Description

Overhauls shaders for a more modern and customizable appearance without the need for ReShade. DX10+

Preview
Enhanced Shaders and Color Grading for 1.5.1
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Paulpolska
Paulpolska - - 49 comments

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

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Hetman64
Hetman64 - - 121 comments

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

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Hetman64
Hetman64 - - 121 comments

I have tried getting it to work before, but failed, Now I spent some more time and I have to say it looks really good, worth the time spent to fine tune it and make the game look more modern than ever. Thank you!

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Constantine97
Constantine97 - - 18 comments

Good day, i have a little problem after installing. Whole game is black and after a few seconds the game crash. Maybe its a problem with new BOOMSTICKS AND SHARPSTICKS update. There is a log

intro_start game_loaded
* [x-ray]: Handled Necessary Textures Destruction
* MEMORY USAGE: 1484163 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
[LSS] Spawning object [m_crow31488][m_crow][31488]
[LSS] Spawning object [m_crow31744][m_crow][31744]
! c:/stalker anomaly (1.5.1.2) modded\appdata\shaders_cache\r4\models_laserbeam.ps\1536111100110000001000000001110231113010000000
! 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
(9,8): error X3003: redefinition of 'shader_param_5'

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DeltaVelorum
DeltaVelorum - - 8 comments

Dunno if you are still using this but I have a fix

Just delete models_laserbeam.ps from your files, or add .old to make it unusable. This will fix the crashing but will turn your screen a blue hue when you use laser sight weapons.

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xdnya
xdnya - - 36 comments

shader compilation failed

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Guest
Guest - - 694,016 comments

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EuPlantoCrack
EuPlantoCrack - - 19 comments

The games crashes if used with any B&S gun that has a laser, i get "shader compilation failed" and the game closes

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Anchorpoint
Anchorpoint - - 12 comments

Same here.
Log:
! d:/games/anomaly-1.5.1\appdata\shaders_cache\r4\models_laserbeam.ps\1536111100110000000100010000110334113110121000
! 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
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
(9,8): error X3003: redefinition of 'shader_param_5'

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Val_ríkrvítkí
Val_ríkrvítkí - - 32 comments

This makes the game look superb! good job indeed.
But i can't for the life of me get it to work as it should (i think)
Im having a good ol time playing until it rains.... oh god why have you smited me.
When it rains everything turns bright white no matter how mutch i fiddle whit gloss, colors or lighting. i followed the install guide to the letter but i cant get away from that horrible gloss when it rains. any tips? is there something i missed?

Update: seems like the game dont save the gloss settings sometimes. after a quick save and load the gloss setting goes back to where i set it.

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qwertypodval
qwertypodval - - 1 comments

The same problem, is there an option to get rid of the glare in the rain or at least reduce it?

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Guest
Guest - - 694,016 comments

try lowlum 0.4 --> 0.5 and adaptation 10.0 --> 1.0

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Val_ríkrvítkí
Val_ríkrvítkí - - 32 comments

Teste but nothing. its a strange issue. sometimes the gloss is fine and then after a lvl transition it explodes and turns everything into white marble.

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alfiewhite
alfiewhite - - 29 comments

"The specular roughness is customizable using the settings in pbr_settings.h" Read the description for crying out loud.

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Spoonge
Spoonge - - 1 comments

I'm having an issue with the mod. For some reason when I log in the screen flickers black and white, also none of the console commands seem to work. Is there a fix for this?

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1PR3DAT0R
1PR3DAT0R - - 18 comments

this just breaks everything

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1PR3DAT0R
1PR3DAT0R - - 18 comments

Just a constant shader compilation failed error.

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nb79
nb79 - - 337 comments

Like others posted, when it rains everything looks bad, if thats supposed to be a wet effect.... it looks really bad specially on trees and soil, didn't have this issue with older versions but i'm afraid to use them because a 'crash' was fixed in 1.09. Anyone knows a fix for this? using non prb version.

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FairFight
FairFight - - 129 comments

Looks great but it's difficult to make it work. Often shared_param crashes, black or white screen after start. I hope to see some patches in future. 9/10 for graphics quality.

