Shaders Problems
- Exilium
- Topic Author
Ambient Light
Horizontal lines in any settings:
Emboss
Depth Check not work. Depth Check, if enabled, shader compares emboss samples depth to avoid artifacts at object borders, But as you can see, we have no change at all:
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- Marty McFly
Second one, well, you're using totally crazy settings there, not sure if depth check works properly then.
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- Exilium
- Topic Author
First one looks more like dithering to me than AL.
No, I removed all the textures just because I thought it was that, but it continues like this.
Marty McFly wrote:
Second one, well, you're using totally crazy settings there, not sure if depth check works properly then.
Well, I put these extreme settings just to show as an example, but in the normal settings I use, you can clearly see that the depth check does not work. But I think I know why. The Emboss was not ported by the creator, but by an amateur who said "just compared some shaders of Reshade 3.x.x and Reshade 2.x.x, and worked!".
Maybe the bearing has not been done well. I did not find the Emboss anywhere else. In fact, it has a lot of problems with various effects, I can list them here for a fix. I already navigated in all the effects and I already tested all the possible configurations of each one, I already discovered a lot. But, I see that some of the creators do not care about it, very sad.
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- Marty McFly
About emboss, I think it's not a good effect anyways, only wrote it to satisfy a request. And it's not in the github repo?
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- Exilium
- Topic Author
Hmm, dithering is not texture based, so I don't know what you mean by that.
Oh sorry! I was thinking that you were talking about the "Lens Dirt" option of Ambient Light.
Marty McFly wrote:
About emboss, I think it's not a good effect anyways, only wrote it to satisfy a request. And it's not in the github repo?
No, unfortunately not. I actually do not really like this effect either, but it's the only one that comes close to anything like Normal Maps. Me and the best modders in the world of NFS are practically redoing the game "Need For Speed Underground 2", but until now it was impossible to add Normal Maps, the engine that the game was developed does not allow us. The only solution so far has been the Emboss, and as you can see, full of problems. We will not be able to add any kind of textures, Normal, Displacement, Specular... We've tried in all ways.
Plus: I saw your VXR, looks nice, better than RBM!
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- SoZ
AmbientLight.fx (with dither toggle)
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- Exilium
- Topic Author
- Insomnia
That someone would be me lol.The Emboss was not ported by the creator, but by an amateur who said "just compared some shaders of Reshade 3.x.x and Reshade 2.x.x, and worked!".
This is why I decided to half ass port it tbh. I wanted it for ReShade 3.x and it worked fine in my space games. Last I remember I removed the depth check because I didn't know how to approach it.Maybe the bearing has not been done well. I did not find the Emboss anywhere else.
And I would never upload any of my amateur ports to GitHub just because of this. Sorry but I can't do much better.
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- Exilium
- Topic Author
That someone would be me lol.
Hey. Thanks for porting.Too bad you have removed this option. This effect is the only one that approaches something like a normal map. I tried to merge 3 shaders a while back, Emboss, RBM and High Pass Sharpening. I got something up that pretty interesting and quite close to a normal map. The problems were the Emboss, which creates black borders on the objects (due to the depth check that does not work), and the RBM that is not applied in all textures.
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- Insomnia
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