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
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
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!
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'
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.
shader compilation failed
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The games crashes if used with any B&S gun that has a laser, i get "shader compilation failed" and the game closes
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'
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.
The same problem, is there an option to get rid of the glare in the rain or at least reduce it?
try lowlum 0.4 --> 0.5 and adaptation 10.0 --> 1.0
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.
"The specular roughness is customizable using the settings in pbr_settings.h" Read the description for crying out loud.
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?
this just breaks everything
Just a constant shader compilation failed error.
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.
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)
Howd you figure this out
I swear they're wizards
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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.
What is PBR and GGX?
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?
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.
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
How do you get the shadows to look like that?
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?
taz rf receiver fix fixes it
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.
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!
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
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?
How does this compare to the Expedition mod set visually?
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Sky is unplayably bright in foggy1
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
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:
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.
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
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.
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
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.
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.
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.
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.
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?
What happens if i use this while agressor reshade is on? Just curious if it would crash or something
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)
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.