To solve black/white screen you can ues:

shader_param_1 (1.000000, 1.000000, 1.000000, 0.000000)
shader_param_2 (0.000000, 0.000000, 0.000000, 0.000000)
shader_param_3 (1.000000, 1.000000, 1.000000, 0.000000)
shader_param_4 (1.000000, 1.000000, 1.000000, -0.300000)
shader_param_5 (1.000000, 0.000000, 0.000000, 0.000000)
shader_param_6 (0.000000, 1.000000, 0.000000, 0.000000)
shader_param_7 (0.000000, 0.000000, 1.000000, 0.000000)
shader_param_8 (0.000000, 0.000000, 0.000000, 0.000000)

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XOFHound
XOFHound - - 4 comments

Howd you figure this out

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drak_moddb
drak_moddb - - 14 comments

I swear they're wizards

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Guest
Guest - - 694,016 comments

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PassiveAggressive
PassiveAggressive - - 454 comments

After testing im 100% that something in your code concering volumetric light is f*cked up, because they don't have consistent color, sometimes normal, sometimes with blue tint.

Edit: Ok i found the fix. To remove blue tint from volumetric lighting under cartain conditions[like rain or cloudy weather], you will have to sadly remove ACES tonemapping. Open ACES.h and ACES_settings.h and comment out[use "//" without quotes] "#define USE_ACES" line. Enjoy the mod without obnoxious blue tinted volumetric lighting.

I still upheld my position -something is wrong with tonemapping/shader, because in no way ACES should look like this. My gamma is properly calibrated, also changing it doesn't influence the tint of volumetric, so the ACES code regarding volumetric light is just broken.

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ajay902
ajay902 - - 8 comments

What is PBR and GGX?

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Brain10
Brain10 - - 3 comments

I'm not very good at installing the files, just put them in the anomalies folder and agree to transcribe the files, ready to play?

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drak_moddb
drak_moddb - - 14 comments

no, use mod organizer 2, if you don't know how to use it, watch tutorials on youtube and practice using it until you do.

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Uttvara
Uttvara - - 4 comments

Hello, can someone tell me if it is possible to reduce foliage translucency of GGX specular? When sun is behind them, the trees in the distance become fully lit and look like cardboard, also moving camera removes the effect in a very obvious and distracting way. I'm a newbie and any help would be appreciated :)

Imgur.com

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DxG6767
DxG6767 - - 5 comments

How do you get the shadows to look like that?

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asadsfffry
asadsfffry - - 16 comments

It would seem both the pbr and the non-pbr version will turn the screen of hand held devices like rf receiver completely white. Browsing through the comments, it would seem to be an lasting issue. Is there really no way to work around this?

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SoulStoned
SoulStoned - - 1 comments

taz rf receiver fix fixes it

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asadsfffry
asadsfffry - - 16 comments

Well, after checking with mo2 it turns out to be the glowsticks overwriting some of the shader files. Placing it above enhanced shaders fixes the issue with or without taz rf receiver fix, thx for letting me have few more go, otherwise I might have missed that.

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Tovarish_Nikolay
Tovarish_Nikolay - - 16 comments

Hello everyone! Im trying to tune my config to something similar-ish to the first screenshot, but it looks like shader_params don't have any impact whatsoever. Does anybody now what the problem could be? Im using the simple version. Thanks!

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kevinxtran1999
kevinxtran1999 - - 1 comments

Does anyone know why my grass in my game is black, Maybe the textures are missing, only occurs with this mod, and If i try to remove it with mod organizers, I get a shader error

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BirdzThaWord
BirdzThaWord - - 1 comments

I'm having the exact same black grass issue as well as some textures flickering black that only occurs with this mod enabled. I don't get the shader error when I turn it off though, are you selecting delete shader cache when relaunching the first time after you disable it?

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Corelious
Corelious - - 290 comments

How does this compare to the Expedition mod set visually?

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Guest
Guest - - 694,016 comments

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Guest
Guest - - 694,016 comments

Sky is unplayably bright in foggy1

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Uberherbert
Uberherbert - - 6 comments

After so much troubleshooting, I think I need some help.

So, after installing the mod itself, with an accompanying Screen Space Reflections mod (https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders). I cannot seem to fix this really oddly dark environment problem. You can see the reflections working normally, the shader is enabled and in effect, but it's incredibly dark.

I've fiddled with load orders and disabling any other mods other than the reflections mod + shader mod, tried inputting different presets detailed in the description, and playing with the commands we are supposed to use in the set up. None of this fixes the super dark environment problem.

