Reshade 3.0: Colorfulnes

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3 years 9 months ago #1 by Sunesha
This shader was the perfect one to use in Mirror's Edge Catalyst, as I set up a subtle magenta tint in the Lift gamma's highlights. Also was running with Ambient Light shader with light-dependant adaption. Usually I go with a bit vibrance but this just made my tint that was supposed be almost invisible visible. But colorfulness left my grays and whites alone and saturated the colors. Very cool shader that worked perfectly in game like this.

Thanks for this shader. Only problem I got into is that sometimes I get pixels that are black, if needed I can provide with animated gifs. Not sure if can fix that. Though this phenomma is fairly rare. Most of time it is not there.

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3 years 9 months ago #2 by Martigen
The following user(s) said Thank You: Sunesha

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3 years 9 months ago #3 by Sunesha
Thank you will try that out =)

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3 years 9 months ago #4 by bacondither
Black pixels? I can't reproduce that. :(
Is it on dark, white or saturated colours or just random?

I recently fixed a problem when using it in OpenGL apps it gave totally wacky colours, but it should have nothing to do with that.

Putting it before or after AA should make no difference.

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3 years 9 months ago - 3 years 9 months ago #5 by Martigen

bacondither wrote: Black pixels? I can't reproduce that. :(
Is it on dark, white or saturated colours or just random?

I recently fixed a problem when using it in OpenGL apps it gave totally wacky colours, but it should have nothing to do with that.

Putting it before or after AA should make no difference.

Indeed, but it does, at least in Reshade 3.0. For me I saw pure black pixels appear on the light pixels that make up the text of the main menu in Firewatch -- but it's not everywhere, i.e not every light pixel gets a black one, it's more scattered and random. However, moving it before AA stopped this from happening. I'll grab some screenies.

EDIT: Actually I think it's operating on artifacts already present -- previously I had the Reshade window covering the Firewatch logo, and there's faint hints of different pixels in it. Still, these are the results:

No effects:
File Attachment:


Colorfulness -> FXAA (also SMAA)
File Attachment:


FXAA --> Colorfulness
File Attachment:

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3 years 9 months ago #6 by Sunesha

bacondither wrote: Black pixels? I can't reproduce that. :(
Is it on dark, white or saturated colours or just random?

I recently fixed a problem when using it in OpenGL apps it gave totally wacky colours, but it should have nothing to do with that.

Putting it before or after AA should make no difference.


I worked yesterday on trying to figure the problem out. It is hard to pinpoint the black pixels. They doesn't seem to appear to any special hue or lumniosity. I both got them in highlight and more grey shades. However I find out that putting the shader "Lift Gamma" before "Colorfulnes" triggers this behavior. By drag and dropping Lift Gamma after the Colorfulnes(or tuning it off), makes the black pixels disapear.

I tried out Martigen's one. At least in Mirror's Edge Catalyst it makes no difference if put AA after or before. I dont get black pixels by either.

Also when I messed about, I found that Lift Gamma has same wierd behavior in conjunction of Ambient Light and if put Liftgamma last in order it doenst happen. So I suspect that this is quite complex to narrow down as simple problem. I would guess it just happens with shaders in a special order.

I attached my ini from Mirror's Edge Catalyst, maybe it will be easier to reproduce if you have the same settings as me. Though in this ini I put the shaders in order. But should happen if you put the liftgamma before colorfulnes

PASTEBIN LINK TO INI

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3 years 9 months ago - 3 years 9 months ago #7 by Sunesha
Should add I only used FXAA not SMAA during my test session.

I will add a video later, I gonna record video for my YT channel in Mirror's Edge catalyst. So I take opportunity and show how I can trigger diffrent things

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3 years 9 months ago #8 by Sunesha
I put up unlisted video, this will be only accessible with direct link and is not in searches or on my channel page:

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3 years 9 months ago #9 by ShoterXX
That's most likely values going out of bounds (backbuffer values going outside 0-1).

