MasterEffect ReBorn official thread
- Marty McFly
- Topic Author
But I give you that, I value a blurred but calm image over sharp edges, an opinion which differs from the majority and is maybe the reason why I value FXAA over SMAA. Yes, SMAA is practically a continued FXAA but at some costs. Both algorithms miss some edges the other gets. SMAA mostly determines edge directions so long, straight edges are better detected, where FXAA needs high local contrast to find them but text etc just stays sharp and unantialiased because SMAA doesn't find it because they don't contain long straight edges, something FXAA finds better (at the cost of blurring text etc).
About progress, I successfully have now all DOF and AO shaders together and they are much more optimized than before, some bugs fixed. Here's variable layout, as you can see, variables with capital letters are global DOF variables. This makes switching between DOF versions so much easier since only blurring algorithm and weighting change, focus area and blur radius are same. Matso DOF variables not included here since I didn't rename them yet.
//DEPTH OF FIELD
#define DOF_METHOD 4 //[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP DOF 4: Matso DOF
#define DOF_FOCUSPOINT float2(0.5,0.5)
#define DOF_NEARBLURCURVE 0.5
#define DOF_FARBLURCURVE 0.5
#define DOF_BLURRADIUS 5.0
#define DOF_MANUALFOCUS 1
#define DOF_MANUALFOCUSDEPTH 0.0
#define fRingDOFSamples 6
#define fRingDOFRings 4
#define fRingDOFThreshold 2.5
#define fRingDOFGain 0.1
#define fRingDOFBias 0.0
#define fRingDOFFringe 2.5
#define fMagicDOFBlurQuality 5
#define fMagicDOFColorCurve 8.0
#define fGPDOFQuality 5
#define fGPDOFPolygonalBokeh 0
#define fGPDOFPolygonCount 5
#define fGPDOFBias 1.00 darker bokeh shapes in center and brighter on edge.
#define fGPDOFBiasCurve 1.0
#define fGPDOFBrightnessThreshold 0.8
#define fGPDOFBrightnessMultiplier 2.00
#define fGPDOFChromaAmount 0.2 .
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- promuckaj
Please do not forget about lens flare and to apply blur to that shaders, CHAPMAN_LENS and LENZFLARE.
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- robgrab
Marty McFly wrote: About progress, I successfully have now all DOF and AO shaders together and they are much more optimized than before, some bugs fixed. Here's variable layout, as you can see, variables with capital letters are global DOF variables. This makes switching between DOF versions so much easier since only blurring algorithm and weighting change, focus area and blur radius are same. Matso DOF variables not included here since I didn't rename them yet.
I'm so excited for this! Adding DoF and AO to older games has been a wonderful excuse to go back and revisit older games. Even newer releases like Metro 2033 Redux benefits greatly by adding something as simple as DoF and a little Film Grain. Thankful for your work and dedication.
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- Marty McFly
- Topic Author
promuckaj wrote: Nice!
Please do not forget about lens flare and to apply blur to that shaders, CHAPMAN_LENS and LENZFLARE.
Is already implemented. Lensflare masking is another thing I had to simplify for the benefit of performance. If I apply a mask before the blur, it gets blurred along with the flare itself. If I apply it after blur, all different flares get the same masking. I went for that latter option, hopefully this meets your expectations:
abload.de/img/gta_sa2015-01-2622-27kjsu5.jpg
abload.de/img/gta_sa2015-02-0118-45o6szb.jpg
abload.de/img/gta_sa2015-02-0118-460lsfo.jpg
@robgrab: Thanks for your support, it really means much to me when people use and like my work. Hopefully MasterEffect (or another of my projects) gets as popular as SweetFX someday.
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- huss93
//DEPTH OF FIELD
#define DOF_METHOD 4 //[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP DOF 4: Matso DOF
#define DOF_FOCUSPOINT float2(0.5,0.5)
#define DOF_NEARBLURCURVE 0.5
#define DOF_FARBLURCURVE 0.5
#define DOF_BLURRADIUS 5.0
#define DOF_MANUALFOCUS 1
#define DOF_MANUALFOCUSDEPTH 0.0
#define fRingDOFSamples 6
#define fRingDOFRings 4
#define fRingDOFThreshold 2.5
#define fRingDOFGain 0.1
#define fRingDOFBias 0.0
#define fRingDOFFringe 2.5
#define fMagicDOFBlurQuality 5
#define fMagicDOFColorCurve 8.0
#define fGPDOFQuality 5
#define fGPDOFPolygonalBokeh 0
#define fGPDOFPolygonCount 5
#define fGPDOFBias 1.00 darker bokeh shapes in center and brighter on edge.
