Also known as ShaderLib.
Download Mirror
(Requires
LazyLib 2.7b)
Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!
Version Checker to notify you when an update is ready.
Mobile or integrated chipsets are known to have serious graphical artifacts!
Mod Troubleshooting Guide!
What is this?
GraphicsLib is a mod package containing numerous graphical improvements, including a variety of effects plugins, a dynamic lighting engine, and a screen-space distortion shader. This library can also be used by other modders to implement unique shaders and make use of the built-in lighting, distortion, and post-processing APIs.
Features
- Dynamic Lighting
- Distortion Shader
- Post-Processing Shader
- Graphics Enhancement Plugins:
- Enhanced Ship Destruction
- Ship Damage Smoke
- Overload Arcs
- Officer Insignias
- Missile Self-Destrution
- Modding API
Screenshots
How to Use
For players: Just download and enable the mod. You don’t have to do anything else; it works right out of the box. If your computer can’t handle GraphicsLib, follow the
Mod Troubleshooting Guide.
For modders: If you want to incorporate GraphicsLib into your mod, you should follow this setup procedure:
Warnings
You generally need a card made in 2008 or later to have a reasonable expectation of supporting GraphicsLib. Performance may vary, but a GTX 460 or better should be sufficient to run without any performance hit on the default settings, and with settings tweaks virtually any compatible card will work fine. Mobile and integrated chipset drivers are known to have problems with GraphicsLib. If you are using an integrated graphics chipset, disable distortions and post-processing!
Change Log
Version 1.6.1 (January 5, 2022):
– Fixed arc attenuation for distortion effects
– Updated for Starsector 0.95.1a RC6
Version 1.6.0 (December 12, 2021):
– Updated for Starsector 0.95.1a
Version 1.5.1 (March 30, 2021):
– Made sun-generated lights less extreme when multiple stars are in system
– Insignia icons are scaled to the new range of officer levels
* Tier 1: Level 1-2 (freshly hired officers)
* Tier 2: Level 3-4
* Tier 3: Level 5-6 (max for trainable/mercenary/NPC officers)
* Tier 4: Level 7+ (max for procgen officers, NPC commanders, and AI or unique officers)
– Added “aaCompatMode” to GRAPHICS_OPTIONS.ini
* Prevents GraphicsLib from crashing out at the start if you have antialiasing enabled
* Disables the second pass of the post processing shader
* You’ll have antialiased sharpness in the campaign and the combat interface, but the actual in-battle ships/weapons/effects will be as blurry as if you weren’t using antialiasing
Version 1.5.0 (March 29, 2021):
– Updated for Starsector 0.95a
– Now works with screen scaling
* Mod-added custom shaders will almost certainly need modification to work with screen scaling
– DOES NOT WORK with antialiasing
* GraphicsLib will crash out with a message asking you to either disable shaders OR disable antialiasing
* This is not a temporary measure; going forward, GraphicsLib and antialiasing don’t mix
* 4K monitor users should use 200% screen scaling (antialiasing off)
– 5K users should use 200% scaling and 4K resolution, fullscreen-upscaled to native monitor resolution (You won’t lose that much quality)
* 1080p monitor users should use 100% screen scaling (antialiasing off)
* 1440p monitor users potentially have a tough choice
– 100% scaling will work if the monitor is large enough (or if you have glasses)
– Upscaling 1080p to fullscreen native resolution might look passable (depending on your monitor and video driver) but you’ll definitely lose some quality
– Otherwise, consider disabling shaders if you can’t read the text
– I personally use a 1440p monitor and can play fine at 100% scaling, but your mileage may vary
– Added shader maps for new vanilla content
– Added lights definitions for new vanilla content
– Ship explosions no longer create cinematic anamorphic flares
Version 1.4.5 (March 10, 2021):
– Slot cover normal map fix
– Fixed compile error with one of the normal map shaders on certain Radeon drivers
Version 1.4.4 (December 25, 2020):
– Possible surface map transparency fix?
