Since its creation, ReShade has been a really powerful tool to spice up your old (and new) games with post-processing. One of the best things you can do to make an older game look better is adding ambient occlusion or RTGI. Only issue is, since ReShade technically renders on top of everything, the shadowing such shaders create will bleed through elements like fog or smoke textures because ReShade can only access the depth buffer. Now that we have the Add-on API that was introduced with 5.0, would it theoretically be possible to create an add-on that allows you to control when in the rendering process an effect is loaded? For example, with ambient occlusion, bleeding could be completely eliminated if we could tell ReShade to load the shader with the games other lighting elements before stuff like textures. This would be game-changing if possible, paving the way for things like giving ReShade access to motion vectors (allowing implementation of stuff like TAA, or even an upscaler like FSR 2.0).
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