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
I'm having a ridiculous time trying to get the commands "r__color_grading, r2_gloss_factor, r2_gloss_min" to take effect, and I have made sure that there are two underscores for the color grading command. As far as my game is concerned, these commands do not exist. The end result being I have that dark, grey-ish black tint over the screen. Ive tried every which way of installing the mod through Mod Organizer 2 but the result is always that I have conflicting files inside of appdata and gamedata. MO2 is also not giving me any prompts to overwrite game files. Ive tried clearing shaders folder manually and through the launcher, starting a new game, uninstalling all other mods, etc. I was hoping to get some feedback on this issue, otherwise I can always just do a manual install. Thanks.
My r2_tonemap settings reset every time I load a save, even though user.ltx has the correct values. Anyone got a clue?
Remove Dynamic Time-Based Tonemap addon. It's pretty useless and make the light look bad
Can't believe I forgot about that addon, been puzzling over this the whole morning. Thank you!
How do I get rid of the blue shading and blue shadows? I keep entering commands to change them but everything looks the exact same when I change it. Even the cfg_load presets all look essentially the same with very minor differences in saturation.
Hey...
Still can't get this one to work... I've adjusted all the console settings as told to, but once I start the game I just have a black screen...
I've still never gotten this mod to work...
Any ideas?
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When i change the sun settings on ultra or hight the game turns compeletely dark, how to fix it?
Good mod. Can I ask you something?
These settings bake into save:
r2_sun_lumscale 3.0
r2_sun_lumscale_hemi 1.0
r2_sun_lumscale_amb 0.5
But I don't think tonemap settings are being baked. Whenever I load they reset.
edit: It took me a whole night but I've managed to get a good result.
Can you share your settings?
Having major issues here - almost everything on screen is totally black, and the screen flickers white constantly. I can only see the rain and that's just about it. Playing on DX11.
Did you ever find a fix for this? I'm having the same problem.
I love this addon! but I'm having an issue where the default preset (my preferred one) has blue base sunshafts. they're not all blue but you can blue ones all the time. Switching from default to warm reduces this blue and makes it sort of a softer yellow/green.
Is there any way to directly address the "sun shaft base intensity" color in the params?
Or is there a list of each preset's values somewhere so I can try fiddling with it?
Same, don't know where to look for this.
same here - volumetric sunshafts look very strange, blue and sharp
! c:/games/s.t.a.l.k.e.r anomaly\appdata\shaders_cache\r4\accum_sun_near_nomsaa_nominmax.ps\2048111100110100000100100000110332114110141000
! error: common_functions.h(54,34): warning X3206: implicit truncation of vector type
common_functions.h(74,2): warning X3206: implicit truncation of vector type
common_functions.h(79,49): warning X3206: implicit truncation of vector type
common_functions.h(111,2): warning X3206: implicit truncation of vector type
gbuffer_stage.h(123,24): warning X3206: 'Load': implicit truncation of vector type
gbuffer_stage.h(124,23): warning X3206: 'Load': implicit truncation of vector type
pbr_brdf.h(12,18): error X3004: undeclared identifier 'SRGBToLinear'
I tried clearing the shader cache and user ltx. Pls help
Did you ever fix this?
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How can i decrease the blue on shadows? Like, shadow cast by trees and other objects have a strong blue tint on them. I'm using the PBR with the Agressor Custom Weather
Have you found an answer?
Hello, good man. I am interested in the question of PBR, whether it is possible to make the shader work only on weapons. Because if you change the settings of r2_glos_factor and r2_glos_min, the landscape also changes. Which does not give a good effect.
not sure if it's just me but I've tried installing it with MO2 and manually and the shader doesn't seem to change anything that I can tell.
i have the same problem
i tried all possible installation variations
the console doesn't accept my commands either
Is there anything I am missing?
i have the same problem
i tried all possible installation variations
the console doesn't accept my commands either
Is there anything I am missing?
ok for anyone wondering: after executing "cfg_load grading_default" everything worked.
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You know about shaders, can you tell me if it is possible to return a weapon wet when it rains?
Thank you.
the ssr shader mod does this
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Hey, sorry if this is a noob question but this has been stumping me for a while and I would really like to get this mod up and running but have no clue where to start to find a fix. After installing the main shaders, colour control, parameters and corrected cubemaps + deleting my shader cache I am confronted with a "Error compiling shaders, check log for further info" message. These are the last few lines:
! d:/s.t.a.l.k.e.r. - anomaly/bin/..\appdata\shaders_cache\r4\combine_1_nomsaa.ps\4096111100110001000000100000000000013010000000
! error: common_functions.h(29,6): warning X3205: conversion from larger type to smaller, possible loss of data
common_functions.h(66,2): warning X3206: implicit truncation of vector type
common_functions.h(71,49): warning X3206: implicit truncation of vector type
common_functions.h(103,2): warning X3206: implicit truncation of vector type
pbr_brdf.h(153,15): warning X3206: implicit truncation of vector type
pbr_brdf.h(154,15): warning X3206: implicit truncation of vector type
pbr_brdf.h(155,15): warning X3206: implicit truncation of vector type
pbr_brdf.h(163,9): warning X3206: implicit truncation of vector type
hmodel.h(29,14): warning X3206: 'mul': implicit truncation of vector type
hmodel.h(34,17): warning X3206: 'mul': implicit truncation of vector type
combine_1.ps(68,21): warning X3206: 'gbuffer_load_data': implicit truncation of vector type [2]
combine_1.ps(76,27): warning X3206: 'Sample': implicit truncation of vector type
combine_1.ps(88,60): warning X3206: 'plight_infinity': implicit truncation of vector type
combine_1.ps(88,58): warning X3206: implicit truncation of vector type
combine_1.ps(88,4): warning X3206: implicit truncation of vector type
combine_1.ps(88,4): error X3017: cannot implicitly convert from 'const float3' to 'float4'
Any help from anyone would be appreciated, and thanks for the work you put into the mod :D
This error seems to be caused by a load order incorrection, not 100% sure which mod it was conflicting with but moving it before BaS seemed to do the trick. Sorry for the dumb question. It turns out I was also missing a compatability patch for Glossy Surfaces SSR, and possibly a specific DirectX version lol. Thanks again for the mod, now I can use it I think it's great!
