MasterEffect ReBorn official thread
- SunBroDave
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- strelokgunslinger
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- Marty McFly
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- strelokgunslinger
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- SiriusHours
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- Marty McFly
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@Topic: Chapman lensflare implemented (that smaller lensflare in the big one is texture based lensflare of stock GTASA, sorry for that):
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Marty McFly wrote: Well, it was a hell of work though to get it working nicely, especially many solutions I use for stock DOF shaders don't work here because of two layers.
@Topic: Chapman lensflare implemented (that smaller lensflare in the big one is texture based lensflare of stock GTASA, sorry for that):
Wow, that was fast! Looking forward for its upload. Congrats for the amazing work speed.
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- Marty McFly
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- Tom Yum 72
Dof is always much appreciated.
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- Marty McFly
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Tom Yum 72 wrote: Didnt had time to try the new dof yet...i just want to say "Thank you" for that , Marty.
Dof is always much appreciated.
It's definitely worth a try. Artifacts are low if blur radius is not excessive and it runs with almost no fps cost (confirmed by matsilagi who has a rather low-end system).
Last attempt on raymarching worked. For some reason all my huge algorithms and those of the web don't work properly when this rather simple approach gives what I wanted. I still need to apply box blur/gaussian blur on it in order to get proper image quality but it's something.
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- Boulotaur2024
github.com/PeterTh/gedosato/blob/master/pack/assets/dx9/SAO.fx
Demo shot on AC1
And you're right there is some kind of "generic" projection matrix that has to be defined on the CPU side (have a look at line 130 github.com/PeterTh/gedosato/blob/master/source/ssao.cpp
Since I couldn't grab the real projection matrix from the game (it really is too much of a hassle, ask Crosire) I was assuming a default FoV value of 59 for 16/9 and 65 for 16/10 would be good enough for my "generic" projection matrix.
But that would mean CPU side code both for DX9 and for DX10/11... I know that's a real pain in the ass but afaik all the shader relying purely on depth without projection values pretty much suck. And I had a look at pretty much all of the worthwhile ones at the time. HBAO+ being the king but unfortunately closed-source.
I really don't have time for this anymore though since I got a new job 2 months ago...
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- Marty McFly
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- crosire
You could also create it right in the shader. Asuming all parameters are constant (which is the case with a constant FOV value and the screen aspect) constant folding (which ReShades compiler supports) would do all the math before actually (trans- +)compiling it and thus creating the matrix without any additional overhead.Boulotaur2024 wrote: And you're right there is some kind of "generic" projection matrix that has to be defined on the CPU side
The matrix created by "D3DXMatrixPerspectiveFovLH(..., float fovy, float aspect, float zn, float zf)" looks like this:
static const float4x4 matProjection = float4x4(
1.0f / (aspect * tan(fovy / 2.0f)), 0.0f, 0.0f, 0.0f,
0.0f, 1.0f / tan(fovy / 2.0f), 0.0f, 0.0f,
0.0f, 0.0f, zf / (zf - zn), 1.0f,
0.0f, 0.0f, (zf * zn) / (zn - zf), 0.0f
);
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- strelokgunslinger
gotta love them dislike spammers
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- perseusveil
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- strelokgunslinger
But if its people against stalker mods then that is just horrific... probably more reasons to love the Russian community over the English community - well that was already my view, most russian modderss care about advancing, but the English community only cares about Compilation/Graphics mods and thats it...
@Marty, Crosire
Thanks again for your hard work, having these kinds of thing work in DX11 and OGL is just awesome... progression in shader mods is going strong. Even if the general modding audience tends to get confused about it all and hate on others love for it
21:9 FUN!
Magic DOF
Bloom
and some other tweaks I forget
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- Mikan
Thank you for your awesome work
Sweetfx version of FXAA works well if the FXAA pass is placed after last bloom pass and before MasterEffectInitHDR.
Sweetfx version of SMAA works too, but causes image to darken if placed in same location.
Tested on older version, see you have added FXAA on new. Still hope this is helpful somehow
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- Marty McFly
- Topic Author
@Mikan: I would be careful with combining code that is not made for such purposes. Sheer amount of passes and pingpong structure of HDR textures makes it difficult to add new stuff without breaking existing code in certain cases.
Didn't like SAO, at least I could not find appropriate values for any game so I better stick with own Raymarch AO.
Updated to 1.0.340, see changelog for more details.
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- strelokgunslinger
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Im planning to make more presets for other games using ME too (Currently, i have only one preset for TrackMania, and some stuff still needs adjustment).
Probably will go for a FPS game.
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