I saw Beef told us that the author is working on an update, not sure if my issue is applicable to that however.

I've attached images so you can get an idea of what I'm dealing with here:

Imgur.com This one is taken with rain weather on.

Imgur.com This one is taken with clear weather on.

Any way to fix this super dark environment issue I have?

Thanks & Best Regards
berber

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Guest
Guest - - 694,016 comments

As others have commented, this reshade has an issue with the laser sights from Boomsticks and Sharpsticks, I managed to jury rig a workaround for the shader compiling crash, if anyone is interested:

.Search for models_laserbeam.ps in your gamedatafolder
.Disable it, either delete it or add .old at the end to make it unusable

That will fix the shader compile crashes. HOWEVER, whenevet you equip a gun with a laser sight, the screen will turn blue, literally. This happens every time you bring the gun up, and after you put it down the only way to fix it is to load the grading again with cfg_load grading_default, followed by your preferred preset.

Please KennShade, we need a compatibility patch for Boomsticks and Sharpsticks!

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Guest
Guest - - 694,016 comments

Examples for comment above ^ (replace - with / to see screenshots)

Reshade working:
https:--i.imgur.com-U82CTFD.jpg

Selecting any gun with a laser sight:
https:-i.imgur.com-0cd9JTK.jpg

End result, whole lotta blue which only goes away if you holster the weapon and reload the cfg:
https:--i.imgur.com-aurD92A.jpg

I really want this fixed, I love how these shaders look. Guess I'll do without laser sights for now.

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DeltaVelorum
DeltaVelorum - - 8 comments

Had to make an account for this, but I'm the one that posted the 2 previous comments ^. I'll repaste them for people who do not have a moddb account and run into this issue:


As others have commented, this reshade has an issue with the laser sights from Boomsticks and Sharpsticks, I managed to jury rig a workaround for the shader compiling crash, if anyone is interested:

.Search for models_laserbeam.ps in your gamedatafolder
.Disable it, either delete it or add .old at the end to make it unusable

That will fix the shader compile crashes. HOWEVER, whenevet you equip a gun with a laser sight, the screen will turn blue, literally. This happens every time you bring the gun up, and after you put it down the only way to fix it is to load the grading again with cfg_load grading_default, followed by your preferred preset.

Please KennShade, we need a compatibility patch for Boomsticks and Sharpsticks!

Examples for comment above ^ (replace - with / to see screenshots)

Reshade working:
I.imgur.com

Selecting any gun with a laser sight:
I.imgur.com

End result, whole lotta blue which only goes away if you holster the weapon and reload the cfg:
I.imgur.com

I really want this fixed, I love how these shaders look. Guess I'll do without laser sights for now

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Iront_Mesdents
Iront_Mesdents - - 200 comments

Repost from my other comment with an alternative fix:

So, essentially, I've found an alternative fix for the BaS (or B&S) laser shader problem. Instead of disabling the laser file (by deleting it or adding ".old" at the end of it), you can simply decide to not install the Enhanced color grading file of the Enhanced shaders mod. That allows you to use both mods and BaS' laser weapons.

From what I could gather (I'm no expert in coding AT ALL so I might be wrong) the problem lies with the ACES system used for colorgrading. Enhanced Shaders seems conflict with a single BaS file: img_corrections.h. In that file of the ES mod, it is written at the very top "DISABLED FOR ACES". This means, I believe, that the colorgrading element of the mod deactivates the reference to img_corrections.h to use the multiple ACES files instead for image correction. Since img_corrections.h is disabled, BaS cannot find the needed file to make its lasers work because it is disabled and the ACES file are not coded in a way to allow the laser to function because it seems to work on a completely different framework and method.

To fix it, someone would need to make a patch for ES and BaS that somehow replaces the ACES files with ones that can do the same end result the img_corrections.h file was doing. It's here that my knowledge ends, because I have no idea how to do it or if it is even feasible.

I hope this helps. Don't forget to clear your cache before doing it. That's how I made it work, but I'm unsure if it changes anything.

