(old version from May, much has been improved since then)
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/
Note: due to license, Cloudworks (from June version) is already added to this update too!
If you don't know what Proper Shaders is, check the previous post, where I explain it with more details: https://www.patreon.com/posts/154497598/
Update: May version, with all fixes, visual and stability improvements I did for the whole month, and, mainly, deferred rendering with per-pixel lighting and improved shadows (now less buggy). Keep following comments and Discord for more updates for next days.
I'll record a video only for next version (including clouds and water).
This is the first time in the world that anyone has fully implemented deferred rendering in GTA San Andreas, in a complete way. You might think the game's nights are now laggy with all these dynamic lights... You'd be completely wrong.
You'll notice a significant improvement not only in lights, but also in how shadows, ambient color, and sunlight interact with the world, including the use of reflections on all surfaces (basics of PBR), controlled by roughness PBR value (you'll notice some reflections on certain metallic surfaces and windows).
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
Ambient occlusion (SSAO, HBAO)
HDR simulation with tonemapping (ACES or Timoty)
Auto exposure
Bloom
Sun rays
SMAA
Simple dithered sky shader
New horizon fog
Improved z-fighting
Soft particles
Player mipmapping (automatic)
Shaders lit by directional light
Stochastic procedural texturing
Animated wind shader
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
Volumetric clouds
PBR sky shader with sky blend
Roughness mapping
Ambient occlusion mapping
Normal mapping
Metallic mapping
Water surface
Underwater
Decals projector (replacing the vanilla decals system, from CPU to GPU)
Screen space reflections
World rain surface
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 05-26. For beta supporters on 01.06.26 (DD.MM.YY) and 01.07.26 for the public. Possible bug fixes will be updated in the same post (check comments and Discord).
Sharing is prohibited until specific dates.