Can't get UIDetect work
- Fabu
- Topic Author
Without the effect
ibb.co/T1k1zbc
With effect eneable, with a reset before
ibb.co/0f7MgfF
The only thing that "works" is the black area - UI desired - that is eneable by uimask_bottom
ibb.co/WtQGHcs
I noticed that when I eneable uidetect, it doesn't appear any option to adjust, nothing happens
Any help is appreciated!
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- brussell
Have you read the description ( github.com/brussell1/Shaders/blob/master/Shaders/UIDetect.fxh ) and followed it's steps?
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- Fabu
- Topic Author
Yes, I followed the description but I don't know what I'm missing... this is my UIDetect.fxh config
#define PIXELNUMBER 3
static const float3 UIPixelCoord[PIXELNUMBER]=
{
float3(40,8,1),
float3(39,7,1),
float3(84,4,1),
}
static const float3 UIPixelRGB[PIXELNUMBER]=
{
float3(0,0,0),
float3(212,203,196),
float3(192,184,144),
}
*/
This is the png image that I use for detection:
ibb.co/5241Dz7https://ibb.co/5241Dz7
and the effects order:
ibb.co/0f7MgfF
The pixel coordinates and color are based in this top left part of the screen (1920x1080)
ibb.co/T1k1zbc
Thanks!
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- brussell
If yes, it could be possible that the color values you got from the screenshot don't match with the real ones. You can check this via "UIDetect_ShowPixel" (details in description) and edit the values accordingly.
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- Fabu
- Topic Author
ibb.co/VDSTWRT
I check the colors and coordinates in Photoshop and they are ok, but as you said in the instructions maybe there is some change ingame vs screenshot, so how I can eneable UIDetect_ShowPixel? it this an effect? because I don't find it in the library
"-UIDetect_ShowPixel must be the first and only effect in the load order when used"
Thanks in advance
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- brussell
Then take a screenshot and use a color picker tool in Photoshop to see the real RGB values.
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- Gabe_over
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- brussell
So in your case, activate UIDetect_ShowPixel as the first in the effect order and enter your first coordinate (3025,112) into Pixel X-Position, Pixel Y-Position. Take a screenshot and check the real color values of that pixel and write/correct them in the UIPixelRGB array. Always start with one pixel for every UI-layer. If it works with one pixel, add another one etc.... it could be possible that the color values you got from the screenshot don't match with the real ones. You can check this via "UIDetect_ShowPixel" (details in description) and edit the values accordingly.
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- Gabe_over
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- brussell
#define PIXELNUMBER 1
static const float3 UIPixelCoord_UINr[PIXELNUMBER]=
{
float3(3025,112,1),
};
static const float3 UIPixelRGB[PIXELNUMBER]=
{
float3(xxx,xxx,xxx), //your RGB values from the ShowPixel-screenshot
};
Btw, are you sure the UI is 100% opaque?
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- Gabe_over
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- Gabe_over
Yes, it should look like this:
#define PIXELNUMBER 1 static const float3 UIPixelCoord_UINr[PIXELNUMBER]= { float3(3025,112,1), }; static const float3 UIPixelRGB[PIXELNUMBER]= { float3(xxx,xxx,xxx), //your RGB values from the ShowPixel-screenshot }; Btw, are you sure the UI is 100% opaque?
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- brussell
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- brussell
As a last option you could try to raise the value of epsilon in line 29 of UIDetect.fx a bit, eg 0.0001 instead of 0.00001.
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- Gabe_over
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- brussell
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- Yossarrian
Thank you for this fine script. It is working as a charm with menus. I came accross to an issue though. Im using DOF shaders but when I pull a gun in game (lets say in Cyberpunk 2077) I´d like to use detect UI to hide DOF. I made a video with the issue and following scenario...The gun holstered means no HUD elements (all shaders active), I pull the gun out the HUD interface pop on the screen (all shaders should decativate according the pixel taken from the screen with HUD). Seems to be working but I tried several different pixel HUD spots but always with the same result - flickering (turning the shaders on and off rapidly).
Would you have any ideas how to solve this issue? Im using UIDetect 2.2.
Thank you.
Yoss
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- brussell
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- Yossarrian
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