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(old version from July, much has been improved since then)

If you don't know what Proper Shaders is, check other posts or official MixMods post: https://www.mixmods.com.br/2026/05/sa-proper-shaders/

(other updates/hotfixes for this month are logged on comments, updated on this same post)

I highly recommend to use with newer Proper Fixes version, that improved mesh normals for better lighting: https://www.mixmods.com.br/2026/06/sa-proper-fixes/

Update:

Added PBR sky feature (physically based rendering sky and atmosphere), including lots of stars, PBR horizon fog and sky fade to fade-out distant buildings on far clip.

Added wet ground effect (rain puddles) with ripples and global PBR reflections.

Added rain streaks/lines with refraction distortion.

Rain is now culled not by camera position, but by effect position. This means, the cull zones the game uses for hiding the rain, is now inside internally on shader to seamless cut rain lines and puddles on the game map, so you can see the rain effect outside even if you are bellow a bridge, for example.

Many other fixes and stability improvements were made throughout the month, and I still plan to add a few more small additions and improvements related to the game's atmosphere on next days.

Jéssica Natália also helped a lot with this update, and she released Proper Shaders port for GTA Vice City too, check it out!

Current progress

Full deferred rendering technique (like modern games)

Per-pixel lighting (hundreds of optimized dynamic lights)

Volumetric lights beams

Dynamic 4 cascaded per-pixel shadows (NVIDIA's PCSS)

Soft shadow mask technique with gaussian blur

Volumetric clouds

Water surface

Water caustics

Underwater

Ambient occlusion (SSAO, HBAO)

HDR simulation with tonemapping (ACES or Timoty)

LUT

Auto exposure

Bloom

Sun rays

SMAA

AMD Contrast Adaptive Sharpening

Adaptive Depth Of Field

Simple dithered sky shader

PBR sky shader with sky blend

New horizon fog

Improved z-fighting

Soft particles

Player mipmapping (automatic)

Shaders lit by directional light

Stochastic procedural texturing

Animated wind shader

World rain surface

Support for unlimited TXDPs (TXD parents) files in .ide files, which helps this (shadermaps) and other texture mods (disabled for now).

All 11+ thousand game textures are already configured with proper values for roughness, stochastic and shadows casting.

In progress

Shadermaps (normal map, roughness map etc).

Cel/anime shading.

GPU instancing grass system.

Decals projector (replacing the vanilla decals system, from CPU to GPU)

Screen space reflections

Screen space shadows

Planned

Lens flare

Volumetric height fog

Screen space global illumination

Vehicle rain surface

Parallax occlusion mapping

Specular anisotropic hair

Subsurface scattering

Advanced car paint and dirt

Temporal anti-aliasing

Improve wind/vegetation shader

Terrain splat maps shader

Download version 07-26. For beta supporters on 01.08.26 (DD.MM.YY) and 01.09.26 for the public. Possible bug fixes will be updated in the same post (check comments and Discord).

Sharing is prohibited until specific dates.

Files

SA - Proper Shaders 07-26 (pv5w9vtw3).zip

Comments

LAPTA

Is it possible to add the ability to create light that will be identical to the way the headlights of a car shine? I would like to modify my siren plugin and create per-pixel light from the siren lights. When creating a spotlight, only a shader is created without per-pixel lighting, as is done with car headlights. https://i.imgur.com/YBF2jOh.png

Junior_Djjr

Yes I'll add it soon, with a few other APIs too.

Miguel Jiménez

Excellent! It'd be geat if you can add Motion Blur like if this were enb series and DoF. Great job Junior!! I'll be waiting Proper Shaders 08-26 ♥ Also any mod that increase crowd in GTA like GTA V crowd.♥

Ismail Almomen

Everything is good but bro try to fix rain drop when you exit the house and doherty garage very brightness light on missions im nearly finish the walkthrough full proper shader checking without video https://imgur.com/a/sKjAogs

123456abcd

you need proper fixes

John Henry A. Atkins

Man, this is amazing. Clouds are very improved with the timecyc of SkyGFX Ps2.

Дарья Белова

Hi, Junior_Djjr! I have transparent cars when I use IVF any versions. This started after the May update and is still happening now.. If there is no traffic, then my car is normal, but as soon as even one NPC car appears in the field of view, then all the cars are transparent. If I disable DeferredRenderer, it gets fixed. But at the same time many functions are disabled too. I have latest versions of ProperFixes, SilentPatch, modloader etc.

