Reshade 3.x: Non-Gui (Pre-processor) settings
- Sunesha
- Topic Author
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
// 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
// NON-GUI Colorfulness settings
fast_luma01 // Rapid approx of sRGB gamma, small difference in quality
// 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.
// 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
// 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
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..
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- Sunesha
- Topic Author
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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- Martigen
Marty can confirm but AO_FADE settings are deprecated -- instead simply set the depth range limit under Settings.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..
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- Sunesha
- Topic Author
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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- crosire
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- Sunesha
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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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- Marty McFly
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- Sunesha
- Topic Author
YAY, Back to the futureMarty McFly wrote: I will update MXAO shortly, size scale will be gone and fade out will be made properly
Only time I messed with size scale was those rare occations I used DSR downsampling.
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- Sunesha
- Topic Author
AdaptiveSharpen
// NON-GUI AdaptiveSharpen settings
fast_ops=1 // Faster code path, small difference in quality
// 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
// 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
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- Sunesha
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- crosire
Was fixed.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.
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- Sunesha
- Topic Author
crosire wrote: Was fixed.
Awesome, you are fast as lighting
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- Sunesha
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- Sunesha
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- Sunesha
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- Marty McFly
But otherwise splendid work on listing all that stuff up!
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- Sunesha
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Thanks man, I totally overlooked it and thought they had same defines as the old one But should be correct now.Marty McFly wrote: You forgot to rename iMXAOMipLevelIL an AO to MXAO_MIPLEVEL_IL and AO ND the description for backpack check is not entirely right.
But otherwise splendid work on listing all that stuff up!
I also used the short description for backface, mine was kinda how I thought was happening. LOL
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- Sunesha
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- Sunesha
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