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TOPIC: LUTS in reshade 3.0

LUTS in reshade 3.0 1 month 3 weeks ago #1

I wonder how Luts palettes will work now with the 3.0+ reshade, since I can't even find the customfx+textures files
And has anyone tried the lates reshade and knows how to put in gaussianblur/guasian unsharpen shader ?
Last Edit: 1 month 3 weeks ago by niflexible.
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LUTS in reshade 3.0 1 month 3 weeks ago #2

  • Marty McFly
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I am working on something like this, check the presentation section of the forums :)
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LUTS in reshade 3.0 1 month 2 weeks ago #3

  • jigurdan
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https://github.com/crosire/reshade-shaders/blob/6cce4723068e93c1779cdea191cca27d09bcaa54/ReShade/Shaders/Ganossa/TuningPalette.fx

#include "ReShade.fxh"

#define LUTChroma 0.5
#define LUTLuma 0.5
#define LUTNorm float3(1.0/256,1.0/16,1.0)

texture LUTTex<string source="LUT.png";>{Width=256;Height=16;Format=RGBA8;};
sampler LUTColor{Texture=LUTTex;};

float4 LUT(float4 vpos:SV_Position,float2 texcoord:TEXCOORD):SV_Target{
float4 original=tex2D(ReShade::BackBuffer,texcoord.xy);
float low=0;
float lowLUT=low*8f;
float4 colorLUT=float4((original.rg*15.0+0.5f)*LUTNorm.xy,original.b*15.0,original.w);
colorLUT.x+=trunc(colorLUT.z)*LUTNorm.y;
colorLUT.y*=LUTNorm.z;
colorLUT.y+=trunc(lowLUT)*LUTNorm.z;
colorLUT=lerp(tex2D(LUTColor,colorLUT.xy),tex2D(LUTColor,float2(colorLUT.x+LUTNorm.y,colorLUT.y)),frac(colorLUT.z));
original.xyz=lerp(normalize(original.xyz),normalize(colorLUT.xyz),LUTChroma)*lerp(length(original.xyz),length(colorLUT.xyz),LUTLuma);	
return original;}

technique LUT{
pass{
VertexShader=PostProcessVS;
PixelShader=LUT;}}
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LUTS in reshade 3.0 1 month 2 weeks ago #4

  • Marty McFly
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I can tell there are some bugs in it. Tile amount Z is cut and set to 16 for some reason when most LUT's have only 1 tile in Z (adaptation feature in low set to 0 then never used). To avoid redundancy, please wait until the other sharer is finished or we have X copies of shaders on git hub like we already have with light DoF and the regular DoF.
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