Functionality of switching LUTs ingame
- Solano
- Topic Author
Is this feasable?
Best Regards
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- Kleio420
you could do something like thisSolano wrote: It would be very comfortable to toggle through different Looks ingame without changing the source image in the config.
Is this feasable?
Best Regards
"#define TuningColorLUTDstTexture "CFX_ColorLUTDst.png" " just change the name you put in multiple LUT images , im sure you could list it but pretty sure this requires editing the colorcorrection.h file to enable multiple define parameters easiest is what i suggested but yes to both ways it can be done
#define TuningColorLUTDstTexture "myotherLUTIMG.png"
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- Marty McFly
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- Solano
- Topic Author
Unfortunately I am no coder, I can read things and understand mostly what happens but I can´t create things happening myself in the ReShade world really...
I dont know how to list things so that ReShade can cull them.
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- Solano
- Topic Author
Would it somehow be possible as well to bind keys to a specific LUT / *.png which then gets loaded ingame on keypress?
A rough example: 10 Looks bound accordingly to the numpad?
Like I told Kleio420 - I am no coder therefore I can´t really estimate the feasibility for that.
Regards
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- Kleio420
i was thinking more of enabling multiple keybinds to turn them on or off , through the colorcorrection file, or just going in and saying #define LUT "1" and that 1 having a texture being its value inside the color correction 1=myLUT.png , that way you could list multiple textures then still allow keybinds if the user wished.Marty McFly wrote: I could setup a simple separate ReShade.fx that cycles through 16 LUT textures periodically. I am not sure if more are possible as I remember a sampler limit of 16 per pass and as this will only need singlepass I think 16 is the limit of texturew I can use. This won't be a super huge shiny ass optimized code but just a small helper.
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- Solano
- Topic Author
Just like in the game Shenmue back then.
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