Hello there.
As I understand it, Reshade works by injecting itself pretty much at the end of the rendering chain, copying the framebuffer to a vertex that fills the screen, applies a whole load of pixel shaders of our own choosing and then pushes that back to the graphics card to draw on screen.
Given my near non-existant knowledge of C++, HLSL and DirectX coding feel free to shoot me down here but would it at all be possible to have reshade inject itself such that more information was passed along to the pixel shaders. For example, say that you tell Reshade to look for all surfaces with cubemap textures applied to them, and then that is passed along to a specific effect (lets say RBM) so that only that effect is applied only to those surfaces. Can it be done or is the idea simply too much?
Thanks in advance
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