High Pass Sharpening / Contrast Enhancement
- Ioxa
- Topic Author
Yeah, use this one. Rename the MasterEffect ReShade.fx file to ReShadeME.fx before copying this stuff over.F D B wrote: Any chance of using this in MasterEffects?
Download for ReShade + SweetFX Version
Install Instructions for ReShade + SweetFX
1. Copy ReShade.fx and the SweetFX folder to the same folder that ReShade was installed to.
Overwrite the existing ReShade.fx and merge the SweetFX folder with the existing SweetFX folder.
2. Open the SweetFX folder and find HighPass_settings.h.
Open the file and scroll down to the line that says "#define Compatibility".
Set it to 1 to use in combination with SweetFX or 2 to use in combination with MasterEffect.
*If using with MasterEffect rename MasterEffects ReShade.fx file to ReShadeME.fx.
Please Log in or Create an account to join the conversation.
- BrandonHortman
I have crossfired watercooled 290X's and an 8370 at 4.8 ghz.
:cheers:
Please Log in or Create an account to join the conversation.
- Ioxa
- Topic Author
It's the blur passes. I started working on the performance in the last update but mainly for the contrast enhancement. I think the next step is gonna be to remove the quality option from sharpening, you shouldn't need anything beyond 0 for it anyway. Eventually I want to replace the blur passes with something more efficient but that may take awhile.BrandonHortman wrote: I love this, but is it costing anyone else about 10fps?
I have crossfired watercooled 290X's and an 8370 at 4.8 ghz.
:cheers:
Please Log in or Create an account to join the conversation.
- v00d00m4n
Ioxa wrote:
You caught me! I was trying pull a fast one, almost got away with it!v00d00m4n wrote:
Warning: Spoiler!Ioxa wrote: While looking for ways to reduce the "halo" or "ringing" caused by unsharp masking I came across some information on a different method of sharpening called high pass sharpening. After a couple visits to Wikipedia I had a method for creating a high-pass filter and some equations for different blend modes, put it all together and this is the result. It is still very much a work in progress but in the limited testing I've done it seems to be working. I know very little about coding, so if you spot any mistakes or have any recommendations to help me improve this please let me know.
Updated 05/01
Download for ReShade + Framework Version
Install Instructions for ReShade + Framework
1. Copy the ReShade folder to the same folder that ReShade was installed to and merge it with the existing folder.
2. Open ReShade.fx and add the line "#include EFFECT(CustomFX, Sharp)" in the Effect Ordering section. (Placing it at the very bottom of the file will cause crashes)
3. Find HighPassSharp_Settings.cfg in the ReShade folder and open it to adjust the settings.
Download for ReShade + SweetFX Version
Install Instructions for ReShade + SweetFX
1. Copy ReShade.fx and the SweetFX folder to the same folder that ReShade was installed to.
Overwrite the existing ReShade.fx and merge the SweetFX folder with the existing SweetFX folder.
2. Open the SweetFX folder and find HighPass_settings.h.
Open the file and scroll down to the line that says "#define Compatibility".
Set it to 1 to use in combination with SweetFX or 2 to use in combination with MasterEffect.
*If using with MasterEffect rename MasterEffects ReShade.fx file to ReShadeME.fx.
Changed in newest version.
-Added separate settings for contrast enhancement.
-Contrast enhancement and sharpening can be used together.
-Adjusted some of the blend modes to work better with contrast enhancement and added a couple others.
-Scaled down the textures used for contrast enhancement, this gave a huge performance boost when using quality settings above 0.
-Added some performance and misc settings to turn on/off texture scaling and change some other things.
-Removed the edge protection, its not working the way I would like it to.
Some pictures showing how high pass sharpening works and the difference between a few of the blend modes. Keep in mind these pictures were taken while using very high settings to make the differences easily noticeable.
whats the point of this shader if final image looks way more blury than original? It supposed to make it sharper, isn't it?
Just kidding. Above the picture it says "Softening using an inverted High Pass filter" (at least I think it's above it, maybe I formatted it wrong). The high pass filter sharpens, if you invert it it does the opposite. It was an option that was easy to add so I added it. That picture is just to show what it looks like.
Well, source might include sharpening, but result is opposite and name is misleading, anyone reading sharpening expects to get sharper results, and high pass tells nothing to most of people, maybe you need to rename it to more informing one like Inveted sharpening (bluring). And I still don't get the point of this shader, how does such bluring improves anything except for unfiltered pixel art games ?
Please Log in or Create an account to join the conversation.
