Reshade 0.17.0 + Framework

  • Posts: 75
5 years 1 week ago - 5 years 6 days ago #1 by Mike Gous
(1) In game effects cannot be toggled on or off.
(2) Starting with version 0.17.0 ReShade no longer ships with SweetFX 2.0. It instead comes with a new framework shader pack, which currently has no global toggle key.
(3) Is there a way I can try to enable a toggle key by myself?
(4) If I include the setting (#define ReShade_ToggleKey VK_SCROLL //Set the key that should toggle the effects On/Off) in the 0.17.0 file Reshade\SweetFX_settings.cfg it could maybe do the trick, or am I way off here? :)

Please Log in or Create an account to join the conversation.

  • Posts: 80
5 years 1 day ago - 5 years 1 day ago #2 by sajittarius
no, it looks like global toggle keys have been completely disabled right now. Each effect can be toggled now though, but you have to go into the specific shader file (such as ..\ReShade\SweetFX\SMAAWrap.h), search for a line with technique and replace it so that this:

technique SMAA_Tech < enabled = true; >

changes to this:

technique SMAA_Tech < bool enabled = 1; toggle = 0x2E; >

(0x2E is the delete key, i think you can also just put VK_DELETE, but not sure)
I used the delete key for the example but any key that you have the code for can be used.

Unfortunately it looks like ReShade no longer tells you the effect is being turned on or off, im guessing that will be reintroduced in a later version.

Please Log in or Create an account to join the conversation.

  • Posts: 3669
5 years 1 day ago #3 by crosire

sajittarius wrote: Unfortunately it looks like ReShade no longer tells you the effect is being turned on or off, im guessing that will be reintroduced in a later version.

It does, but you have to add "#pragma reshade showtogglemessage" somewhere to the shader code. SweetFX has this added by default, the framework doesn't, which is why you don't see these messages here.

Please Log in or Create an account to join the conversation.

  • Posts: 80
5 years 1 day ago - 5 years 1 day ago #4 by sajittarius
Ahh good to know! I was thinking it needed #pragma, I shouldve asked, lol.

So i need to put "#pragma reshade showtogglemessage" in each shader that i am using a toggle for? Or just in the main reshade.fx file?

Edit: i stuck into the reshade.fx file at the start and it seems to be working!

Please Log in or Create an account to join the conversation.

  • Posts: 351
4 years 11 months ago #5 by Quentin-Tarantino
HI

When I enable #define USE_PALETTE SweetFX_settings and drop a PALETTE in SweetFX texture folder i get a BORDER error.

Is this the right way to use it?

Please Log in or Create an account to join the conversation.

  • Posts: 790
4 years 11 months ago - 4 years 11 months ago #6 by Ganossa

Quentin-Tarantino wrote: HI

When I enable #define USE_PALETTE SweetFX_settings and drop a PALETTE in SweetFX texture folder i get a BORDER error.

Is this the right way to use it?


I think you might be looking for something else here. As far as I can see, the current "palette" is hard coded, nothing to drop.
palette[0] =  float3(  0. ,   0. ,   0. );
  palette[1] =  float3( 62. ,  49. , 162. );
  palette[2] =  float3( 87. ,  66. ,   0. );
  palette[3] =  float3(140. ,  62. ,  52. );
  palette[4] =  float3( 84. ,  84. ,  84. );
  palette[5] =  float3(141. ,  71. , 179. );
  palette[6] =  float3(144. ,  95. ,  37. );
  palette[7] =  float3(124. , 112. , 218. );
  palette[8] =  float3(128. , 128. , 129. );
  palette[9] =  float3(104. , 169. ,  65. );
  palette[10] = float3(187. , 119. , 109. );
  palette[11] = float3(122. , 191. , 199. );
  palette[12] = float3(171. , 171. , 171. );
  palette[13] = float3(208. , 220. , 113. );
  palette[14] = float3(172. , 234. , 136. );
  palette[15] = float3(255. , 255. , 255. );
The following user(s) said Thank You: Quentin-Tarantino

Please Log in or Create an account to join the conversation.

