Shader Patch is a mod focused around providing subtle but meaningful, non-intrusive improvements to the game's shaders and rendering while also exposing more advanced capabilities relating to modders.

All polite bug reports and feature requests are welcomed. (Although I have less time to work on them at the moment.) You can do so here but to best ensure I do not miss it doing so on GitHub is best, there's a link to a Discord server below if you'd prefer to do it there as well.

Links


Feature Overview

There are more than this but below is a short list of some of the key features Shader Patch currently has.

Core Features

  • All lighting is done per-pixel.
  • An Order-Independent Transparency approximation for supported GPUs.
  • An optional alternative post processing path for the game that (unlike the vanilla game) gracefully handles high resolutions.
    • An example of what this fixes being the "blue" water overlay bug.
  • An edited water shader that adds distortion of the scene beneath the water and smoother animation.
    • This is about the only "breaking change" made by the mod, as maps that have edited their water normal maps may get incorrect results under Shader Patch. (Ideas for how to fix this and bring it inline with Shader Patch's "non-intrusive" goal/requirement are welcome.)
  • Optional depth-masking for refractions.
    • Disabled by default for performance, needs to be enabled by changing "Refraction Quality" in the user config.
  • Support for display scaling.
    • Enables comfortably using the game on high DPI displays.
  • The game is drawn using D3D11 and makes use of Windows 10's support for variable refresh rate displays.

Modder Features

  • Greater customization of model materials through a Custom Materials system.
  • Access to and configuration of a completely new post processing pipeline on a per map or per mode basis. Featuring things like color grading, a more customizable and scalable bloom effect and more. So dubbed the Effects System.
  • Color Grading Regions for fine tuned control over post processing within maps.
  • An ingame "BFront2.log" monitor. I know, not related to shaders at all but people asked for it and it's useful to know about.

Find the docs for the modder features here.

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Shader Patch v1.5.0

Shader Patch v1.5.0

Full Version 3 comments

Mirroring of the latest Shader Patch release (v1.5.0) from GitHub. See description for requirements and release notes.

Shader Patch v1.4.0

Shader Patch v1.4.0

Full Version 2 comments

Mirroring of the latest Shader Patch release (v1.4.0) from GitHub. See description for requirements and release notes.

Shader Patch 1.3.1

Shader Patch 1.3.1

Full Version 8 comments

Mirroring of the latest Shader Patch release (1.3.0) from GitHub. See description for requirements and release notes.

Shader Patch 1.3.0

Shader Patch 1.3.0

Full Version 3 comments

Mirroring of the latest Shader Patch release (1.3.0) from GitHub. See description for requirements and release notes.

Shader Patch 1.2.0

Shader Patch 1.2.0

Full Version

Mirroring of the latest Shader Patch release (1.2.0) from GitHub.

Comments  (0 - 10 of 47)
TestingMods
TestingMods

No idea what changed, but now the AI units act like they move/stop/move constantly. Like they have an irregular heartbeat. I have an nvidia 710, few months ago the mod was working fine, now it has that weird behavior. No idea why, I tried with clean installation, running as an admin etc

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SquidManNuva
SquidManNuva

For some reason the game window gets locked to the bottom right of my screen. What do I do?

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ArcFives5
ArcFives5

Been playing with this for weeks. It's amazing. I finally have one complaint: the rain on Kamino. It stands out way more than in vanilla, and actually hurts the eyes a bit. Not sure what's going on there. Anyone know of a fix?

Edit: still would be interested in a better fix, but for now made a custom config file for Kamino that is greyer, more overcast/hazy looking. This makes the rain hurt my eyes less

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SleepKiller Creator
SleepKiller

Long delay to this (Sorry!) but the rain being too bright was caused by a bug in the rain shader, it has been fixed in the v1.5.0 release.

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ArcFives5
ArcFives5

Just fired it up -- looks incredible, Kamino is def fixed. Everything looks even better than I remembered. I think I found one bug (not that I was like, looking for them): the floating point render option seemed to cause a strangely powerful bloom effect on my character at some odd times while playing Kamino. I was playing as a clone trooper if that's helpful. Seemed to happen a lot when I was standing right next to a command post, the light from the command post would be disproportionately bright and that effect would linger for a little while.

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ArcFives5
ArcFives5

That's great news! Thanks for continuing to work on this! I'll have to fire up BF2 again to try it out

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CHIEFISREAL
CHIEFISREAL

So ive herd this mod allows screen resolutions above 1920 x 1080 to work without being totally broken. Is this true?

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Noddynod443
Noddynod443

Any chance of getting this to work on windows 7?

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Knight45
Knight45

Highly unlikely. The author dropped support for it around last year. If you're using this just to enhance graphics just use Sweetfx. If you're using it for actually developing than sadly you need to stick to traditional methods.

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QueenOfTheHours
QueenOfTheHours

I installed this and my game keeps crashing when I load up a map, here is the error log, anything I can do?

[INFO] 09:47:44 Adaptive Order-Independent Transparency is supported.
[WARNING] 09:47:47 Shader resource '_SP_ATLAS_INDEX_large' does not exist.
[WARNING] 09:47:47 Shader resource '_SP_ATLAS_large' does not exist.
[INFO] 09:47:47 Loaded material "gamefont_large_tex0"
[WARNING] 09:47:47 Shader resource '_SP_ATLAS_INDEX_medium' does not exist.
[WARNING] 09:47:47 Shader resource '_SP_ATLAS_medium' does not exist.
[INFO] 09:47:47 Loaded material "gamefont_medium_tex0"
[WARNING] 09:47:47 Shader resource '_SP_ATLAS_INDEX_small' does not exist.
[WARNING] 09:47:47 Shader resource '_SP_ATLAS_small' does not exist.
[INFO] 09:47:47 Loaded material "gamefont_small_tex0"
[INFO] 09:48:00 Destroying material "gamefont_large_tex0"
[INFO] 09:48:00 Destroying material "gamefont_medium_tex0"
[INFO] 09:48:00 Destroying material "gamefont_small_tex0"
[INFO] 09:48:01 Loaded material "gamefont_large_tex0"
[INFO] 09:48:01 Loaded material "gamefont_medium_tex0"
[INFO] 09:48:01 Loaded material "gamefont_small_tex0"

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Rex_Imperator
Rex_Imperator

I got the same errors. Did you ever find a fix?

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