- Ioxa
- Topic Author
v00d00m4n wrote:
Warning: Spoiler!Ioxa wrote:
You caught me! I was trying pull a fast one, almost got away with it!v00d00m4n wrote:
Warning: Spoiler!Ioxa wrote: While looking for ways to reduce the "halo" or "ringing" caused by unsharp masking I came across some information on a different method of sharpening called high pass sharpening. After a couple visits to Wikipedia I had a method for creating a high-pass filter and some equations for different blend modes, put it all together and this is the result. It is still very much a work in progress but in the limited testing I've done it seems to be working. I know very little about coding, so if you spot any mistakes or have any recommendations to help me improve this please let me know.
Updated 05/01
Download for ReShade + Framework Version
Install Instructions for ReShade + Framework
1. Copy the ReShade folder to the same folder that ReShade was installed to and merge it with the existing folder.
2. Open ReShade.fx and add the line "#include EFFECT(CustomFX, Sharp)" in the Effect Ordering section. (Placing it at the very bottom of the file will cause crashes)
3. Find HighPassSharp_Settings.cfg in the ReShade folder and open it to adjust the settings.
Download for ReShade + SweetFX Version
Install Instructions for ReShade + SweetFX
1. Copy ReShade.fx and the SweetFX folder to the same folder that ReShade was installed to.
Overwrite the existing ReShade.fx and merge the SweetFX folder with the existing SweetFX folder.
2. Open the SweetFX folder and find HighPass_settings.h.
Open the file and scroll down to the line that says "#define Compatibility".
Set it to 1 to use in combination with SweetFX or 2 to use in combination with MasterEffect.
*If using with MasterEffect rename MasterEffects ReShade.fx file to ReShadeME.fx.
Changed in newest version.
-Added separate settings for contrast enhancement.
-Contrast enhancement and sharpening can be used together.
-Adjusted some of the blend modes to work better with contrast enhancement and added a couple others.
-Scaled down the textures used for contrast enhancement, this gave a huge performance boost when using quality settings above 0.
-Added some performance and misc settings to turn on/off texture scaling and change some other things.
-Removed the edge protection, its not working the way I would like it to.
Some pictures showing how high pass sharpening works and the difference between a few of the blend modes. Keep in mind these pictures were taken while using very high settings to make the differences easily noticeable.
I don't know why you are so fixated on that 1 picture showing the softening OPTION when there are 4 others right above it that show the sharpening. The name of the shader is accurate, maybe you should actually try it before telling me I should rename it. What would someone use the softening OPTION for? I don't know, maybe pixel art, I haven't tried it. Give it a shot and see how it looks. But don't forget to change the settings so it softens instead of sharpens!
whats the point of this shader if final image looks way more blury than original? It supposed to make it sharper, isn't it?
Just kidding. Above the picture it says "Softening using an inverted High Pass filter" (at least I think it's above it, maybe I formatted it wrong). The high pass filter sharpens, if you invert it it does the opposite. It was an option that was easy to add so I added it. That picture is just to show what it looks like.
Well, source might include sharpening, but result is opposite and name is misleading, anyone reading sharpening expects to get sharper results, and high pass tells nothing to most of people, maybe you need to rename it to more informing one like Inveted sharpening (bluring). And I still don't get the point of this shader, how does such bluring improves anything except for unfiltered pixel art games ?
I don't know why you are so fixated on the 1 picture showing the softening OPTION when there are 4 others right above it that show the sharpening. The name of the shader is accurate, maybe you should try it before telling me I should rename it. What would someone use the softening for? I don't know, maybe pixel art, I haven't tried it. Give it a shot and see how it looks. But don't forget to change the settings so it softens instead of sharpens!
Please Log in or Create an account to join the conversation.
- jas01
/Edit: Hello Ioxa.
I really like this shader. I have small question for you - Can I use this in my graphical modification ? I mean: Is it okay for you, if I'll upload your shader on nexus? (together with my modification)
Sorry if my grammar is poor.
Best wishes,
jas01
Please Log in or Create an account to join the conversation.
- Ioxa
- Topic Author
Sure man, go for it! And it's ioxa, I know that I looks like an L, damn fonts.jas01 wrote: Hello Loxa
I really like this shader. I have small question for you - Can I use this in my graphical modification ? I mean: Is it okay for you, if I'll upload your shader on nexus? (together with my modification)
Sorry if my grammar is poor.
Best wishes,
jas01
Please Log in or Create an account to join the conversation.
- jas01
I've already written (In description) that you are The Creator of this effect.
Please Log in or Create an account to join the conversation.
