_lumscale to 3 on gamestart/level loads. You'll need to comment out the script if you don't want it at 3.
The game looks absolutely stunning with this mod. I just have 1 problem; is it supposed to look like this when it's raining? It doesn't look right at all.
Screenshots:
Imgur.com
Imgur.com
I'm using the No PBR version with Colorgrading (cold preset) and Corrected Cubemaps. I followed your setup guide and wrote the commands in the console after deleting the shader cache. In fact I did it twice just to be sure. I've got no other shader addon installed.Thanks.
you fix it? I have the same problem
Unfortunately I haven't. I tried lowering the value of "r2_gloss_min" as others have suggested but nothing changed, everything still looks shiny while raining.
Hi, i have two questions.
1. Night vision does not work.
2. there is a way to reset anomaly's default shaders once you have uninstalled your addon because if I disable it from mod manager the game is completely black screen.
Congratulations on your addon it is very good!
When you open the Anomaly launcher click on "Delete Shader Cache" below the Play button.
Есть небольшой дефект с солнечными лучами, они отдают синим цветом, стоит параметр "grading_filmic01" Imgur.com
where i can get presets ?
The ceiling shine through
Imgur.com
I've noticed problems like this in the freedom base too. I'm not sure what's causing it.
hi, two questions. #1 is that I also see light going through walls (e.g. in Agroprom I see light going from the freedomers campfire into the little building nearby, and the wall throws no shadow and lets light get through, so that it looks shiny.)
#2 is about an edit I'd like to do to light sources. As it is now, e.g. campfire lights seem to behave like pools of equal light, with a very small border that degrades into darkness. I'd like to make them more realistic, with light at its strongest in the middle and gradually becoming weaker and weaker over a very long range. Do you think it's doable with these shaders? The easiest way would have been to simply enlarge the degrading border, but I can't seem to find a way...
#1 these does seem to be some light leakage in places, but I'm not sure why.
#2 LV posted some improved light attenuation in the discord so that's something I'll have a look at for the future.
I'm getting an error on startup :
" Your video card doesn't meet game requirements
Try lowering your settings "
I ahve an RTX2060, I can easily play the game without the mod on any settings, but after installing any version with, or without PBR I always get this crash. I tried reseting settings, deleting sahder cache, deleting user.ltx, launching in windowed 1280x800, and nothing helps.
I'm using 1.5 update 4 hotfix 8 version of game, without any other mods installed.
Here's the log file: Pastebin.com
This mod is designed only for 1.5.1, not 1.5 or any of the RCs
Oh okay, thanks.
Hi! I have a problem with very blue light from the moon at night, here's the worst example I've seen so far.
I.imgur.com
Any tips on how to fix this?
I can see the exact same thing and no matter the configuration, it remains the same..
Edit: With the warm preset it's gone.
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For some reason running this makes almost my entire game jet black, like it forgets how to create light sources. (Some things that are inherently lit like fires and effects from hitting things still are visible.) I'm running Michiko's Weather and Beef's NV with patches which could be having some effect. Entering some of the console commands I've seen in the comments here can make things sort of visible, but it's extremely exposed black and white at best, or elsewise just pure white. Is there some stupid option or step I've missed?
is it normal to have a blue colored sun rays?