– Fixed version file HTTPS redirect
– Overload EMP colors now match the default overlay (or any special overload colors that might be scripted in)
* Added “useVentColorsForOverloadArcs” option for old behavior
Version 1.4.3 (September 28, 2020):
– Fixed the Benchmark progress indicator
– Fixed normal map scaling when flipped
– Migrated version file to custom host (sigh)
Version 1.4.2 (July 8, 2020):
– Added global function suppressEffects() to ShipDestructionEffects to suppress spawning effects for a particular ship
– Migrated version file to BitBucket
Version 1.4.1 (September 8, 2019):
– Render order fix for layered modules
Version 1.4.0 (May 17, 2019):
– Updated for Starsector 0.9.1a
– Added shader maps for new Starsector 0.9.1a sprites
– Support for alternative ship textures
– Minor fix for light fade-in logic
– Minor fix for automatic distortion fade-out logic
– Render order update
Version 1.3.1 (February 15, 2019):
– Fixed lighting for plasma burn system
– Rendering order fix for lighting
Version 1.3.0 (November 17, 2018):
– Added a bunch of shader maps for new/updated Starsector 0.9a sprites
– Updated lighting settings where applicable for new/updated Starsector 0.9a content
– Fixed rendering order for station modules
– Added lighting support for mine explosions
– Works in Starsector 0.9a
Version 1.2.1 (June 10, 2017)
– Improved various effects for certain edge cases with sprites that are significantly smaller than the collision radius
Version 1.2.0 (June 4, 2017)
– Now works on Starsector 0.8.1a
– Additional LazyLib check
– Fixed some misc. bugs that nobody noticed
– Tweaked ship destruction effects for ship pieces to avoid fx spam
– Updated even more sprites
Version 1.1.0 (April 23, 2017)
– Now works on Starsector 0.8a
– Supports lighting on destroyed ship pieces
– New maps for the new ships/weapons, and updated maps for a large number of existing ships/weapons
Version 1.0.4 (March 26, 2017)
– Adjusted ripple intensity for ship deaths
– Disable bloom automatically on Intel IGPs
Version 1.0.3 (January 8, 2017)
– Nvidia post processing bug is fixed
Version 1.0.2 (May 21, 2016)
– General compatibility update
Version 1.0.1 (April 22, 2016)
– Added sun/hyperspace lighting from SS+
Version 1.0.0 (April 15, 2016)
– Renamed GraphicsLib
– shaderSettings.json renamed to GRAPHICS_OPTIONS.ini
– Added graphical effects plugins previously in Starsector+
– Added data/config/no_self_destruct.csv in case you want your mod-added missiles to not explode automatically
I use this mod(shaderlib) as I use starsector plus, but I simply couldn’t figure out why my game always crashed on start up until I noticed that shader lib was not on my mods list, so I checked the mods folder for starsector, and indeed it is there, I also re-installed the mod, but that hasn’t fixed the issue, anyone have any idea as to why a mod wouldn’t be displayed in the launcher?
I’m posting this here as I cannot anymore on the shaderlib page: I have an issue.
I use this mod(shaderlib) as I use starsector plus, but I simply couldn’t figure out why my game always crashed on start up until I noticed that shader lib was not on my mods list, so I checked the mods folder for starsector, and indeed it is there, I also re-installed the mod, but that hasn’t fixed the issue, anyone have any idea as to why a mod wouldn’t be displayed in the launcher?
If you have both the old ShderLib and the new GraphicsLib mod in the ‘Mods’ folder, GraphicsLib will be prioritise by the system over ShaderLib, thus, you’ll only see ZZGraphicsLib. Remove GraphicsLib from the folder to ensure the system pick ShaderLib.
Also known as ShaderLib.
Download Mirror
(Requires
LazyLib 2.1)
Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!
Version Checker to notify you when an update is ready.
