List of shaders compatible with Reshade V3.0.X?

  • Posts: 9
2 years 9 months ago #1 by TheCubeRBLX
Hello! I'm very new to post processing, shaders, etc. So please excuse me if I make any nooby questions/mistakes.

I decided to install Reshade V3.0.7 for the 2008 sandbox simulation game Spore. And I've been wondering. Could somebody please compile a list of all shaders (.fx) compatible with Reshade v3.0.X?

I'm mainly looking for Ambient Occlusion from Reshade V2 (If it's not from V2, please correct me). And a Godray shader.

Your help here would really be appreciated.

Best Regards, TheCubeRBLX

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  • Posts: 266
2 years 9 months ago - 2 years 9 months ago #2 by robgrab
Try THIS thread for Reshade v2 shaders ported to Reshade 3. Also MXAO is the best AO solution and it's already built into Reshade 3.

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2 years 9 months ago - 2 years 9 months ago #3 by Marty McFly
MXAO is not built into ReShade 3.0, it's merely part of the github repository containing the example shaders.
This repo contains the all shaders that are optionally downloaded when using the ReShade 3 installer:

github.com/crosire/reshade-shaders

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2 years 9 months ago #4 by robgrab
What he said. :)

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2 years 9 months ago #5 by TheCubeRBLX
For some odd reason when I enable the effect. It simply doesnt work...? Am I doing something wrong? Is it the game?

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2 years 9 months ago #6 by FierySwordswoman
MXAO? Needs depth buffer access, dood.
Check it out with the "Display Depth" shader.

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2 years 9 months ago #7 by TheCubeRBLX
Will do, or as air traffic controllers in ireland say: "Wildo"

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2 years 9 months ago - 2 years 9 months ago #8 by robgrab
Also don't forget certain game settings, like antialiasing, can prevent access to the depth buffer and will need to be disabled first. Not ALL games but definitely give it a shot.

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2 years 9 months ago #9 by Martigen

robgrab wrote: Also don't forget certain game settings, like antialiasing, can prevent access to the depth buffer and will need to be disabled first. Not ALL games but definitely give it a shot.

We really need this sort of information stored in a wiki or something. So much knowledge in these forums that gets lost in noise, no wonder new users have issues.

And on topic and as an example -- I've seen people using the depth buffer in W3 but I can't seem to get it to show up (just black screen), and that's with AA off (which is post AA anyway in W3, wouldn't affect it). So what steps am I missing? Who knows, we don't have a wiki with listing what conflicts with depth buffer access...

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2 years 9 months ago #10 by JBeckman
Did you enable reversed and logarithmic for the depth buffer setting? That should usually do it.

RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=0,RESHADE_DEPTH_INPUT_IS_REVERSED=0,RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=0

That's those three in the ReShade.ini (or D3D9, DXGI and OpenGL32 .ini) first one is useful for Unity engine games, the two others seem to be mostly used together in several newer games.

The depth display shader has been really useful for setting this correctly since you can see if the depth buffer needs to be flipped, reversed or if it even displays at all though for some games you only get partial depth support or none at all regardless.


Witcher 3 uses FXAA I believe or a temporal AA method of some kind if that is enabled so MSAA or driver-forced AA relying on MSAA shouldn't interfere with the game and ReShade though the hair effect does use MSAA (8x, or used to be but now configurable or even possible to disable as of one of the earlier patches.) but I've never had that being a problem for getting the depth buffer to display.

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2 years 9 months ago #11 by TheCubeRBLX
Enabled, but without luck. If you're familiar with the game I was talking about, you will know that the game has "editors", only there does MXAO work.

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2 months 1 week ago #12 by Antony88
Hi Guys, is here someone that made a porting for "SKYRIM TONEMAP shader for reshade 3.x please?

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