RealityShaders is an HLSL shader overhaul for Project Reality: Battlefield 2. RealityShaders introduces many graphical updates that did not make it into the Refactor 2 Engine.
RealityShaders also includes .fxh files that contain algorithms used in the collection.
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Shader Model 3.0: Shader Model 3.0 allows modders to add more grapical updates into the game. - 3D water and terrain
- High precision shading
- Linear lighting
- Procedural effects
- Soft shadows
- Sharper texture filtering
- Steep parallax mapping
 
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Updated BF2Editor Shaders: The Shader Model 3.0 update allows BF2Editor to support updated dependencies and Large Address Aware. 
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Distance-Based Fog: This fogging method eliminates "corner-peeking". 
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Half-Lambert Lighting: Valve Software's smoother version of the Lambertian Term used in lighting. 
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Logarithmic Depth Buffer: Logarithmic depth buffering eliminates flickering within distant objects. 
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Per-Pixel Lighting: Per-pixel lighting allows sharper lighting and smoother fogging. 
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Modernized Post-Processing: This shader package includes updated thermal and suppression effects. 
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Procedural Sampling: No more visible texture repetition off-map terrain. 
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Sharpened Filtering: Support for 16x anisotropic filtering. 
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Optional Bicubic Lightmapping: A smoother interpolation method to eliminate blockiness and noticeable seams in baked lighting. Credit to Felix Westin. 
- ALLCAPS
- State parameters
- System semantics
 
- ALL_CAPS
- Preprocessor macros
- Preprocessor macro arguments
 
- _SnakeCase
- Uniform variables
 
- SnakeCase
- Function arguments
- Global variables
- Local variables
- Textures and samples
 
- Snake_Case
- Data subcategory
 
- PREFIX_Data
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structdatatypeAPP2VS_VS2PS_PS2FB_PS2MRT_
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VertexShadermethodsVS_
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PixelShadermethodsPS_
 
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Major knowledge-base and inspiration. 
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- Consultation and for sharing his test of features for Battlefield 2 graphics enhancements
- Bicubic lightmapping implementation
 
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Lt. Fred for testing and suggestions!