Junior_Djjr

Only using IVF with adapted cars? If just remove IVF, keeping the cars, isn't bugged?

Дарья Белова

This happens with both adapted and original cars. Yes, if I remove IVF, there are no bugs. By the way, when this bug happens, the grass semitransparent too. I tried to find a solution in Skygfx by changing various configurations like dualpass, pipelines, but it didn't help

Fred

Nathan Coyle

I saw these too. Unfortunately it has to do with draw distance clipping. The only way I was able to resolve most of these issues in my game was by disabling project2dfx's draw distance changer or setting it to 0 which is a real bummer to have to use the game's vanilla far clip for this mod to fully work. There's also bad flickering and ghosting on vehicles details and scratches but I have not figured out yet if it is project2dfx as well or if it's modloader priority issues. It may not also be playing nice with mixsets values. Also using 90's cars avp pack

Nathan Coyle

The other major issue I'm having is the brightness washout. Compared to the June release, my screen either looks way to bright and almost blinding making it hard to see small details or it's too dark, not looking close to the original picture at all. I use and HDR monitor with HDR already on so I manily use simulateHDR with all hdr settings off because i prefer the bloom from this option. It's mainly tied to the defaults set in the simulateHDR option with bloom. It would make it easier if the realistic bloom included with simulateHDR has it's own option toggle and settings to adjust separately because simple bloom alternative option still looks too dark or not matching the lighting scheme. Other than that, everything else looks stunning, especially with any preset above default config!

Nathan Coyle

It's possible. In my case it was with a new install though. No high polys. Vanilla 1.0 with just the essentials pack, open limit adjuster at 2048mb, proper shaders to start and that was it. Moved on to project2dfx with optimized .ini that has draw distance changer enabled by default and the issues were immediate. It could be high poly induced as well, though. Tried another fresh install with all the same except without project2dfx, but once I got to rosa project evolved added to modloader, same issues. Keep in mind, this is on a brand new AM5 platform with an X3D CPU, 64gb of ddr5 6000 cl28 RAM, and a 9070xt updated to the newest vulkan driver, without using dxvk. Same problems so not sure if it's a stream issue. The 6-26 release worked without any problems with me having over 100 mods installed before the fresh installs I attempted

Junior_Djjr

You guys are just taking a bunch of wild guesses that don't make sense; these things don't connect and don't replicate.

Junior_Djjr

Did you mean to say you have no shadows? Well, for a mod whose main purpose is to add shadows to the game, not having shadows, I don't think that's normal.

Nathan Coyle

It's not a wild guess. I literally can fresh install v1.0 hoodlum with just the essentials pack, your mod, project2dfx with draw distance changer enabled and boom, flickering shadows on peds and ghosting on cars. Disable draw distance changer and no issue. I just replicated it while writing this comment. Your mod can't handle far clip changes with your per pixel lighting, and I don't understand why it can't. and to add, these comments are not supposed to be harsh. I love everything you have to offer through this mod and Soundize. Excellent mods and I'd like to see their future improvements and evolution. I'm only saying what I've noticed with the mod itself. I can live without poject2dfx's draw distance changer lol

Nathan Coyle

The only inconsistency I have from my ealier comments is since your mod is per pixel lighting, I found that it does work with any overhaul with high polys as long as it doesn't adjust far clip or make changes to core files. Your mod also works perfectly with a 24 hr timecyc.dat and mixsets' 48 minute day option which I found superb!!

Nathan Coyle

You hit the nail on the head, Fred! I found these issues are completely resolved just playing with the draw distance changer disabled in 2dfx and using the lower res RoSA pack (still looks amazing in 1440p and 4K with HDR). They took care of both of my problems with the flickering and car ghosting and that's with me using the 90s AVP Reborn 3 pack and its extra mods including Soundize AVP sounds. I do think the full detail roSA pack and the draw distance changer in 2dfx are the major culprits at the moment. Don't quote me on all of that just yet. So far I have implemented these changes back into my 100 plus mods install, and so far I've had no problems, but I'll do some more extensive testing and update afterward. Note that my extensive testing will be with my 100 plus mod setup. That also includes BSOR Five Stars, mixsets, proper fixes, model extras, Vehfuncs, VehDeform, Improved handling and much more playing at 4K without dxvk.

Nathan Coyle

I had this issue as well. If you play with a monitor that already has HDR enabled, set your vanilla brightness to 7 or 8 ticks, then go to the SimulateHDR section in the .ini file and set HDR tonemap to 0 or 1 for luma and change the tonemapping to Timothy for a brighter picture and to show the shadows better. ACES gave me the same darkness in your picture. Then adjust your exposure settings, gamma and bloom intensity/power settings down or to your liking. I had to turn these settings down to not have the brightness wash out my colors or picture.

