SweetFX official thread
- crosire
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- Wicked Sick
reshade.me/forum/shader-presentation/401...ased-5102-03-29-4151
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- CeeJay.dk
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- Martigen
I'm guessing this is the intended design given the ability to re-order effects among all the shader packs. Will we see this global toggle as default in 0.18?Wicked Sick wrote: Also, Lucifer uploaded a version with a toggle for all effects at once:
reshade.me/forum/shader-presentation/401...ased-5102-03-29-4151
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- crosire
Please understand that ReShade and SweetFX or the framework or similar are developed separatly. So this is nothing to be added with a ReShade release, but is done by the shader authors themself.Martigen wrote: I'm guessing this is the intended design given the ability to re-order effects among all the shader packs. Will we see this global toggle as default in 0.18?
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- sajittarius
crosire wrote:
Please understand that ReShade and SweetFX or the framework or similar are developed separatly. So this is nothing to be added with a ReShade release, but is done by the shader authors themself.Martigen wrote: I'm guessing this is the intended design given the ability to re-order effects among all the shader packs. Will we see this global toggle as default in 0.18?
Thanks for the info, i think some of us were thinking ReShade itself would need to be modified to set a global toggle. I guess we just need to be patient and let the devs do their thing
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- Mike Gous
With GTA3 (d3d8.dll) and MotoGP14 (dxgi.dll) the ScrollLock works 100%.
I have also tried d3d9.dll's from previous versions with no success.
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- Mike Gous
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- Wicked Sick
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- Mike Gous
That is why Crosire has decided to bring out a ReShade version 0.17.0 with ONLY SweetFX included. And only SweetFX is included. It is compiled like all the previous versions.
So I am quite surprised that in this version you cannot enable or disable SweetFX in a d3d9.dll game whilst it is possible do so in d3d8.dll + dxgi.dll games.lt seems to work also in OpenGL games.
But I am glad you answered, so lets get this post rolling with more information until we can sort the problem out.
Off the topic: See your birthdate is 26 Jan 1945. Mine is 25 Dec 1943. We are old but still crazy about playing games!
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- Mike Gous
It is clear that the effects of SweetFX is coming through to the game, but, and a big BUT, press the ScrollLock and nothing happens.
In other words if you want to test the colors whilst ingame, you cannot turn SweetFX off. It stays on.
This happens only with the d3d9.dll games. So if you want to play around with the ScrollLock in d3d9.dll games it's the best (for me ) to stay on version 0.16.0.
Hopefully this will be sorted out in a future version.
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- SpinelessJelly
"technique SweetFX <bool enabled = ReShade_Start_Enabled; int toggle = ReShade_ToggleKey; >" (for SweetFX 2.0 beta8, that is)
Change that to
"technique SweetFX <bool enabled = false; int toggle = ReShade_ToggleKey; >" to disable SweetFX, or
"technique SweetFX <bool enabled = true; int toggle = ReShade_ToggleKey; >" to re-enable. It's not as practical as a toggle key, but it works.
For me that key almost never worked, even in previous versions, not sure why.
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- Mike Gous
I think I will stay on version 0.16.0 where the ScrollLock works.
Anyway thanks for your input. I appreciate it.
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- F D B
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- Ioxa
F D B wrote: Can anybody guide me step by step on how to port the ColorMod preset from MasterEffects to SweetFX? I would love to do it and I have no problem trying to do it myself but I've failed to do so with no knowledge. Thank you all in advance.
Easiest way would probably be to add it to an existing shader. I'd use Monochrome.h because it's only a couple lines of code and you can undo the effect by setting Monochrome_color_saturation to 1.00.
First you can just copy the colormod pass out of MasterEffect.
float3 ColormodPass( float3 color )
{
color.xyz = (color.xyz - dot(color.xyz, 0.333)) * ColormodChroma + dot(color.xyz, 0.333);
color.xyz = saturate(color.xyz);
color.x = (pow(color.x, ColormodGammaR) - 0.5) * ColormodContrastR + 0.5 + ColormodBrightnessR;
color.y = (pow(color.y, ColormodGammaG) - 0.5) * ColormodContrastG + 0.5 + ColormodBrightnessB;
color.z = (pow(color.z, ColormodGammaB) - 0.5) * ColormodContrastB + 0.5 + ColormodBrightnessB;
return color;
}
And paste that into Monochrome.h. I'd put it just above the line that says "float4 MonochromePass( float4 colorInput )".
Next, scroll down to the line that says "//Return the result" and just above it add a line that says
colorInput.rgb = ColormodPass( colorInput.rgb );
Now you just need to copy the ColorMod settings out of MasterEffect.h and paste them into SweetFX_settings.txt.
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- Wicked Sick
Do I have to place that thing we used with ENB? Or is it something else?
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- Quentin-Tarantino
Wicked Sick wrote: Could anyone tell me how do I use the #define USE_PALETTE?
Do I have to place that thing we used with ENB? Or is it something else?
I Need to know this also
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- Wicked Sick
- Quentin-Tarantino
Wicked Sick wrote: Perhaps now we might get an answer....
I don't think this works at the moment because I tried out putting different PALETTES in the SweetFX texture folder and in the main directory and nothing!
Hope someone will confirm this soon.
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- jmp909
/*
Version 0.1 by CeeJay.dk
-
I need to try different color difference algorithms.
Right now im doing euclidian distance to the RGB values,
but I think it might be better if I tried HSL, HSV , YUV or CIE (most likely CIE)
Then later i'm adding dithering.
After that works I can add more palettes.
*/
float4 Palette( float4 colorInput)
{
float3 color = colorInput.rgb;
float3 palette[16];
palette[0] = float3( 0. , 0. , 0. );
palette[1] = float3( 62. , 49. , 162. );
palette[2] = float3( 87. , 66. , 0. );
palette[3] = float3(140. , 62. , 52. );
palette[4] = float3( 84. , 84. , 84. );
palette[5] = float3(141. , 71. , 179. );
palette[6] = float3(144. , 95. , 37. );
palette[7] = float3(124. , 112. , 218. );
palette[8] = float3(128. , 128. , 129. );
palette[9] = float3(104. , 169. , 65. );
palette[10] = float3(187. , 119. , 109. );
palette[11] = float3(122. , 191. , 199. );
palette[12] = float3(171. , 171. , 171. );
palette[13] = float3(208. , 220. , 113. );
palette[14] = float3(172. , 234. , 136. );
palette[15] = float3(255. , 255. , 255. );
// etc
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