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Guest
Guest - - 694,016 comments

After entering the swamps area I get instant "shader compilation failed" error with this log:

collectgarbage before=32665353Kb
collectgarbage after=27862655Kb
! f:/stalker/anomaly\appdata\shaders_cache\r4\models_laserbeam.ps\2048111100110000000000010000110101013110121000
! 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
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
(9,8): error X3003: redefinition of 'shader_param_5'

Any fixes? I can't even uninstall this mod, since the game crashes with log:

Wrong animpoint smart_cover description animpoint_stay_ohrana, name esc_smart_terrain_2_12_animpoint_kamp17 [2]
stack trace:

at address 0x0000000140838287

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Iront_Mesdents
Iront_Mesdents - - 200 comments

Repost from my other comment with an alternative fix:

So, essentially, I've found an alternative fix for the BaS (or B&S) laser shader problem. Instead of disabling the laser file (by deleting it or adding ".old" at the end of it), you can simply decide to not install the Enhanced color grading file of the Enhanced shaders mod. That allows you to use both mods and BaS' laser weapons.

From what I could gather (I'm no expert in coding AT ALL so I might be wrong) the problem lies with the ACES system used for colorgrading. Enhanced Shaders seems conflict with a single BaS file: img_corrections.h. In that file of the ES mod, it is written at the very top "DISABLED FOR ACES". This means, I believe, that the colorgrading element of the mod deactivates the reference to img_corrections.h to use the multiple ACES files instead for image correction. Since img_corrections.h is disabled, BaS cannot find the needed file to make its lasers work because it is disabled and the ACES file are not coded in a way to allow the laser to function because it seems to work on a completely different framework and method.

To fix it, someone would need to make a patch for ES and BaS that somehow replaces the ACES files with ones that can do the same end result the img_corrections.h file was doing. It's here that my knowledge ends, because I have no idea how to do it or if it is even feasible.

I hope this helps. Don't forget to clear your cache before doing it. That's how I made it work, but I'm unsure if it changes anything.

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Guest
Guest - - 694,016 comments

I guess the problem is with the Boomsticks and Sharpsticks conflict - I tried to chenge the order between them, but none does work for me.

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DeltaVelorum
DeltaVelorum - - 8 comments

You have to delete the file causing the problem, and then refrain from using guns with lasersights due to a bug with I what assume is the Red RGB channel that will tint your whole screen blue.

It fixes the crash though.

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ILikeNoodles649
ILikeNoodles649 - - 15 comments

Am I the only one who ha this really weird bug with this mod where when I first installed it it looked great. But then I either died or loaded a save and for some reason everything is super dark. I could increase the brightness to make the outdoors look great but then dark rooms would look super weird.

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Spirit1999
Spirit1999 - - 85 comments

It looks good most of the time however sometimes the trees turn white and the terrain and my weapon becomes way too shinny. Anyone know why that is happening to me?

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Loups_lels
Loups_lels - - 21 comments

What happens if i use this while agressor reshade is on? Just curious if it would crash or something

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pvtgaz
pvtgaz - - 1 comments

So has anybody found a good fix for the B&S lasers-blue screen issue (other than simply not using the weapons with lasers, and hitting that cfg_load grading_default)

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Iront_Mesdents
Iront_Mesdents - - 200 comments

So, essentially, I've found an alternative fix for the BaS (or B&S) laser shader problem. Instead of disabling the laser file (by deleting it or adding ".old" at the end of it), you can simply decide to not install the Enhanced color grading file of the Enhanced shaders mod. That allows you to use both mods and BaS' laser weapons.

From what I could gather (I'm no expert in coding AT ALL so I might be wrong) the problem lies with the ACES system used for colorgrading. Enhanced Shaders seems overwrites a single BaS file: img_corrections.h. In that overwritten file, it is written at the very top "DISABLED FOR ACES". This means, I believe, that the colorgrading element of the mod deactivates the reference to img_corrections.h to use the multiples ACES files instead for image correction. Since img_corrections.h is disabled, BaS cannot find the needed file because it is disabled and the ACES file are not coded in a way to allow the laser to function because it seems to work on a completly different framework and method.

To fix it, someone would need to make a patch for ES and BaS that somehow replaces the ACES files with ones that can do the same end result the img_corrections.h file was doing. It's here that my knowledge ends, because I have no idea how to do it or if it is even feasible.

I hope this helps. Don't forget to clear your cache before doing it. That's how I made it work, but I'm unsure if it changes anything.

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