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.

Description

New AO, Screen Space Shadows, SSR, Water shader, Rain Puddles, Weapons DOF and more for Anomaly 1.5.2 - UPDATE 20.2 : Terrain upgrade, SSR overhaul, Volumetric FX update & more.

Preview
Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]
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vegas96
vegas96 - - 14 comments

i have gtx 1060 and it runs better than reshade ao ,on high quality.

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Clawgrip
Clawgrip - - 1 comments

Looking hella good! Any idea of the performance drop?

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Guyrza
Guyrza - - 188 comments

Супер! спасибо

Imgur.com

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mem2sp
mem2sp - - 2 comments

как исправил?

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SniperHellscream
SniperHellscream - - 985 comments

Ajenjo

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SniperHellscream
SniperHellscream - - 985 comments

funciona en DXT8 y DXT9?

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Ascii1457 Author
Ascii1457 - - 1,200 comments

DX10/11 at the moment.

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StronGV
StronGV - - 599 comments

Does the shader work for HBAO and HDAO or only for HDAO?

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Only SSDO

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StronGV
StronGV - - 599 comments

Strange, with your mod on HBAO and HDAO there are also shadows on weapons.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

The screen space shadows are independent to the AO.

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Mr.FlashMode
Mr.FlashMode - - 38 comments

On your screenshots and Gifs the graphics are beautiful, please tell me , how did you achieve these results?
I use Enhanced Shaders (pbr) + Color Grading (default preset) + Cubemaps Corrected + Simple Shader Param Controls with settings:
r2_sun_lumscale 2 (with 3.0 sun have very big exposure, i dont like it)
r2_sun_lumscale_amb 0.5
r2_sun_lumscale_hemi 1.0
r2_gloss _factor 0.001
r2_gloss_min 0.25 (because with 0.5 picture begone "strange" on rain weather)

What a preset you used and please tell all parameters :)

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Ekkaia!
Ekkaia! - - 301 comments

Tweak also r2_sunshafts_* commands.

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Mr.FlashMode
Mr.FlashMode - - 38 comments

I use Screen Space rays with an intensity of 0.5 (for the sun)/0.25 (for the rays)

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andgrigorev2
andgrigorev2 - - 16 comments

Can you please write which commands should be prescribed the values that you specified. Thanks

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Ascii1457 Author
Ascii1457 - - 1,200 comments

My MO2 list
Media.moddb.com

ReShade
Media.moddb.com

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Mich_Cartman
Mich_Cartman - - 3,788 comments

Your screenshots is just insane, very cool. Thanks for the work. 🙂

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Rambito0
Rambito0 - - 166 comments

I am getting a "fail to compile shaders" error.

This is at the end of the log:

THM chunk 2072 fixed, wrong size = 32, correct size = 58
! d:/games/anomaly\appdata\shaders_cache\r4\accum_sun_near_nomsaa_nominmax.ps\1536111100110000000100100000110334114110000000
! 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
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
shadow.h(200,21): warning X3203: signed/unsigned mismatch, unsigned assumed
shadow.h(228,7): warning X3205: conversion from larger type to smaller, possible loss of data
shadow.h(229,7): warning X3205: conversion from larger type to smaller, possible loss of data
shadow.h(230,7): warning X3205: conversion from larger type to smaller, possible loss of data
shadow.h(231,7): warning X3205: conversion from larger type to smaller, possible loss of data
shadow.h(295,11): warning X3206: implicit truncation of vector type
accum_sun_near.ps(44,21): warning X3206: 'gbuffer_load_data': implicit truncation of vector type
accum_sun_near.ps(55,17): warning X3206: 'plight_infinity': implicit truncation of vector type [3]
accum_sun_near.ps(62,7): warning X3206: 'ScreenSpaceShadows': implicit truncation of vector type [3]
accum_sun_near.ps(62,7): error X3013: 'ScreenSpaceShadows': function does not take 4 parameters

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Looks like you're mixing files from the first release and the update 1. Try downloading the latest version and be sure of replace all the files.

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Rambito0
Rambito0 - - 166 comments

I am doing the LVutner's accum_sun_near.ps fix for enhanced shaders, is that the problem?

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Ascii1457 Author
Ascii1457 - - 1,200 comments

That's the problem... Change the line 63 inside "accum_sun_near.ps" to "s *= ScreenSpaceShadows(_P, I.tc, ISAMPLE);" without the quotes.