  • Posts: 95
4 years 11 months ago #7 by F D B
This is a silly question. Really. But why does Reshade+Framework not include MasterEffects? Any plans of including it in the the next releases?. I'm craving for it to be able to use ColorMod from ME plus all the SweetFX settings I've already came up for myself. Thanks.

Please Log in or Create an account to join the conversation.

  • Posts: 131
4 years 11 months ago - 4 years 5 months ago #8 by BrandonHortman

F D B wrote: This is a silly question. Really. But why does Reshade+Framework not include MasterEffects? Any plans of including it in the the next releases?. I'm craving for it to be able to use ColorMod from ME plus all the SweetFX settings I've already came up for myself. Thanks.


Read up here in the framework DEV Blog:
reshade.me/forum/shader-discussion/162-l...v-blog?start=18#3944

Please Log in or Create an account to join the conversation.

  • Posts: 95
4 years 11 months ago - 4 years 5 months ago #9 by F D B

BrandonHortman wrote:

F D B wrote: This is a silly question. Really. But why does Reshade+Framework not include MasterEffects? Any plans of including it in the the next releases?. I'm craving for it to be able to use ColorMod from ME plus all the SweetFX settings I've already came up for myself. Thanks.


Read up here in the framework DEV Blog:
reshade.me/forum/shader-discussion/162-l...v-blog?start=18#3944


Hey! Thank you for that! Sometimes I forget to read certain topics.
So... those will be available in the next release? That's sweet.
The following user(s) said Thank You: BrandonHortman

Please Log in or Create an account to join the conversation.

  • Posts: 131
4 years 11 months ago #10 by BrandonHortman
No problem. I have been watching Lucifer like a hawk haha
I assume so though =D

Please Log in or Create an account to join the conversation.

  • Posts: 351
4 years 11 months ago #11 by Quentin-Tarantino
LuciferHawk

Any chance we be getting Davinci or ClearVision back?

Please Log in or Create an account to join the conversation.

  • Posts: 790
4 years 11 months ago - 4 years 11 months ago #12 by Ganossa

Quentin-Tarantino wrote: LuciferHawk

Any chance we be getting Davinci or ClearVision back?


You should be able to create similar as the "Davinci" shader with the upcoming "Paint" shader from JPulowski. The "ClearVision" shader disabled another shader that emphasized detail back in GEMFX.
The following user(s) said Thank You: Quentin-Tarantino

Please Log in or Create an account to join the conversation.

  • Posts: 118
4 years 11 months ago #13 by vfxninjaeditor
Hey Lucifer, what settings do you commonly use for Ambient Light? The GTAV video and the old Sleeping Dogs video you posted have a very unique look in them. Your descriptions say both were using Ambient Light.

Please Log in or Create an account to join the conversation.

  • Posts: 790
4 years 11 months ago #14 by Ganossa

vfxninjaeditor wrote: Hey Lucifer, what settings do you commonly use for Ambient Light? The GTAV video and the old Sleeping Dogs video you posted have a very unique look in them. Your descriptions say both were using Ambient Light.


Since the AL shader changed quiet a bit, you can currently not reproduce it. In the release it will be the default values :side:

Please Log in or Create an account to join the conversation.

  • Posts: 351
4 years 11 months ago #15 by Quentin-Tarantino

LuciferHawk wrote:

Quentin-Tarantino wrote: LuciferHawk

Any chance we be getting Davinci or ClearVision back?


You should be able to create similar as the "Davinci" shader with the upcoming "Paint" shader from JPulowski. The "ClearVision" shader disabled another shader that emphasized detail back in GEMFX.


I'll keep a eye out for it :)

Please Log in or Create an account to join the conversation.

  • Posts: 351
4 years 11 months ago #16 by Quentin-Tarantino
Can i have a link to the video ?

Please Log in or Create an account to join the conversation.