Mobile or integrated chipsets are known to have serious graphical artifacts!
Mod Troubleshooting Guide!
Change Log
1.0.1
– Added sun/hyperspace lighting from SS+
7905446 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
at org.dark.shaders.util.ShaderLib.renderForeground(ShaderLib.java:1098)
at org.dark.shaders.util.ShaderLib.isForegroundEmpty(ShaderLib.java:634)
at org.dark.shaders.light.LightShader.drawLights(LightShader.java:948)
at org.dark.shaders.light.LightShader.renderInWorldCoords(LightShader.java:943)
at org.dark.shaders.util.ShaderHook.renderInWorldCoords(ShaderHook.java:135)
at com.fs.starfarer.title.C.o0oO$Oo.?00000(Unknown Source)
at com.fs.starfarer.combat.A.new.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Also known as ShaderLib.
Download Mirror
(Requires
LazyLib 2.1)
Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!
Version Checker to notify you when an update is ready.
Mobile or integrated chipsets are known to have serious graphical artifacts!
Mod Troubleshooting Guide!
Change Log
1.0.2
– General compatibility update
all the other mods that work are folders but when i download this it just comes up with a page.
i cant find a way to make it work, constant crashes
eg. Blackrockdrive is a blue folder with data and stuff inside it while graphicslib is a page and when opened with console it comes up with an alien language
(i2Àn¦tÄÖ?]?W[Øvåÿ¨?4ÏÑ@IßÓÜ»>JÓ?e?Æ¿Z×E&mj5ÃIƬûì?P(gc³bì9Õ5÷àô_^Æ)
?PLZ HELP



is there a way of installing this or using this on a mac?
all the other mods that work are folders but when i download this it just comes up with a page.
i cant find a way to make it work, constant crashes
eg. Blackrockdrive is a blue folder with data and stuff inside it while graphicslib is a page and when opened with console it comes up with an alien language
(i2Àn¦tÄÖ?]?W[Øvåÿ¨?4ÏÑ@IßÓÜ»>JÓ?e?Æ¿Z×E&mj5ÃIƬûì?P(gc³bì9Õ5÷àô_^Æ)
?PLZ HELP
Other Mac user here – you probably don’t have a utility that opens .7z files. I recommend this one – worked just fine for precisely this file.
So I have graphicslib installed do all mods that need shaderlib now need to say use graphicslib?
Thanks
In example going down the list getting my game modded
http://fractalsoftworks.com/forum/index.php?topic=4018.0
Topic: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
DOWNLOAD BLACKROCK FOR STARSECTOR 0.7.2a!
Mod version 0.8.5
Changelog
NOTE: Requires ShaderLib by DarkRevenant. Download here.
Also requires LazyLib
Compatible with Starsector+
Thanks for the clarification.
Sorry if this has already been answered but some faction mods require shaderlib and on the mod index it states [0.7.2a] ShaderLib by Dark.Revenant (outdated, use GraphicsLib instead unless you’re still running Starsector+)
So I have graphicslib installed do all mods that need shaderlib now need to say use graphicslib?
Thanks
In example going down the list getting my game modded
http://fractalsoftworks.com/forum/index.php?topic=4018.0
Topic: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)DOWNLOAD BLACKROCK FOR STARSECTOR 0.7.2a!
Mod version 0.8.5
Changelog
NOTE: Requires ShaderLib by DarkRevenant. Download here.
Also requires LazyLib
Compatible with Starsector+Thanks for the clarification.
GraphicsLib is the new successor of ShaderLib. All mods that previously used ShaderLib should still be compatible with GraphicsLib (due to the intentional backwards compatibility Dark.Revenant has kindly included) or has made adjustments to fit (if any).
The description on the main page that says “Requires ShaderLib” is not wrong, but it isn’t right either. Why those requirements hasn’t been updated? Well, you know what I’m implying. (No offence intended, please don’t blow my ship up!)