ReShade 3.0 Progress Discussion
- FierySwordswoman
Example, if the highlights have a lot of an orange-ish color at around hue 35°, you could set the Gain to 35+180° @ 205° and use the saturation/lightness as a fine-tune to effectively white-balance that area.
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- crosire
- Topic Author
Click on the color rectangle of any 3 or 4 component variable in the uniform editor and the RGB input fields switch to a HSL input variant.FierySwordswoman wrote: Would it be possible to allow options like Lift Gamma Gain and such that use the RGB input to have a second option to edit them as a form of HSL? I feel like that combined with the effects being applied in-game in real time would allow for powerful color correction.
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- rishabh47
crosire wrote: Testing some simple controls with ReShade's new WIP in-game UI:
So when ReShade 3.0 Final Version is coming online ?
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- crosire
- Topic Author
- Settings management changed as described here: reshade.me/forum/general-discussion-2/20...-file-location#14955
- Fixed overlay not rendering if no effects were loaded in some cases (e.g. Witcher 3)
- Fixed mouse block not working with Raw Input in some cases (e.g. Crysis 3, which uses DirectInput, but the latest dinput driver uses Raw Input internally)
- Removed default preset file
- Added "ui_tooltip" annotation to add tooltips to variables
- Fixed screenshot file creating failing
- Fixed lexer failing to parse floating point numbers with exponent (SMAA works correctly again now)
I don't know. When I'm satisfied with the result.rishabh47 wrote: So when ReShade 3.0 Final Version is coming online ?
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- Sh1nRa358
What will happen when devs of shaders mess up and their new update won't be as good as their previous version?
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- OtisInf
Will see if I can port some shaders from 2.0.3 to v3 format.
Edit: Ok, there's something odd going on with the mouse input, clearly a bug there but perhaps not as clear cut as I described above.
I have the game windowed. Reshade 3, v4a is installed. Mouse does nothing. I alt-tab to another process (e.g. explorer) and then move the mouse over the game window (which is inactive!): mouse works. Clicking the game dialog to activate it: mouse stops working, no reshade dialogs open btw.
(edit) Only occurs in the game menu. In-game it's OK. When working with the shaders though I found it a little annoying that the mouse did work when not on the reshade dialogs btw It might be best to simply kill mouse input at all when dialogs are up. The reason for this is when you have a small gap between the windows and move mouse from one to the other, the game's camera moves (as the mouse is outside the dialogs area).
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- crosire
- Topic Author
Yeah. That's because ReShade currently disables window messages as soon as Raw Input is initialized. Didn't realize that may not be the best solution. It's done because input is duplicated otherwise in games that have both Raw Input and window messages enabled (Witcher 3). I'm not sure how to properly solve this yet.OtisInf wrote: There's still a problem with the mouse
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- OtisInf
It would help greatly if the mouse was inactive in-game when the reshade dialogs are open, so you can e.g. position the camera, press shift-F2, reposition the dialogs so you can see the part of the screen where the parameter changes have effect, and then change the parameters, without having to worry the camera in-game changes.
But perhaps there are use cases which can't work with that, not sure
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- crosire
- Topic Author
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- NattyDread
Can we have a setting that when turned on will capture a screenshot before reshade compiles when ever we change a variable in a shader and then give us a fullscreen, screenshotcomparison .com -type-a-preview of it on a press of a hotkey? The reason being that we could quickly with a press of a hotkey view before and after of a setting. It would help much when making presets or just debugging a value.
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- crosire
- Topic Author
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- lowenz
So we can directly test D3D9 games/applications.
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- xlrt
Am I missing something?
EDIT:
It's working now, I have no idea why.
I get terrible mouse lag when it moves within the window borders. I've noticed that if my mouse is set to 1000 polling rate it's impossible to control but 125 is still sliding on ice but I can point on something if I try enough. Also consider people using DSR, the window can get really small.
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- dustymonkey
I have...
uniform float oil_detail < ui_type = "drag"; ui_min = 0.0; ui_max = 2.0; > = 1.0;
...at the top of my FX file, but no uniform editor window displays even after opening the built-in shader editor (which doesnt work correctly for me at least in skyrim, as it intermittently loses key presses and key releases (disaster when its a backspace or a delete), but thats another matter)
I am working in 1280x720 .. could it be off-screen?
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- crosire
- Topic Author
"Load" a new preset file and click on "Edit". Yes, I know, the button descriptions aren't clear enough yet.dustymonkey wrote: Is there something that must be done to enable thew uniform editor?
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- dustymonkey
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- crosire
- Topic Author
- Fixed duplicate input in games using raw input
- Added performance mode which converts all uniform variables to constants
- Moved uniform editor to home tab
- Added warning message to splash screen if some shaders failed to compile
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- MonarchX
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- JBeckman
(But hey there's not much to be done if the OS can't install properly on the current system, no way to get the needed Win10 SDK and such stuff for the D3D12 code.)
EDIT: As for 3.0 I've not tested it much myself but the recent changes seem good though I'm not especially great at code and all that so while I've tinkered a bit I'm probably going to wait until there's some 3.0 compatible shaders available before doing anything else with it, liking the in-game UI though and the new mouse fixes should solve some if not all the issues with input although there's probably some few games out there that just have to be difficult, that's usually the case it seems.
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- crosire
- Topic Author
[strike]Alpha #6: www.mediafire.com/?r4nx88eaqt12n25 [/strike]
- Fixed massive input lag in some games if overlay was visible
- Added option to block all input outside overlay if visible
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