#define fGPDOFBiasCurve 1.0
#define fGPDOFBrightnessThreshold 0.8
#define fGPDOFBrightnessMultiplier 2.00
#define fGPDOFChromaAmount 0.2 .
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- crosire
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- brussell
huss93 wrote: hey please must be added in Reshade?
//DEPTH OF FIELD
#define DOF_METHOD 4 //[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP DOF 4: Matso DOF
#define DOF_FOCUSPOINT float2(0.5,0.5)
#define DOF_NEARBLURCURVE 0.5
#define DOF_FARBLURCURVE 0.5
#define DOF_BLURRADIUS 5.0
#define DOF_MANUALFOCUS 1
#define DOF_MANUALFOCUSDEPTH 0.0
#define fRingDOFSamples 6
#define fRingDOFRings 4
#define fRingDOFThreshold 2.5
#define fRingDOFGain 0.1
#define fRingDOFBias 0.0
#define fRingDOFFringe 2.5
#define fMagicDOFBlurQuality 5
#define fMagicDOFColorCurve 8.0
#define fGPDOFQuality 5
#define fGPDOFPolygonalBokeh 0
#define fGPDOFPolygonCount 5
#define fGPDOFBias 1.00 darker bokeh shapes in center and brighter on edge.
#define fGPDOFBiasCurve 1.0
#define fGPDOFBrightnessThreshold 0.8
#define fGPDOFBrightnessMultiplier 2.00
#define fGPDOFChromaAmount 0.2 .
These settings will be included in the next ME release. You can't add it to the current one.
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- Marty McFly
- Topic Author
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- piterrrxd
texture2D texColor : COLOR;
texture texColorHDR1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 1; Format = RGBA16;}; //ping
texture texColorHDR2 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 1; Format = RGBA16;}; //pong
texture texMagicDOF { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 1; Format = RGBA16;};
#if (USE_RAYMARCH_AO == 1)
texture texAO { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 1; Format = RGBA16;};
texture texAO2 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 1; Format = RGBA16;};
#endif
texture2D texDepth : DEPTH;
texture texBloom1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 1; Format = RGBA16;};
texture texBloom2 { Width = BUFFER_WIDTH/2; Height = BUFFER_HEIGHT/2; MipLevels = 1;Format = RGBA16;};
texture texBloom3 { Width = BUFFER_WIDTH/4; Height = BUFFER_HEIGHT/4; MipLevels = 1;Format = RGBA16;};
texture texBloom4 { Width = BUFFER_WIDTH/8; Height = BUFFER_HEIGHT/8; MipLevels = 1;Format = RGBA16;};
texture texBloom5 { Width = BUFFER_WIDTH/16; Height = BUFFER_HEIGHT/16; MipLevels = 1;Format = RGBA16;};
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- Elimina
Here is an example of the rotated Hexagonal shape that i was talking about using the sampling example picture style you showed earlier.
i.imgur.com/D7pf0QKh.jpg
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- Marty McFly
- Topic Author
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- Elimina
Marty McFly wrote: Different shape in terms of octagonal or whatever is not possible but rotating the shape is possible, yeah.
So how would you rotate the Magic DoF shape a certain angle? Like my 30 degree pic
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- occiq
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- Elimina
Here are a few screenshots with a custom dirt texture that I made:
i.imgur.com/UFhPtov.png
i.imgur.com/8av8AdL.png
i.imgur.com/yJegxSY.png
if anyone wants the scratched lens dirt texture, just ask and I'll link a download
Thanks, Elimina
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- Elimina
matsilagi wrote: I want it, looks nice.
Are you talking about Mastereffect, or that you want the lens dirt texture? Just making sure, so I don't seem self absorbed with a matter that isn't about me
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- Kigapple
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- Constantine PC
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- Elimina
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- Marty McFly
- Topic Author
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?
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