MassFX Shader Pack
- kingeric1992
No need for any search algorithm...the paper didn't do full screen FFT only for performance reason.
simple demo:
//generate through online FFT image calculator
www.ejectamenta.com/Imaging-Experiments/...rimagefiltering.html
original texture:
FFT
Lowpass aperture
iFFT
obviously, it would work much better on HDR, otherwise the the diffraction pattern decay pretty fast.
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- kingeric1992
Alternatively, with triangle aperture:
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Ghosting flares can also benefit from the process.
iFFT( FFT(Aperture texture) * FFT(source texture) ) == ghosting flares texture
then just multipassing & deform the flare texture to get multiple inter-reflection ghost on different deformation & scaling level.
(the last part is what missing in most UE and Unity ghost, which makes them looked weird)
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About combining the downscaled texture, there really aren't any benefit for doing that when you can simply assign new textures.
Also keeping those texture separate can allow easy access for other effect that require blured scene.
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- kanuuna
I couldn't figure it out myself. I didn't try any other DX10+ titles, but I'd guess it's an issue with DX10 / DX11 games.
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- crosire
It's a ReShade bug (already fixed in upcoming update).kanuuna wrote: I got the pack to work just fine with Rocket League (DX9), but I ran into this error message when I tried ArmA III just now.
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- SSSekky
turning the same direction repeatedly or without stopping?
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- luluco250
- Topic Author
Would it be possible for MBMB to still receive the blur, even if you keep
turning the same direction repeatedly or without stopping?
It works by calculating the velocity between the last mouse position (from the last frame) - the current mouse position divided by the time it took to render the last frame, so it is taking your mouse velocity correctly, however there is a parameter called "MBMB_Velocity" which multiplies the velocity calculated.
By default I set it to something that doesn't blurs too much in menus, so you only see motion blur when you move the camera really fast, but you can crank it up to 1.0 for the full velocity, I wouldn't recommend values higher than 1.0 however, I haven't tested what'd happen.
Edit to avoid double posting:
Updated the pack! Now it sports color lookup table color correction and film grain, depth functionality has been re-added as well as motion blur can now depend on depth.
I've also included a few pre-made LUTs so you can have a headstart :^)
Sunset LUT:
Black gold LUT:
Personally I'm using what I named "grim" LUT, it's a mix of soft S curves with luminosity-based desaturation:
EDIT: There was a simple mistake in grain.fx (a #pragma message that lacked the word "message"), I've updated the repository with a fixed file.
EDIT: Added a power parameter to LUT, you can now set how much color correction you want.
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- luluco250
- Topic Author
It can affect the image as well as some shaders.
Here's what it looks like with HDR + tonemapping + whitefix + other shaders:
Versus no shaders or anything applied:
Enjoy
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- Wicked Sick
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- luluco250
- Topic Author
My quest may be really stupid, but is it possible to use this with the mediator?
I don't know, you're open to try if you want to. I don't use the mediator, so I can't tell.
Edit:
Looks great on Morrowind! (gonna release a preset soon I think)
The fake HDR + Bloom makes everything look absolutely fantastic.
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- luluco250
- Topic Author
Here's a little preview of something very special, HDR + bloom + eye adaptation: Gfycat
Hope you guys like it, I should be releasing it soon as I just need to port back some effects from older versions, as well as tweak some other existing ones.
To approximate HDR I convert the color to HSV, then I do:
(col.z being color value)
float threshold = smoothstep(0, 1, col.z * (1 - HDR_Threshold));
col.z = lerp(col.z, col.z * HDR_OverBright, threshold);
And then convert the color back. Obviously this won't look realistic 100% of times but tweaking it well should look good.
I've implemented tonemapping using John Hable's filmic curve with an gamma-powered exposure adjustment, which allows for both manual and automatic exposure. Auto also has a speed factor in sort of a 'temporal' way, so the transition can be smoothed.
The bloom has been improved and tweaked, also has a scale factor now.
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- piltrafus
luluco250 wrote: ... Auto also has a speed factor in sort of a 'temporal' way, so the transition can be smoothed.
I'm pretty sure it's the first time I see a smooth transition between two states/values implemented in reshade. Looking forward to see your updated suite. However I'm really, really looking forward to test if that smooth transition can be ported to the DOF shaders. A smooth transition between focal point depth changes is something I've been lusting for.
Great job.
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- luluco250
- Topic Author
pass where value is determined, then lerped with the last value by a speed value
pass where the determined value is saved to the last value
I wonder if this could be used to create temporal effects...?
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- Estebanium
My only problem is, that the HDR effect indoors enhances the vibrancy, making it very colorful.
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- Aksine12
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- F D B
luluco250 wrote: Implemented a fake HDR + tonemapping shader, also with white fix if you use tonemapping on LDR games.
It can affect the image as well as some shaders.
Here's what it looks like with HDR + tonemapping + whitefix + other shaders:
Versus no shaders or anything applied:
Enjoy
Where can I get "WhiteFix"?
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- luluco250
- Topic Author
F D B wrote:
luluco250 wrote: Implemented a fake HDR + tonemapping shader, also with white fix if you use tonemapping on LDR games.
It can affect the image as well as some shaders.
Here's what it looks like with HDR + tonemapping + whitefix + other shaders:
Versus no shaders or anything applied:
Enjoy
Where can I get "WhiteFix"?
Man you really dug up a grave didn't you?
White fix is simply a bad solution to tonemapping an already LDR image.
You basically take a screenshot of how a pure white pixel looks on after applying all effects, then see what it's value is.
For example, if it's 0.83 I think you're supposed to divide the final image by 0.83, I don't really remember it that well.
Just use the shaders in the framework, this isn't even made for ReShade 3.0.
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- Chavolatra
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- Michael35699
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