MasterEffect ReBorn official thread
- fuze
Marty McFly wrote:
occiq wrote: Could you please send a different host link for latest version? I live in turkey and mediafire web site is blocked for some reason here.
How'd you get ReShade in the first place when it's also hosted only on mediafire?
Someone mirrored it and posted it in the Public Release topic, @occiq heres the link on zippyshare: www49.zippyshare.com/v/XQRkDyaY/file.html
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- piterrrxd
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- kgonepostl
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- occiq
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- Predalienator
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- Marty McFly
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"anyone" - my code is way too messy, no one will voluntarily look into it and add effects. But noted, I can add it with new rewritten ME.Predalienator wrote: Anyone tried porting these shaders to MasterEffect?
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- brussell
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- Marty McFly
- Topic Author
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- selfboil
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- promuckaj
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- occiq
I am waiting for the link to your SMAA added file, still

Cheers!
Edit: I just saw your thread and the link in it. Is this for old Reshade v0.14 or for v0.15?
Thank you so much. I will let you know if it works.
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- Elimina
promuckaj wrote: Marty, when we can expect update, new version, with all new stuff, like blur on lens flare effects ??
I can't wait for the blurred lens flares. I'll actually use them then because they look too hard right now

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- jmp909
i raised some issues over the DOF's breaking in ME with latest Reshade here if anyone's getting errors.
reshade.me/forum/shader-troubleshooting/...-with-latest-reshade
(I fixed one of them, but not sure about the others)
I'd appreciate it if anyone could take a look (and check my fix for PETKAGTADOF is ok)
thanks
j
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- Marty McFly
- Topic Author
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- templargfx
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- Elimina
templargfx wrote: Does SSAO in the current version work? I am able to use the Depth Buffer (debug shows it working and DOF works) but SSAO does not. when Debug mode is on for SSAO the screen is just a flat grey.
I think it's just Sensitive with certain games. For example, on borderlands 2, I turned on all 3 ambient occlusion options as a test (in-games, SSAO, Raymarch) and they all worked fine, except for SSAO. a few days later I tested just SSAO and same result. I know for a fact that it works because I have tested it in some of the old assassins creed games
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- templargfx
Elimina wrote:
templargfx wrote: Does SSAO in the current version work? I am able to use the Depth Buffer (debug shows it working and DOF works) but SSAO does not. when Debug mode is on for SSAO the screen is just a flat grey.
I think it's just Sensitive with certain games. For example, on borderlands 2, I turned on all 3 ambient occlusion options as a test (in-games, SSAO, Raymarch) and they all worked fine, except for SSAO. a few days later I tested just SSAO and same result. I know for a fact that it works because I have tested it in some of the old assassins creed games
Well that is very interesting. I will play around with different values some more and see if I can get anything to happen.
I ended up trying it in a few games without luck. The Raymarching works however which is a nice alternative!
To Marty
I am sure this has been suggested before (its a long thread!) but an option to supply an image mask which defines the area of the screen to apply effects too would be great (like the side by side option, just running from an image. For example a mask to stop effects being applied to an onscreen compass or health UI.
I absolutely love your Master Effects! Brilliant work. I figured out my issue with using Reshade on Call of Duty 2, and it looks incredible in comparison to ENB.
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- Marty McFly
- Topic Author
PS: About the SSAO issue, you're the second user reporting this, and to be honest, this is the first time I have literally no idea what could cause it... except I reworked SSAO for next release and made it purely depending on noise texture... I am not sure but I think before it generated its noise based on timer and if Reshade's timer doesn't work, maybe it breaks SSAO then.
Since the 3 biggest shader groups are done (AO, DOF, lighting(bloom n flares)) I might release a small beta build without noting it in the first post so you could check if the issue still persists.
EDIT: I worked hard today, this is the result, the effects marked with the -- are ported to new build already.
I will most likely not port LeiFX, maybe I'll rework it using a texture because current shader is messy, slow and ineffective. Same goes for Tilt Shift, users reported issue about wrong placement of tilt shift axis, I might rework the effect completely.
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- Marty McFly
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- huss93

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