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Rambito0
Rambito0 - - 166 comments

It worked! thx!

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StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

Should I load this before or after Enhanced Shaders - PBR ?, thank you in advance.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

After Enhanced Shaders

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StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

Thanks again, it runs well and looks pretty sharp. Good work!.

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skilldex
skilldex - - 174 comments

There is one weird bug with the shadows. It disappears after deleting file Accum_Sun_Near is shaders folder. Here is the example of this bug. Can this be fixed?

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Replace line 65 inside "accum_sun_near.ps" with "return float4( SRGBToLinear(Ldynamic_color.rgb * s.xxx),1) * light;" without quotes.

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skilldex
skilldex - - 174 comments

It worked, thanks!

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M4K5P0W3R
M4K5P0W3R - - 289 comments

Автор, а ты не мог сделать в архиве нормально подкаталоги , куда эти файлы закидывать черт поймешь ?

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M4K5P0W3R
M4K5P0W3R - - 289 comments

Уже разобрался, но лучше бы сделать подкаталоги в архиве или же сделать в описании заметку куда это все кидать

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M4K5P0W3R
M4K5P0W3R - - 289 comments

За старания конечно 10 балов

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Sorry. Now everything is in folders.

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M4K5P0W3R
M4K5P0W3R - - 289 comments

Что такое MSAA ? Может имелось ввиду SMAA ? в описании

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M4K5P0W3R
M4K5P0W3R - - 289 comments

Еще вопрос, совместим ли данный аддон с :

Michiko's Weather Revamp
Moddb.com

stealth
Moddb.com

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Ascii1457 Author
Ascii1457 - - 1,200 comments

The SMAA and MSAA are different techniques. In the game options the MSAA is defined as Anti-Aliasing and can generate problems with shaders because of some changes on how thing work internally, the SMAA in the other hand is a post-process and don't produce any side effect. You can check more info about the different AA Techniques here:

Hardwaretimes.com
Reddit.com

About your second question, the 2 mods are compatible without patch :)

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Rambito0
Rambito0 - - 166 comments

It is compatible with Glossy Surfaces SSR?

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Ascii1457 Author
Ascii1457 - - 1,200 comments

You can use the optional Water shader from Glossy surfaces without problem. The main shader is in theory compatible, but not a desirable combination.

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_Zazquatch_
_Zazquatch_ - - 74 comments

That SSR shader is not for me lol. It sounds nice in theory but together with Glossy Surfaces it just gets over-shiny, every weapon looks chrome.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

If you combine the 2 SSR shaders is going to be a shiny mess. In any case, I will add a variable to adjust the weapons reflections intensity in the next update.

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supra107
supra107 - - 77 comments

Would it be possible to make a patch for Glossy Surfaces' water shader, so that it uses SSR from this mod and not Glossy Surfaces? Not to mention that applying both at once result in over-glossiness and decreased performance. Your SSR looks nicer, but it cannot be used alongside the water shader which adds a lot of visual fidelity.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

No patch needed, just add Glossy Surfaces and use my combine_1.ps file... If you use MO2, just put my shader after glossy surfaces. This way you will have SSR for surfaces from my shader and water from Glossy Surfaces.

In the next update I will include my water solution.

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be‎rtㅤ
be‎rtㅤ - - 127 comments

does the new update make ssr reflections (except for water) from Moddb.com redundant

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Ascii1457 Author
Ascii1457 - - 1,200 comments

More options are always good... My SSR technique is extremely different to the one from Glossy Surfaces. You can test and use whatever you prefer.

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Guest
Guest - - 698,178 comments

Fantastic work man great mod, the shadows are just *chef's kiss*

my only criticism is the reflections on the weapons are a bit much for my taste but overall, this is a game changer thanks a lot.

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Ascii1457 Author
Ascii1457 - - 1,200 comments

Thanks!... The update 3 include a new variable to customize the weapon reflections to your liking.

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feanaro85
feanaro85 - - 8 comments

Hi, great work man, can you share your shader_params, r2_gloss_factor and r2_gloss_min?

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Ascii1457 Author
Ascii1457 - - 1,200 comments

r2_gloss_factor 0.1
r2_gloss_min 0.3

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Lauta_ro
Lauta_ro - - 260 comments

very very nice! 10/10

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StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

Holy smokes, only gets more visually impressive with updates!, keep it up!

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Puckz
Puckz - - 67 comments

Very good mod and its getting better with updates indeed!
Thanks.

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