- Martigen
Anyway, I noticed on the contrast mask that setting the high quality setting as expected provided a more accurate contrast mask, and then I noticed that the default scaled down mode was inverting bright areas... kinda like a photo negative, and looking completely different to the unscaled mask. Looking at the code I changed the following:
#define ceSCALEw BUFFER_WIDTH/4
#define ceSCALEh BUFFER_HEIGHT/4
#define cePX_SIZE float2(1.0f/ceSCALEw, 1.0f/ceSCALEh)
#define ceSCALEw BUFFER_WIDTH/4
#define ceSCALEh BUFFER_HEIGHT/4
#define cePX_SIZE (float2(1.0f/ceSCALEw, 1.0f/ceSCALEh)*4)
Please Log in or Create an account to join the conversation.
- Ioxa
- Topic Author
I don't know what I'm doing either, I'm pretty much monkey see monkey do when it comes to this stuff. I think by multiplying the pixel size by 4 it puts it back at the pixel size of the original texture instead of the scaled down texture, which makes sense why it look better because the way I had it was throwing off all the other settings. I'll fix this the next time I update it, Thanks!Martigen wrote: Hey Ioxa, this is fantastic Spent a couple hours playing with it, and mixing Contrast with Lumarsharpen for a slightly different effect.
Anyway, I noticed on the contrast mask that setting the high quality setting as expected provided a more accurate contrast mask, and then I noticed that the default scaled down mode was inverting bright areas... kinda like a photo negative, and looking completely different to the unscaled mask. Looking at the code I changed the following:
to#define ceSCALEw BUFFER_WIDTH/4 #define ceSCALEh BUFFER_HEIGHT/4 #define cePX_SIZE float2(1.0f/ceSCALEw, 1.0f/ceSCALEh)And now the scaled mask is as accurate as the unscaled. Same visuals, more performance! But, I also don't know what they heck I'm doing, so let me know if this is intended or not.#define ceSCALEw BUFFER_WIDTH/4 #define ceSCALEh BUFFER_HEIGHT/4 #define cePX_SIZE (float2(1.0f/ceSCALEw, 1.0f/ceSCALEh)*4)
Please Log in or Create an account to join the conversation.
- Ganossa
Please Log in or Create an account to join the conversation.
- Ioxa
- Topic Author
Yeah, add me on steam, ioxa53.LuciferHawk wrote: Hey loxa, is there a good way to contact your. I would like to get some information so I can start working on the framework configurator
Please Log in or Create an account to join the conversation.
- Ganossa
Ioxa wrote:
Yeah, add me on steam, ioxa53.LuciferHawk wrote: Hey loxa, is there a good way to contact your. I would like to get some information so I can start working on the framework configurator
I honestly tried [ioxa (tried all profiles), ioxa53, ioxa35, loxa53, loxa35] but to no avail
Anyway, "ìµœì •ìž¥êµ° - General Choi Jeong" is mine unless you know why I could not find you .oO
Please Log in or Create an account to join the conversation.
- Ioxa
- Topic Author
Please Log in or Create an account to join the conversation.
- Ioxa
- Topic Author
I also added options for midtone sharpening and midtone contrast enhancement. By limiting the sharpening and contrast enhancement to the midtones you can get away with stronger settings without looking over sharpened. It also helps reduce noise that might show up in brighter areas.
Download
And I've been working on something to reduce color banding. Some pics to show where I'm at with it right now, it's not perfect but its an improvement.
Please Log in or Create an account to join the conversation.
- Martigen
Will you also upload a version just for SweetFX (like on page 1)?
Mart
Please Log in or Create an account to join the conversation.
- Ioxa
- Topic Author
Martigen wrote: Thanks for this!
Will you also upload a version just for SweetFX (like on page 1)?
Mart
Oh yeah, I forgot about that. I'll try to get to it tonight. I'll edit this post when I update it.
EDIT: Updated the version for SweetFX and Master Effect.
Download High Pass Sharpening / Contrast Enhancement For SWFX and ME
Please Log in or Create an account to join the conversation.
- Marty McFly
Please Log in or Create an account to join the conversation.
- Ioxa
- Topic Author
Yeah, go ahead!Marty McFly wrote: I would like to implement this in MasterEffect, can I get your clearance for that?
I'm actually putting what I think will be the finishing touches on this right now, there are just a couple things I want to experiment with first, but otherwise I think I'm done. I'll probably get it uploaded sometime in the next 24hrs.
Please Log in or Create an account to join the conversation.
- throumbas
Please Log in or Create an account to join the conversation.