Nathan Coyle

I'm sorry. I see more specifically what you're saying in the pics and that's not normal. It doesn't look like anything that has to do with the proper shaders mod. And your pic without it installed I still don't see any shadows except a couple static ones. The only time I had that much darkness on screen, or problems with items or shadows in general is when I had an enb mod or using a timecyc.dat file that wasn't compatible with proper shaders. Proper fixes along with proper shaders helps a lot too for the same reason with fixing shadow placement. Also deleting your gta folder in your 'my documents' and letting it generate a fresh one when launching might help. You'll just have set back up your vanilla settings. If you have any enb type mods or a custom timecyc.dat or weather mod, it might do that too. Is it just proper shaders mod itself that causes the darkness? Google was very helpful with finding me darkness solutions with other mods before I started using proper shaders. Also big disclaimer, try not to use with SkyGFX (if you do, get SkyGFX Extended and use the optional enb compatible .ini file). Caused a lot of back and forth problems for me to weed out.

LAPTA

Will the API be implemented this month or in the alpha version next month?

Nathan Coyle

Cool deal. It seems like for you and me who do probably have similar builds (apart from the cars lol) that we're on the right path to alleviate our issues for now. I'm not sure if everybody else has the same issues we do either. As far as it being hardware related is a crapshoot. My hardware setup is pretty beefy for today's AAA games in 4k ultra, and I still have to heavily set up legacy games like this to work properly. And I did try those night window mods and they are a perfect addition! Especially with me lowering the brightness settings to give them more pop with the bloom! So far everything else has been good with a little over 2 hours of gameplay I might try to go back to full detailed RoSA and see if I have any issues and will let you know.

Junior_Djjr

The problem with his image is that the shadows aren't working, not the brightness.

Junior_Djjr

Guys, you're running into rendering order bugs with transparent materials. the kind that happen when using other mods that alter car rendering (like ImVehFt, for example), but talking about mods and things completely unrelated to game/vehicles rendering order. They are walls of text about completely random things. You guys keep talking about high-poly models and HD textures; the way this mod functions makes absolutely no difference based on whether the textures are HD or the mesh polygon count. You guys are just spouting nonsense. Look at other factors, like stream memory usage, game limits on Open Limit Adjuster, and so on.

Redmayne

Is it normal that the screen goes black every time I minimize the game?

Wh. oonga

should you use skygfx together with this mod? I thought that's not working

Nathan Coyle

I know and I'm sorry I rambled and was not more specific. I did bring up the darkness issue, but my last comment was possible fixes for his shadows not working. I had no shadows issues like that before I started using your mod a few months back. My shadows weren't working because of an enb I had before and an incompatible timecyc.dat i had. I switched to your mod and it fixed my shadow issue, but then I stared having flickering and ghosting issues from the 2dfx draw distance changer that @Fred mentioned.

games7ful

i have this issue where when i launch the game i keep getting bad image error with july shaders update june one works just fine :O just thouth of letting ya know

Junior_Djjr

Use Windowed Mode mod to fix game window issues by now.

games7ful

nvm i fixed it smart app control was the root cause of my game getting errors with july shaders update now its running smooth this was the error i got before turning off smart control app setting https://imgur.com/a/vLUqWxa

00 pium

how work wis Terrain splat maps shader? im working on terrain with vertex alpha

Felipe Tafurt

Amazing work. Will you continue optimizing the mod? I've noticed a 10 fps drop compared to previous versions.

Junior_Djjr

There is no such thing, at least not yet.

Junior_Djjr

But the new version basically only added rain effects.

Kumail Radhi

Somehow, my fps dropped to 25 too. I use High settings.

Junior_Djjr

But the new version basically only added rain effects. Did you tried disabling the new pbrsky?

N R

Runtime kernel error and crash after every 5-10 minutes of gameplay. Some of rocks are transparent. anisotropic filtration won't work.

Junior_Djjr

Find what is causing this on your game and tell here.

Felipe Tafurt

Yes, I've tried it on the lowest setting and it's the same.

Junior_Djjr

Check ProperShaders.log file is there are some errors or flooding lines there. But how is the FPS with lowest settings before and after this new update? Because you only said 10 FPS, but with lowest settings the FPS would be bigger so would not be 10 FPS anymore, would be much more difference proportionally.

