Is there no solution for avoiding processing over User Interface?

  • Posts: 3
4 months 1 week ago #1 by MindBlend
and masking is not a solution, unless one can set up dynamic masks (multiple masks) for pop up window positions?

This is an example of an older game, where I use an older tool (discontinued) like reshade to tell the post processing effects to avoid the user interface, interface is kept in color while the world is rendered black and white.



Is it a security risk to have an innate ability to avoid post processing on the interface?

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3 months 4 weeks ago #2 by aaronth07
No, it just wouldn't be generic. There was a test shader that (over time) created a dynamic mask based on unmoving pixels compared to moving ones. It never got released though.

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3 months 3 weeks ago - 3 months 3 weeks ago #3 by demolisher
With some games you can get lucky and get UI mask from depthbuffer
For example: Dishonored 2/Doto has it:

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3 months 3 weeks ago - 3 months 3 weeks ago #4 by MindBlend

demolisher wrote: With some games you can get lucky and get UI mask from depthbuffer
For example: Dishonored 2/Doto has it:


Is there a filter for this? Or how would I try this?

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3 months 3 weeks ago #5 by demolisher

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3 months 2 weeks ago #6 by MindBlend

demolisher wrote: I did a small tweak to UImask shader:
reshade.me/forum/shader-discussion/4185-...modify-ui-mask#27402


I was unable to get this to work. Does it work with a specific version of reshade? only one modified for zbuffer is 4.2.1 i think.

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