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.
  • Simplified resolution handling.
    • While the game is in the main menu it'll be left in a window to keep the mission select usable. Then once you start loading a map the game will go fullscreen, matching your desktop resolution. Or if you want the menu to be fullscreen as well you can set "Treat 800x600 As Interface" to "no" in the user config.
  • 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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RSS Files
Shader Patch 1.3.1

Shader Patch 1.3.1

Full Version 7 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 31)
GB123
GB123

I have an issue with the SSAO Effect as for some reason when ever it is enabled in game, it crashes it. I'm not sure if this is a common problem or not.

I've tried it at the lowest settings possible and it still has the same problem. The rest of the mod however works perfectly so no problems on that front.

Would the issue be caused on my end or is it an issue with the game or the mod that is either unknown or being fixed? I don't know since I'm sort of new to moding BF 2.

If anyone could help me out then I would really appreciate it, open to any suggestion. Other then that, the mod is great.

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SleepKiller Creator
SleepKiller

I haven't heard of this happening before unfortunately. There should be a file named `shader patch.log` in the game's directory, can you open it and see if it contains any errors in it? (Post any here if it does) It might not but if it does then it could help explain what's going wrong.

Also to try and gather some more information to figure this out, what kind of GPU do you have?

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GB123
GB123

Thank you for replying. I'm going to post what was in the "shaderpatch.log" in to here. GPU wise, I have a Nvidia RTX 2070 Super. I know some older games can struggle with newer GPU's.

Shader Patch log started. Shader Patch version is 1.3.0
[INFO] 23:51:21 Selected GPU NVIDIA GeForce RTX 2070 SUPER
[INFO] 23:51:21 Shaders Loaded. group_count: 48 rendertypes_count: 65 state_count: 544 cs.count: 37 cs.created: 37 cs.failed: 0 vs.count: 335 vs.created: 335 vs.failed: 0 hs.count: 4 hs.created: 4 hs.failed: 0 ds.count: 8 ds.created: 8 ds.failed: 0 gs.count: 0 gs.created: 0 gs.failed: 0 ps.count: 2713 ps.created: 2713 ps.failed: 0
[INFO] 23:51:21 Adaptive Order-Independent Transparency is supported.

Just realised I'm on patch 1.30, maybe that's the issue? Anyways, I hope this helps you with this situation.

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GB123
GB123

Ignore this. It was to do with the fact that I was on the 1.30 patch instead of the 1.31 patch. The SSAO now works perfectly. My fault. Thanks anyways for helping, appreciate it. Amazing shader mod btw.

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SleepKiller Creator
SleepKiller

Glad to hear it's all working for you now!

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rice.cake
rice.cake

Hi! I've been using your shader patch for almost 6 months now and I gotta say it's awesome man. Makes the game feel updated but not so much so that it's distracting. Also love that unlike most graphics mods this one can be customized personally. I've made several presets for each map. Definitely one of my top 5 mods that I never uninstall. Have you considered making compatible with same gen games as well ? like call of duty 2 and battlefield 2 ? There aren't really mods like yours on those games , or atleast not in the same quality and customization options. I would really love to see your work expand and appreciated by other communities my dude

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SleepKiller Creator
SleepKiller

Thanks! So anyway making something similar for other games is something I've thought about before but my current focus is definitely on other things. But I'd never rule it out happening, once I've finished my current projects who knows what I'll feel like working on.

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adpt1030
adpt1030

hey there i really like the shader. i have a question regarding the vidmode.ini becasue i read the Common Problems & Solutions and read that it should be deleted to make it fullscreen. After i deleted it the fullscreen worked. But if, for example, i wanted to try out another graphics mod, would i have to return the vidmode.ini?

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SleepKiller Creator
SleepKiller

Hey, so if after uninstalling this you notice the game's resolution list hasn't gone back to normal (and as a result you're unable to select your desired display resolution) then all you should need to do is go ahead and delete "vidmode.ini" again. The file just contains a list of supported display modes the game has queried (and cached in the file) from a previous run and when it can't find the file it will just query the supported display modes again and create a new "vidmode.ini".

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adpt1030
adpt1030

thanks for the response! this shader is awesome

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