Not working properly for me, only thing visible is the sun or fire, rest is black, except for inventory?
Nevermind just had to load the preset, damn took the game from meh graphics to looking like it came straight outta 2018 in some regards, only textures could use some work, but what a difference
Greetings, I have a bit of a problem, you can see it here: Imgur.com
I saw that changelog says that this problem was fixed but I am using the latest version and it's still here.
My dosimeter doesn't show any numbers, it has batteries and it's working but I think it's a problem with your shaders because I saw the same comment on page 1.
I installed everything through MO2, load order is here: Imgur.com
After installation, I cleaned the shader cache via Anomaly launcher and then I put next commands into console:
r__color_grading 0.5, 0.5, 0.5
r2_gloss_factor 0.001
r2_gloss_min 0.5
cfg_load grading_default
r2_sun_lumscale 3.0
r2_sun_lumscale_hemi 1.0
r2_sun_lumscale_amb 0.5
Game looks awesome but dosimeter and basic anomaly detector (the yellow one, don't remember the name) are bugged: dosimeter doesn't show anything and detector blinks with awful white color instead of calm blue like it does in vanilla.
What did I do wrong?
Thanks.
P.S.: can I use your shaders with Hollywood FX and Cinematic VFX?
UPD: all detectors and dosimeter are bugged for, just checked via Debug Mode. Dosimeter is still showing nothing and all detectors are showing awful bright white colors.
Okay, I have an update: dosimeter actually works during early morning time. You can barelly see 0596 mSv. But when the sun goes higher I get blind again.
Now I suppose that something wrong with settings (via console).
Pic: Imgur.com
Any help? I am starving to start a new game but I can't hold this problem :(
Okay, I am finally tired.
The problem is: when it's dark outside — display of dosimeter and any detector is overbright (actually it's not bright at all, it's pale, hard to describe, watch the screenshot). When it's day outside and if you stand under the sunlight — you can see everything.
I don't know what to do with this :/
P.S.: author was online 6 months ago. I think this mod is abandoned.
It's not abandoned, he's hard at work on an updated version (there's a WIP as of 10 days ago, although its current state isn't quite as good as the one on MODDB because it's, well, a WIP). He tried fixing this issue several times but hasn't found a solid fix yet unfortunately.
Oh, glad to hear this because this mod is totally awesome. Sorry then.
Also I am glad to hear that this problem still exist and I am not the only one who has it. Well, I will play like this and will wait for an update because after these shaders default graphics look like crap :)
Beef, can you provide a link to his repository where i can keep track of commits and development in general?
Sorry to disturb again, but what commands are responsible for brightness and contrast? My gameplay is kinda dark and overbright and contrast should be fixed IMO. Alsy sky is so bright during the sunny weather.
Example 1: Imgur.com
Example 2: Imgur.com
Example 3: Imgur.com
Thank you.
UPD: r2_sun_lumscale_hemi seems to fix the brightness problem but I am not sure that I am okay with the contrast. For example, in the basement at Cordon bricks are kinda overcontrasted, don't know how to describe... they're too "dark" I think (you can see it on Example 2 screenshot).
Maybe it's okay and it works like it should be and I am just a clown that has some placebo but I am trying to play with "realistic" picture :)
When I launch the game (Dx11) after the character selection done, and the level loading is done the screen goes white and starts blinking to black sometimes.
how about combining your addon with "Glossy Surfaces SSR" (reflections in water)?
I'm getting a graphical error when I install this - a completely black sky. I've updated the in game console settings (as detailed in the read more here) and it's not helped - is this a known issue?
Hi! Try
r__color_grading 0,0,0,0 or higher
Hi, it looks like my comment has been deleted.
I am writing again.
Love your mod!
Can you make a cube map script?
what I mean - the cube map check folder only works with vanilla weather. Doesn't work with custom weather. Reflections are just white highlights.
Is it possible to make your mod directly take reflections from sky textures?
Thanks.
Google translator
Yes, white glossy reflections during storms/heavy rain are problem with SE, would be nice to implement some workaound.
What is SE?
While the PBR edition is coming out very strange on my end, the non-PBR elevates the game to new height. It's quite unbelievable how good this makes stalker look. Well done and thank you for bringing the game to current generation.
What happens when you use the PBR version?
Not working for me. I used MO2 install complete without problems. DX11. I tried with console commands like r__color_granding but also not any effects I saw
Have you installed it like this:
01 Enhanced Shaders (PBR or nonPBR)
02 Enhanced color grading
And then the Optional files after?
In the game console type in "cfg_load grading_default" and hit enter