The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
Overhauls Anomaly's shaders for a more modern and customizable appearance without the need for ReShade. DX9+
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 shader fixes for a more 'correct' and modern look.
There is a non-PBR version if you do not like how PBR affects the look of the game.
NOTE: There are currently a lot of bugs with the DX9 version, DX11 is recommended.
ACES based color grading that is controllable with both in-engine console commands and simple shader modifications.
shader_param controls - Allows color grading to be controlled using the shader_param_ console commands. This gives you complete control over the color grading.
These are the default values of each command and which setting it controls:
NOTE: r2_gloss_min MUST be used to control the specular to prevent inconsistent specular highlights (r2_gloss_factor is affected light color).
NOTE: You may need to adjust your r2_sun_lumscale_ settings after installing this mod. The gamma correction causes ambient lighting to blend differently, and the ACES tonemapper has a noticeable 'toe' that darkens the shadows. As far as I can tell this is not a bug.
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 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 a list of files that can be used to add additional color effects, by default a contrast reduction is enabled to match the original look of Anomaly. Uncomment the #include lines to enable them.
There are multiple #define directives used to control various features:
#define USE_PBR in pbr_brdf.h
enables/disables PBR specular using the gloss map, enabled by default. If disabled the specular will mimic the original behavior using the material index as roughness
#define USE_GGX_SPECULAR in pbr_brdf.h
enables/disables GGX specular, disabled by default for performance
#define USE_ACES in ACES_settings.h
enables/disables ACES, enabled by default. If disabled color grading with still work however LMTs will not be available
#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
#define USE_ACES_COLORSPACE in ACES.h
enables/disables ACES color space transformations, enabled by default. Disable this if you are having performance problems
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 Screens
sRGB improved and optimized
Option for gamma correct sky blending added
1.01 - DX9 fix
1.0 - Release