Also, it's not limited to black pixels, but it's the most noticeable issue.

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3 years 9 months ago #10 by Sunesha
Hopefully it is not complicated matter to fix. I decided to keep playing even with the black pixels. Most of the time it is really not that noticable.

Maybe when diffrent shaders blend together some pixels go crazy. I am not technical guy, so only thing I can do is try help the people that technical enough to fix it

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3 years 9 months ago - 3 years 9 months ago #11 by Marty McFly
That is indeed extremely weird.
So as far as I could see from your video, only with colorfulness those artifacts appear but AmbientLight seems to "change" the bug and cause other pixels go crazy?

As the algorithm excludes a large chunk of code we can then rule out if colorfulness is <= 0.0, what happens when you set that value 0.0 or smaller? Set it to let's say - 0.5 to rule out floating point inaccuracy, do the artifacts still show up?

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3 years 9 months ago #12 by Sunesha
I will try and see what happens if change the values.I try to tomorrow =) I have hard time to believe that the shader would change middle greys to black. Maybe it just change some pixels to black when go blown, kinda like color clipping in Photoshop. Though then should go white pixels in the more lighter tones. It is ust weird

And yes the ambient light seems to make black pixels emigrate to other place. Which would make sense if the pixels was always showing in same luminousity. So far I can narrow it down that is more likely the black pixels appears in white to gray tones. Blues and red which is very common in Mirror's Edge catalyst doesn't seem to be affected with this artifact. Which is reason choose to use this shader as it doesn't affect the whites and grays as for example using the vibrancy shader

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3 years 9 months ago #13 by Sunesha
Forgot to add, this is not limited only when being inside the game. I seen them in cutscenes to, cutscenes made of video files. They are more apparent then as the scenes are more static. While moving around in game it is not a annoyance.

I report back if I stumble over more information

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3 years 9 months ago #14 by bacondither
I could not reproduce any of the black dots on my AMD gcn 1.1 card.
But on a friends computer with a Nvidia card it was easy to find black dots. :huh:

Does the file in u.teknik.io/UQN3S.zip fix the problem?

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3 years 9 months ago - 3 years 9 months ago #15 by Martigen

bacondither wrote: I could not reproduce any of the black dots on my AMD gcn 1.1 card.
But on a friends computer with a Nvidia card it was easy to find black dots. :huh:

Does the file in u.teknik.io/UQN3S.zip fix the problem?

This hasn't fixed it in Firewatch, at least.

As for it being less noticeable moved before FXAA, likely because some of the artifacts are getting blended out.

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3 years 9 months ago #16 by Sunesha

bacondither wrote: I could not reproduce any of the black dots on my AMD gcn 1.1 card.
But on a friends computer with a Nvidia card it was easy to find black dots. :huh:

Does the file in u.teknik.io/UQN3S.zip fix the problem?

Awesome that new .fx file doesn't show the black pixels at first inspection. I will report back later after playing a bit more

LOL really weird there would be difference between AMD & NVIDIA in this.

My system for future refence:
Windows 10 x64 pro(Lates update)
NVIDIA GTX 960
FX8350
32 GB Ram

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3 years 9 months ago #17 by Sunesha
LOL got add again:

For future reference
Mirror's Edge Catalyst is a Direct X 11 game using the Frostbite game engine 3,

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3 years 9 months ago #18 by bacondither
If the previous test shader did not fix it, this new one should!

u.teknik.io/lh2Hd.zip

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3 years 9 months ago #19 by Martigen

bacondither wrote: If the previous test shader did not fix it, this new one should!

u.teknik.io/lh2Hd.zip

Yep! That fixed it for me in Firewatch.

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3 years 9 months ago #20 by bacondither

Martigen wrote: Yep! That fixed it for me in Firewatch.


Great! The fix should be in the github repo very soon.

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