Felipe Tafurt

Using this mod on medium-high graphics settings, the game ran at 45-50 fps, so now it runs at 35-40 fps. Even with shadows and other effects disabled, just with the pipeline enabled.

Sander Rammo

is it possible to get default collisions and no new added objects to original pc version since i play samp

Junior_Djjr

First, it’s very difficult—almost impossible. Second, even if we do that, there will still be other minor things that servers consider cheating. With MixSets, for instance, I added blocks for features that actually benefit you in SA-MP, yet most servers still come up with excuses to ban it due to other trivial issues (like how reducing tire smoke improves visibility and creates an advantage—silly examples like that). Even if we remove additional objects from Proper Fixes, for instance, the collision files contain many fixes—such as positioning adjustments and hole corrections—and also involve changes to surface physical materials, where a specific material might give you an advantage or a disadvantage. Ideally, servers would simply recommend Proper Fixes, but that is something that will never happen. There have even been servers banning SilentPatch—an absolutely essential mod—simply because it fixes an issue where weapons wouldn't render when viewed through car windows.

Junior_Djjr

So there is definitely something very wrong with your game; you'll need to find the cause and tell me. But what you're saying is very inconsistent. First, you said the new version caused a 10 FPS drop, and now you're saying you have 10 FPS less *even* with all the mod features disabled compared to medium-high. In other words, you're implying that the mod causes the same -10 FPS drop on medium-high settings as it does with everything turned off (except pipeline). Obviously, that isn't normal at all; it's a serious issue with your game.

Felipe Tafurt

I don't know bro, but it only happens with this version. I've gone back to the June version and it works better.

W D

Hello , i have alpha tier . When can we expect a new update ? Thanks very much for your work.

Junior_Djjr

Your problem won't be magically fixed on its own.

W D

Yesss thanks

Jackie Vaswani

The pictures on the wall at The Lil' Probe Inn (when using Rosa HD Textures) are pitch black. Also, the shooting star cant be seen anymore (when enabling the PBR Sky I think...)

Isko Beats

Love the mod though hope it’ll be optimised more cause its laggy when using proper fixes and 2dfx, something with increasing the draw distance makes it lag, keep it up.

pacsurdo

yep, it's not even P2dfx, it's PF making it drop FPS tremendously. Try removing just PF and you'll see the huge difference in performances.

Junior_Djjr

It’s stated in the Readme and the post: the only thing in Proper Fixes that impacts FPS is the LOD Vegetation, and it’s optional—you can simply remove it. You don’t need to remove 5,000 fixes from your game when the FPS hit comes from just one specific, optional component.

pacsurdo

Even without LOD Vegetation, with just "AllNormalObjectsDrawDistance=1.5" enabled and nothing else, not even "DrawDistanceChanger", it still drops below 60 in some places because of Increased Vegetation Distance but at that point I rather keep all the PF files and disable those P2dfx settings since having Trees and Bushes popping in is way worse and more noticeable compared to objects( buildings, lamps etc). Hopefully in the future we will be able to tweak these settings too without dropping below 60 FPS.

Junior_Djjr

Yes, Increased Vegetation Distance is also something that highly impacts the FPS. Also optional, but everything has a price. With GPU instancing it may help to optimize it.

DJ 5star

This is the best mod to date proper shaders is the 1!!! but ive noticed a few vegetation models are white polys i was thinking missing texture or something but i installed ddifferent veg mods and i either got start crashes or lots of other models going blank poly any thoughts on this ?

klaiker

In _ESSENTIALS pack,the windowed mode causes a crash when i try to switch between full-screen and windowed mode using alt+enter .However ,when i remove this proper shader mod,the switching works normally,please fix this bug.Also, on a side note,sometimes tabbing out to do other things in the background causes a null pointer exception in rendering and leads to a crash.

Original h03

hi! i noticed this release still had a bug where the graffiti tags would appear with the grove st tag on them by default and the graffiti transparency and fade in didnt work. i tried fixing it with ai and it managed to do it on the 2nd try. it made an asi script, here are the files, works with modloader: https://drive.google.com/file/d/1a75RGwOTrY8dgQ9hSSd-LJRve9dLKNCg/view?usp=sharing i hope this is helpful - for anyone. i really like all your mods, ideas and barrier breaking implementations, keep up the good work!!

Junior_Djjr

Isn't here. I don't remember which version I fixed, but I remember was being a while I fixed this (was something to do with SkyGfx).

Junior_Djjr

It basically removes what Proper Shaders does.