Description

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

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Enhanced Shaders and Color Grading for 1.5.1
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Guest
Guest - - 694,016 comments

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TooMuchSascha
TooMuchSascha - - 87 comments

Hey, for some reason, using the Param Controls optional files gives me a "failed to compile shaders" error on startup every time without fail. I cleared shader cache and everything.

EDIT: It turned out to be that I was trying to load the full version of the Param Controls which this mod explicitly states doesn't work with Beef's Shader Based NVGs (Which I have running - I wasn't reading the description). Switching to simple Param Controls for compatibility with the NVGs mod worked fine.

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jimchristou
jimchristou - - 242 comments

same but the crash where shaders failed happens after i clear shader cache

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Iront_Mesdents
Iront_Mesdents - - 200 comments

You may have found inadvertently what makes BaS and ES incompatible. I've reinstalled the mod without the optional parameter controls and the issue everyone had with lasers and shader compilation errors stopped happening for me for some reason.

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alfiewhite
alfiewhite - - 29 comments

You should make the shader controls usable in MCM

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loopmaster
loopmaster - - 3 comments

Idk what I'm doing wrong, but this seems to have literally no effect on how my game looks. You're just supposed to copy to the anomaly directory and overwrite gamedata folder from 01 Enhanced Shaders first, then 02 Enhanced Color Grading, and then the optional folders right?

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volfee88
volfee88 - - 12 comments

I Have the same situation;) You must only one: in game push "`" and paste this: cfg_load grading_default next try this: cfg_load grading_vanilla for example, are there differences in your graph ;) "grading_examples" you should have in appdata.

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Guest
Guest - - 694,016 comments

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bradley364
bradley364 - - 2 comments

You have to do the setup every single time to close and relaunch the game?

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jimchristou
jimchristou - - 242 comments

am i doing something wrong? i followed the install instructions to the letter and i dont see any difference? Does something change that is barely noticeable?

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jimchristou
jimchristou - - 242 comments

is the creator of the mod alive? he hasnt replied in months

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KoraviyJohn
KoraviyJohn - - 6 comments

Entered everything needed in the console and got everything so dark, even with nvg on. What i did wrong?
Imgur.com

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BluHNT
BluHNT - - 4 comments

I would like to know why aswell, having the same problem

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Guest
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Krivougolnik
Krivougolnik - - 25 comments

What are the textures in the first picture?

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Krivougolnik
Krivougolnik - - 25 comments

How do I set this mod so that when it rains, the textures get wet, and when it doesn't rain, there's no glow on the ground? I have vanilla textures.

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TYGRE
TYGRE - - 64 comments

Hi, when i clean the shader cahe manually or launcher this give me that error& the game don“t open,
i made a clean installation.
how i can fix this?


! c:/program files (x86)/s.t.a.l.k.e.r. anomaly v1.5.1.2\appdata\shaders_cache\r4\combine_1_msaa_0.ps\1536111100110000001000100000110231113010121000
! error: common_functions.h(29,6): warning X3205: conversion from larger type to smaller, possible loss of data
common_functions.h(77,2): warning X3206: implicit truncation of vector type
common_functions.h(82,49): warning X3206: implicit truncation of vector type
common_functions.h(114,2): 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
night_vision.h(323,37): warning X3206: 'Load': implicit truncation of vector type
night_vision.h(342,30): warning X3206: 'Load': 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
ssao.ps(126,9): warning X3206: implicit truncation of vector type
ssao.ps(151,22): warning X3206: 'gbuffer_load_data_offset': implicit truncation of vector type
ssdo.ps(88,34): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(116,22): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(117,22): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(118,22): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(119,22): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(132,44): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(133,44): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(134,44): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(135,44): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(174,44): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(188,25): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(190,25): warning X3206: 'Load': implicit truncation of vector type
ssao_hdao.ps(288,2): warning X3206: implicit truncation of vector type
combine_1.ps(67,21): warning X3206: 'gbuffer_load_data': implicit truncation of vector type [2]
combine_1.ps(76,47): warning X3206: implicit truncation of vector type
combine_1.ps(76,29): warning X3206: 'Load': implicit truncation of vector type
combine_1.ps(93,7): warning X3206: implicit truncation of vector type
combine_1.ps(103,9): warning X3206: 'calc_hdao': implicit truncation of vector type [3]
combine_1.ps(142,34): warning X3206: 'lerp': implicit truncation of vector type
combine_1.ps(149,7): error X3004: undeclared identifier 'shader_param_8'

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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 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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jdud
jdud - - 137 comments

The issue has nothing to do with shaders. There's a script zzz_bas_laser_control that literally types in the console shader_param_5 0,0,0,0 and removes the red from the viewport. Find the line

exec_console_cmd(string.format("shader_param_5 %s, 0, 0, 0", arg))

and change it to

exec_console_cmd(string.format("shader_param_5 1, 0, 0, 0", arg))

You should also open the laserbeam.ps shader, delete everything that's written in there and paste this.



#include "common.h"

struct v2p
{
float2 tc0: TEXCOORD0; // base
// float2 tc1: TEXCOORD1; // lmap
float3 c0: COLOR0; // sun
};

//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main( v2p I ) : SV_Target
{
// float4 t_base = tex2D (s_base,I.tc0);
float4 t_base = s_base.Sample( smp_base, I.tc0 );

float3 light = I.c0;
float3 final = light*t_base*2;

// out
return float4 (final.r,final.g,final.b,t_base.a);
}


it's an alternative old shader that doesn't address shader_param_5. Or you can just delete shaderbeam.ps, but there will be no lasers.

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Iront_Mesdents
Iront_Mesdents - - 200 comments

Clearly, you probably know a lot more than me on that subject. If it does work I'll edit my comment to point to your solution instead. Thank you!

