Light Shafts + Tone Mapping?

  • Quentin-Tarantino
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8 years 6 months ago #1 by Quentin-Tarantino Light Shafts + Tone Mapping? was created by Quentin-Tarantino

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  • kingeric1992
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8 years 6 months ago #2 by kingeric1992 Replied by kingeric1992 on topic Light Shafts + Tone Mapping?
light shafts == god rays

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  • Quentin-Tarantino
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8 years 6 months ago #3 by Quentin-Tarantino Replied by Quentin-Tarantino on topic Light Shafts + Tone Mapping?
I know but looking more like the ones in the link?

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  • Constantine PC
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8 years 6 months ago #4 by Constantine PC Replied by Constantine PC on topic Light Shafts + Tone Mapping?
I sure hope so. I don't think godrays is quite the same as that.

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  • 04348
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8 years 6 months ago - 8 years 6 months ago #5 by 04348 Replied by 04348 on topic Light Shafts + Tone Mapping?
I've managed to get something, but there's some issues with the distance and ReShade can't easily detect the sun/light position, specifically when it's out of the screen.


float4 PS_mdGRMask(float4 vpos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{
	float4 color = tex2D(RFX_backbufferColor, texcoord);
	float depth = tex2D(RFX_depthColor,texcoord).r;
	if (depth == 1 && (color.r+color.g+color.b)/3 > GR_Bright) return color;
	return float4(0,0,0,0);
}

float4 PS_mdGRBlur(float4 vpos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{
	float4 color = tex2D(RFX_backbufferColor, texcoord);
	float4 mask = tex2D(SamplerMask, texcoord);
	float4 output = float4(0,0,0,0);
	float  count = 0;
	float2 lightXY = float2(0.5,0.0);
	float angle = 0;
	float2 vect;
	for (int c=0;c<=GR_Size;c+=GR_Skip) {
		if (texcoord.x >= 0.5) angle = atan( abs(texcoord.y - lightXY.y)/abs(texcoord.x - lightXY.x)  ); //droite
		else angle = PI-atan( abs(texcoord.y - lightXY.y) / abs(texcoord.x - lightXY.x) ); // gauche
		vect = float2( -c*cos(angle)*PIXSIZE.x, -c*sin(angle)*PIXSIZE.y);
		count ++;// 1-tex2D(RFX_depthTexColor, texcoord.xy + vect.xy).r;
		output += tex2D(SamplerMask, texcoord.xy + vect.xy );//*(1-tex2D(RFX_depthTexColor, texcoord.xy + vect.xy).r);	
	}
	return color + (output/count)*GR_Alpha;
}

technique Custom_Tech <bool enabled = RFX_Start_Enabled; int toggle = Custom_ToggleKey; >
{
	pass mdGRMask
	{
		VertexShader = RFX_VS_PostProcess;
		PixelShader = PS_mdGRMask;
		RenderTarget = texMask;
	}
	pass mdGRBlur
	{
		VertexShader = RFX_VS_PostProcess;
		PixelShader = PS_mdGRBlur;
	}
}

Util.h :
#define RENDERMODE RGBA8
#define PIXSIZE  	float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
//textures

texture   texMask 	{ Width = BUFFER_WIDTH/2; Height = BUFFER_HEIGHT/2; MipLevels = 8; Format = RENDERMODE;};
texture   texGR 	{ Width = BUFFER_WIDTH/4; Height = BUFFER_HEIGHT/4; MipLevels = 8; Format = RENDERMODE;};


sampler2D SamplerMask
{
	Texture = texMask;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	MipFilter = LINEAR;
	AddressU = Clamp;
	AddressV = Clamp;
};

sampler2D SamplerGR
{
	Texture = texGR;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	MipFilter = LINEAR;
	AddressU = Clamp;
	AddressV = Clamp;
};
int br(float4 color) {
	return (color.r+color.b+color.g)/3;
}

void PS_Init(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 hdrT : SV_Target0) 
{
	hdrT = tex2D(RFX_originalColor, texcoord.xy);
}

technique Init_Tech  < enabled = true; >
{
	pass Init_Mask
	{
		VertexShader = RFX_VS_PostProcess;
		PixelShader = PS_Init;
		RenderTarget = texMask;
	}

}
Last edit: 8 years 6 months ago by 04348.

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  • Marty McFly
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8 years 6 months ago #6 by Marty McFly Replied by Marty McFly on topic Light Shafts + Tone Mapping?
Anything that is outside the screen is totally nonexistant for ReShade.

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  • matsilagi
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8 years 5 months ago #7 by matsilagi Replied by matsilagi on topic Light Shafts + Tone Mapping?
It didn't work for me, its missing GR_Bright and GR_Skip.

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  • kingeric1992
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8 years 5 months ago #8 by kingeric1992 Replied by kingeric1992 on topic Light Shafts + Tone Mapping?
those are macros

#define GR_Bright 0.8 //[0,1] brightpass
#define GR_Size 8 // step count for blur
#define GR_Skip 1 // skipping step counts in blur
#define GR_Alpha 1 //blending weight

also there is still room for optimization in the code.
no need to atan first and sincos later, vectors will work.

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  • 04348
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8 years 5 months ago - 8 years 5 months ago #9 by 04348 Replied by 04348 on topic Light Shafts + Tone Mapping?
Yes, it was more a proof of concept to see limitations involved by ReShade than a usable shader ^^
For optimisation, vector are far better than trigonometry but i didn't see a single fps drop between use of atan and only vertical ray without atan or vector so I didn't change it to vector :p
Last edit: 8 years 5 months ago by 04348.
The following user(s) said Thank You: kingeric1992

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  • matsilagi
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8 years 5 months ago #10 by matsilagi Replied by matsilagi on topic Light Shafts + Tone Mapping?
@04348:Do you have any sort of contact method? (Email, Steam)?
I usually have shaders i like to see ported and it would be cool to have another person to help me with them.
Also, thanks for the shader, it worked fine after kingeric posted the macros.

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  • 04348
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8 years 5 months ago #11 by 04348 Replied by 04348 on topic Light Shafts + Tone Mapping?
My Steam is 04348, I can try to help you but I have to warn you, I'm not very familiar with shader programming :p

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  • matsilagi
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8 years 5 months ago - 8 years 5 months ago #12 by matsilagi Replied by matsilagi on topic Light Shafts + Tone Mapping?
Added, thanks a lot.
Lemme know when you get online.
Incase i added the wrong profile, just search for me, it isn't hard (Matsilagi2 is the id, Matsilagi is the steam name)
Last edit: 8 years 5 months ago by matsilagi.

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