Texture Detection for Effect Initiation?
- Sh1nRa358
- Topic Author
#define TextureINIT_0 432Ds#87423 <----texture in-game detection
#define TextureINIT_1 <----can specify multiple textures noted by number
#define TextureINIT_2
#define TextureINIT_START 0 //[0/1] <---- 0 shader is fullscreen / 1 shader is on above texture(s) only
These can go under any shader desired. Whatever category they are under, is the shader that will be initiated by it. Most wanted on the following shaders:
-Motion Blur
-Advanced Motion Blur
-Motion Focus
-Color Filter
-Film Grain
-Vignette
This way, we can choose for a shader to activate only when a specific texture is on the screen. This can fix missing shaders in games taken away by devs in future ports and create some cool effects on certain in-game events. Most importantly, it will give the niche shaders more usefullness.
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- crosire
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- Sh1nRa358
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Oh okay, I thought that with the texture dumping programs and hex editors and cheat engine tools floating about that there would be an easy way to do this. What had me convinced is how the forum members of the Nvidia forums pick and choose which textures in-game get disabled using nvapi to fix 3DVision problems.
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- crosire
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- Ganossa
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- Sh1nRa358
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- Marty McFly
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- crosire
Finding a specific color on the screen is a simple task and is possible already, but it's not really useful.Sh1nRa358 wrote: Would color detection be out of the question too instead of texture?
Yeah, that can be done.Marty McFly wrote: On a completely other area, would it be possible to do stuff like the compatibility flags on Nvidia Inspector so for games where correct depth buffer recognition fails, you can manually cycle through memory offsets. And maybe even retrieve stuff like normal buffer or player masks and so on.
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- Sh1nRa358
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- crosire
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- Sh1nRa358
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- Martigen
That depends. I'm still hoping we can find a way to toggle the UI mask feature only when the UI is up -- and this might be one way? I.e if you could select a part of the screen (a really small part, like the corner of a dialog) when the UI is up and note the colors of the pixels (or perhaps the average of a range of pixels in a square of that area for basic 'pattern matching') and use this is as the check for the mask toggle. The hardest may be how to select/specify that part of the screen, unless you could make a 2nd mask used just for detection.crosire wrote: That requires the game to be modified to display such identification pixels on screen though.
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- v00d00m4n
Shame that reshade still does not support proxy chaining, to combine both.
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