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Iront_Mesdents
Iront_Mesdents - - 200 comments

By laserbeam.ps, do you mean models_laserbeam.ps? If so, there seems to be 3 of them in different folders: r1, r2, r3. Should I change all of them?

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Iront_Mesdents
Iront_Mesdents - - 200 comments

I tried changing all of them and only the r3 one with the changes you suggested in the script file. It sadly did not work. The current install seems unable to create the models_laserbeam.ps folder in the cache section and the log returns me this:

! d:/games/stalker - anomaly\appdata\shaders_cache\r4\models_laserbeam.ps\15361111001100000000000100001102110100101000000
! 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
(18,21): warning X3206: implicit truncation of vector type
(22,1): error X3000: syntax error: unexpected end of file

Edit: The error pops up even with only BaS in my load order. So it's something about the shader fix you gave me that doesn't work.

Edit 2: I've found the culprit: it's the optional parameter control files from ES shaders that somehow causes the bug. Someone else commented that it caused issues for them and I just assumed that it might be because they had BaS installed. So I tried reinstalling it without that component and everything was fine. I think it's because the base ACES.H file doesn't use the shader_param_5 to control the color mixing, which means BaS can use it without conflict. So you give up the custom color mixing for BaS lasers.

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slumberling
slumberling - - 1 comments

You don't even have to give up the custom color grading part. The fix suggested by jdud works just fine.

I edited scripts/zzz_bas_laser_control.script and shaders/r3/models_laserbeam.ps as described in the comment and the crash is gone. Still haven't seen a BaS laser pointer though so not sure how it's going to look with the edited shader.

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KuzzKun
KuzzKun - - 8 comments

This fixes it. Thank you so much!!!

Mod author should add this fix in.

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Guest
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CyHax
CyHax - - 56 comments

Will this work properly with Skies Redux? The sky textures are not that great, but some files are the same.

Moddb.com

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sansar5
sansar5 - - 3 comments

Can i ask why do i have a black screen with flashing white? I don't understand these things so where did i **** up? Can anyone help me pls?

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Guest
Guest - - 694,016 comments

I had the same issue. Use the console and type: cfg_load grading_default (no quote marks)

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IJuanTM
IJuanTM - - 2 comments

Thank you! I have been trying to fix this issue for litterally 3 hours now lmao and this fixed it immediately!

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unknown_char
unknown_char - - 43 comments

Idk why, but it didn't help in my case. I even restarted the game with and without clearing cache.

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Guest
Guest - - 694,016 comments

with this mod on the volumetric sunshafts have a blue tint when its dark. Is there a way to change the settings of the ACES files to fix this?

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RamseySparrow
RamseySparrow - - 833 comments

same problem here - really gets in the way quite a bit with some redesigned weathers at night

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RamseySparrow
RamseySparrow - - 833 comments

change sunshafts to screenspace only and it'll be fixed - the issue is with volumetric.

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triloga
triloga - - 11 comments

Hello, when i write r__color_grading and i put the numbers nothing happen, i tried using it with shader param , but nothing too, you know why this is happening?

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RamseySparrow
RamseySparrow - - 833 comments

if the author ever returns to update this - the PBR would be amazing if it's distance could be limited so that it only affects weapons or immediate vicinity around actor. As it stands, it causes unbearably ugly and unrealistic distant lighting on terrain in line with the sun in high-brightness scenarios like during clear weather.

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LVutner
LVutner - - 783 comments

thats the issue with textures, not shading model itself. time for pbr retexture pack for anomaly

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RamseySparrow
RamseySparrow - - 833 comments

Consider the project green-lit ;) Perhaps next version of GTR?

As a side note, a massive thank you for creating the corner shadow fix present with Joe's Majestic weather. May be a good idea to publish as a freestanding addon.

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LVutner
LVutner - - 783 comments

it's a single line of code though, i dont see a reason to post it on moddb.
maybe with some shaderpack, or pack of other fixes. idk

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Guest
Guest - - 694,016 comments

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Guest
Guest - - 694,016 comments

dont know if this has to do with this mod but around 8am in the game there is sunlight bleeding through the terrain. Is that normal?

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RamseySparrow
RamseySparrow - - 833 comments

normal xray behaviour, not ES fault.

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flarevaloc
flarevaloc - - 90 comments

Will you make an update for 1.5.2?

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Guest
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luppiternormal
luppiternormal - - 2 comments

im using mod organizer and install all correctly and when i start the game everything is black? can someone help me

Update: I know that i have to do the cfg_load but when i start again all the shadows its too much darker

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kRePiN Online
kRePiN - - 87 comments

Try installing shader_param from ES zipped file, try cfg_load grading_vanilla, should not be that dark anymore.

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Nesingwary
Nesingwary - - 4 comments

For everyone with the white grass and trees bug, I managed to fix it by using Grok's Optimized graphics patcher (link: Moddb.com) and following the instructions exactly as written on the page I linked. It also fixed the noisy pixels bug associated with the Glossy SSR addon. I'm not using any other shaders or texture addons.

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Exordium
Exordium - - 3 comments

I play with default r__color_grading settings 0.5, 0.5, 0.5
r2_gloss_factor 0.001
r2_gloss_min 0.5 but when I look at the sun it's like it's not even the outline of the sun is not visible... what setting (command) can fix this?

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Daiviey
Daiviey - - 33 comments

Some how this is the first shader addon that i have installed that improved the games performance. I'm not sure what about it is making it this much smoother but I have not had a dropped frame in hours. Its crazy. Thank you.

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Gutceu
Gutceu - - 21 comments

Hello I really love the addon but the night time it's kinda weird any way to fix this? Cdn.discordapp.com

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