Reshade 3.x: Non-Gui (Pre-processor) settings

  • Posts: 221
3 years 4 months ago - 2 years 9 months ago #1 by Sunesha
I just wanted share the non-gui settings for MXAO, you can paste them in the pre-processor settings. Then you change them, though you have to press reload in Reshade 3.0 to see the changes you made

EDIT01: Gathered all settings in first post.
EDIT02: Denoise added
EDIT03: MXAO updated to version 2
EDIT04: Corrections of MXAO,
EDIT05: Added MagicBloom
EDIT06: Added Colorfulness


AdaptiveSharpen
// NON-GUI AdaptiveSharpen settings
fast_ops=1 // Faster code path, small difference in quality
Bloom
// NON-GUI BLOOM settings
// If 1, only pixels with depth = 1 get lens flares
// This prevents white objects from getting lens flares sources, which would normally happen in LDR
LENZ_DEPTH_CHECK=0
CHAPMAN_DEPTH_CHECK=0
GODRAY_DEPTH_CHECK=0
FLARE_DEPTH_CHECK=0
Colourfulness
// NON-GUI Colorfulness settings
fast_luma01 // Rapid approx of sRGB gamma, small difference in quality
Denoise
// NON-GUI Denoise settings
BlockRadius=2 	 //[1 to 10] (NLM only) For tweaking the amount of noise on edges, higher values require more performance
WindowRadius=3 	//[1 to 10] Higher values require more performance but might increase the image quality.
DOF
// NON-GUI  DOF Settings
//
// MCFLY ADVANCED DOF Settings - SHAPE
bADOF_ShapeTextureEnable=0   // Enables the use of a texture overlay. Quite some performance drop.
iADOF_ShapeTextureSize=63      // Higher texture size means less performance. Higher quality integers better work with detailed shape textures. Uneven numbers recommended because even size textures have no center pixel.
iADOF_ShapeVertices=5              // Polygon count of bokeh shape. 4 = square, 5 = pentagon, 6 = hexagon and so on
//
// MCFLY ADVANCED DOF Settings - POSTFX
bADOF_ImageGrainEnable=0      // Enables some fuzzyness in blurred areas. The more out of focus, the more grain
LUT
// NON-GUI LUT settings
fLUT_TextureName="lut.png"
fLUT_TileSizeXY=32
fLUT_TileAmount=32  

MagicBloom
// NON-GUI MagicBloom Settings    
MAGICBLOOM_ADAPT_RESOLUTION=256    // Determines the width/height of the texture used for adaptation. Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
MAGICBLOOM_BLUR_PRECALCULATED=1   // If set to 0 the gaussian blur will be calculated inside the shader. Otherwise, it uses a pre-calculated kernel (array).
MAGICBLOOM_NODIRT=0        //If set to 1 all lens dirt related features are disabled. Beneficial for performance if you don't wish to use lens dirt.
MAGICBLOOM_NOADAPT=0    //   If set to 1 all adaptation related features are disabled. Beneficial for performance if you don't wish to use adaptation

MXAO
// NON-GUI MXAO Settings 
MXAO_MIPLEVEL_IL=2      // [0 to 4] Miplevel of IL texture. 0 = fullscreen 1 = 1/2 screen width/height 2 = 1/4 screen width/height and so forth. 
MXAO_MIPLEVEL_AO=0   //[0 to 2] Miplevel of AO texture. 0 = fullscreen 1 = 1/2 screen width/height 2 = 1/4 screen width/height and so forth. Best results: IL MipLevel = AO MipLevel + 2
MXAO_ENABLE_IL=0         // Enables Indirect Lighting calculation. Will cause a major fps hit.
MXAO_ENABLE_BACKFACE=1   //  Enables back face check so surfaces facing away from the source position don't cast light. Will cause a major fps hit.

Legacy MXAO settings
Warning: Spoiler! [ Click to expand ]
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  • Posts: 221
3 years 4 months ago - 3 years 4 months ago #2 by Sunesha
Ok found some more NON-GUI settings. They may be more around. Will try to take time to go through all shaders and see if there are any extra non-gui settings. I post them after I find them. As I checking this out for myself anyway.

DOF
// NON-GUI  DOF Settings
//
// MCFLY ADVANCED DOF Settings - SHAPE
bADOF_ShapeTextureEnable=0   // Enables the use of a texture overlay. Quite some performance drop.
iADOF_ShapeTextureSize=63      // Higher texture size means less performance. Higher quality integers better work with detailed shape textures. Uneven numbers recommended because even size textures have no center pixel.
iADOF_ShapeVertices=5              // Polygon count of bokeh shape. 4 = square, 5 = pentagon, 6 = hexagon and so on
//
// MCFLY ADVANCED DOF Settings - POSTFX
bADOF_ImageGrainEnable=0      // Enables some fuzzyness in blurred areas. The more out of focus, the more grain

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3 years 4 months ago - 3 years 4 months ago #3 by Martigen

Sunesha wrote: I just wanted share the non-gui settings for MXAO, you can paste them in the pre-processor settings. Then you change them, though you have to press reload in Reshade 3.0 to see the changes you made

// NON-GUI MXAO Settings 
fMXAOSizeScale=1.0   // [0.5 to 1.0]  Resolution scale in which AO is being calculated.
iMXAOMipLevelIL=2    // [0 to 4] Miplevel of IL texture. 0 = fullscreen 1 = 1/2 screen width/height 2 = 1/4 screen width/height and so forth. 
iMXAOMipLevelAO=0   //[0 to 2] Miplevel of AO texture. 0 = fullscreen 1 = 1/2 screen width/height 2 = 1/4 screen width/height and so forth. Best results: IL MipLevel = AO MipLevel + 2
bMXAOBoundaryCheckEnable=0   //[0 or 1] Enables screen boundary check for samples. Can be useful to remove odd behaviour with too high sample radius / objects very close to camera. It comes with a slight fps drop.
AO_FADE____START=0.6  //[0.0 to 1.0] Depth at which AO starts to fade out. 0.0 = camera 1.0 = sky. Must be lower than AO fade end.
AO_FADE____END=0.9   //[0.0 to 1.0] Depth at which AO completely fades out. 0.0 = camera 1.0 = sky. Must be higher than AO fade start..

Marty can confirm but AO_FADE settings are deprecated -- instead simply set the depth range limit under Settings.

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3 years 4 months ago - 3 years 4 months ago #4 by Sunesha

Martigen wrote: Marty can confirm but AO_FADE settings are deprecated -- instead simply set the depth range limit under Settings.

deprecate
express disapproval of.
"what I deprecate is persistent indulgence"
synonyms: disapprove of, deplore, abhor, find unacceptable, be against, frown on, take a dim view of, look askance at, take exception to, detest, despise, execrate; More


I had google the word deprecated, though what does it mean in this context ? (Non-native speaker so sometimes I just dont understand)

I used the AO fade values just yesterday, does it mean they will be removed from reshade ? Because it was still present in MXAO standalone test version.

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3 years 4 months ago #5 by crosire
"deprecated" is a common term in software development and means that something is old, outdated, was replaced by a better alternative and should no longer be used.

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3 years 4 months ago #6 by Sunesha

crosire wrote: "deprecated" is a common term in software development and means that something is old, outdated, was replaced by a better alternative and should no longer be used.


Thanks, I couldn't make sense of it

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3 years 4 months ago #7 by Marty McFly
I will update MXAO shortly, size scale will be gone and fade out will be made properly :)
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3 years 4 months ago - 3 years 4 months ago #8 by Sunesha

Marty McFly wrote: I will update MXAO shortly, size scale will be gone and fade out will be made properly :)

YAY, Back to the future

Only time I messed with size scale was those rare occations I used DSR downsampling.

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3 years 4 months ago #9 by Sunesha
I had some time when my computer is busy with heavy tasks so I went through all the shader files for more Non-Gui settings

AdaptiveSharpen
// NON-GUI AdaptiveSharpen settings
fast_ops=1 // Faster code path, small difference in quality
Bloom
// NON-GUI AdaptiveSharpen settings
// If 1, only pixels with depth = 1 get lens flares
// This prevents white objects from getting lens flares sources, which would normally happen in LDR
LENZ_DEPTH_CHECK=0
CHAPMAN_DEPTH_CHECK=0
GODRAY_DEPTH_CHECK=0
FLARE_DEPTH_CHECK=0
LUT
// NON-GUI LUT settings
fLUT_TextureName="lut.png"
fLUT_TileSizeXY=32
fLUT_TileAmount=32  

That should be all settings, I may have missed some of the settings though B)

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3 years 4 months ago #10 by Sunesha
OH I made a mistake, I see the LUT Shader doesnt have #endif code stuff, the same with AdaptiveSharpen. So at current moment this settings probaly won't work. I am at my workstation computer so I can't check if it works or not.

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3 years 4 months ago #11 by crosire

Sunesha wrote: OH I made a mistake, I see the LUT Shader doesnt have #endif code stuff, the same with AdaptiveSharpen. So at current moment this settings probaly won't work. I am at my workstation computer so I can't check if it works or not.

Was fixed.
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3 years 4 months ago #12 by Sunesha

crosire wrote: Was fixed.


Awesome, you are fast as lighting

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3 years 3 months ago #13 by Sunesha
Latest shader comebacks does not have any Non-Gui settings. I will try to stay reasonably current. Also I will put it top of thread if see any changes. In future I only write in this thread when changes occur. So if you see this thread pop up again, something has probably changed

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3 years 3 months ago #14 by Sunesha
Added non-gui settings for Denoise. :silly:

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3 years 4 days ago #15 by Sunesha
Updated for MXAO 2 pre-proccessor stuff

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3 years 3 days ago - 3 years 3 days ago #16 by Marty McFly
You forgot to rename iMXAOMipLevelIL an AO to MXAO_MIPLEVEL_IL and AO :P ND the description for backpack check is not entirely right.
But otherwise splendid work on listing all that stuff up!

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3 years 3 days ago #17 by Sunesha

Marty McFly wrote: You forgot to rename iMXAOMipLevelIL an AO to MXAO_MIPLEVEL_IL and AO :P ND the description for backpack check is not entirely right.
But otherwise splendid work on listing all that stuff up!

Thanks man, I totally overlooked it and thought they had same defines as the old one :whistle: But should be correct now.

I also used the short description for backface, mine was kinda how I thought was happening. LOL =)

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2 years 10 months ago #18 by Sunesha
Added the MagicBloom's PreProccessor settings. If missed a shader, dont by shy and just tell me. I will add it settings here. This is more less a on-going version of my own setting list. So I may have missed some new shader or a update of shader as it hasn't crossed my path,

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2 years 9 months ago #19 by Sunesha
Added Colorfulness setting

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