MasterEffect ReBorn official thread
- SunBroDave
Gotcha so you did do that grayscale thing. I had a similar problem of AO showing through fog when playing Inquisition, and in normal circumstances I actually find Raymarch to be a bit excessive, so this kind of seems like the perfect balance for my tastes. If Marty doesn't mind, I'd love to try it.Ioxa wrote: I took a grayscale of the original image, made it brighter, then blended it into the AO mask. It's six lines of code, if Marty is cool with it I'll post the code and tell you were to paste it.
It still looks weird in some places but it is much less noticeable. And you can raise the AO power and it still won't show through the lights, these settings just looked the most subtle to me.
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- Marty McFly
- Topic Author
Is a one-liner though. Post what you want, new wip version uses that stuff already

What this above does is decreasing AO as soon as the color brightness level reaches 0.3 and linearly lowers the AO intensity until it reaches 0 at color brightness level 0.6. If you want only very bright areas to stay "unambientoccluded", raise both values. Also I don't think "ao" was the variable name I chose in old version and also make sure you put it into the right place.
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- SunBroDave
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- Ioxa
So here is the code I used. Scroll down to line 4046 and paste it just above the line that says "return vOutColor;".
float4 res = float4(0.0, 0.0, 0.0, 0.0);
res.xyz = tex2D(SamplerColorLDR, IN.txcoord.xy).xyz;
res = dot(float3(0.21, 0.72, 0.07), res.xyz) + 0.55;
vOutColor = saturate(lerp(vOutColor + 0.5, res, 0.43));
As for the code Marty posted, I think it can go in the same spot or a little further down at line 4190, it looked the same to me in both places. If you put it at line 4046 it should look like this,
float4 res = float4(0.0, 0.0, 0.0, 0.0);
res.xyz = tex2D(SamplerColorLDR, IN.txcoord.xy).xyz;
vOutColor = lerp(vOutColor, 1.0,smoothstep(0.3, 0.6, dot(res.xyz,0.333)));
If you put it at line 4190, put it above the line that says "res.xyz *= aores;" and below the line that says "#else". And this is the code if you put it there,
aores = lerp(aores, 1.0,smoothstep(0.3, 0.6, dot(res.xyz,0.333)));
I could be wrong on where Marty's code should go but it seemed to work like he said it would, correct me if its wrong though.
And as for my code, it causes a compile warning, because what good would some random guys code be if it didn't cause some sort of error, but it does work.
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- Marty McFly
- Topic Author

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- TinchO
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- Constantine PC

The Separate Sections for Effects is really nice.
And Hud Masking

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- Constantine PC
Basically, I want to know if there is a way to hud mask certian effects like DOF or maybe tiltshift(in the future), instead of masking all effects.
The reason I want to know if this is possible or maybe be able to do this is because some games like Arma 3 for instance have transparent Hud elements and if I were to mask those elements it would look very odd because you would just be able to see through to the original game look.
For example:
Arma 3 has Hud icons like that. I'm sure some other games do as well.
Any info on how to maybe just mask certian effects or even taking this into consideration for later releases of Master Effect would be really appreciated. Thanks

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- vfxninjaeditor

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- Wicked Sick
You can change toggle by opening the ReShade.fx and changing the line 2528. Or run a search for "toggle", then you can set the key you want.
I have a question, is the SMAA working as intended for now? I guess I am not seeing its effect in game.
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Wicked Sick wrote: @vfxninjaeditor
You can change toggle by opening the ReShade.fx and changing the line 2528. Or run a search for "toggle", then you can set the key you want.
I have a question, is the SMAA working as intended for now? I guess I am not seeing it's effect in game.
Yeah, its been working since it was first added into one of the betas i tested, and it works.
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- Elimina

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- Constantine PC
matsilagi wrote:
Wicked Sick wrote: @vfxninjaeditor
You can change toggle by opening the ReShade.fx and changing the line 2528. Or run a search for "toggle", then you can set the key you want.
I have a question, is the SMAA working as intended for now? I guess I am not seeing it's effect in game.
Yeah, its been working since it was first added into one of the betas i tested, and it works.
It's not working for me either, the Debug does but the actual Anti Aliasing doesn't.
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- Wicked Sick
i.imgur.com/AFrym9A.png
i.imgur.com/HPo6KbR.png
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- Constantine PC
Wicked Sick wrote: awwn I am quit unlucky. I was trying to mimic the same settings I used with SFW, but the result wasn't the same. Could you tell me a good settings to resolve this?
i.imgur.com/AFrym9A.png
i.imgur.com/HPo6KbR.png
I'm pretty sure the SMAA is just straight up not working.
No problem with your settings.
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- Paperboy
Constantine PC wrote: I'm pretty sure the SMAA is just straight up not working.
It hasn't worked so far for me, either.
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- Tidias
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- jijidasu
A quick question - would it be too much to ask for more control over the DoF (particularly Petka). I have been using this with FFXIV and find it is the most suitable for a game of this sort wherein the HUD can often be overwhelmed by strong blur. The new release is far more stable and runs great, although I have lost control over things such as being able to manually define focalDepth, focalLength, fStop and so on.
If there is some way to alter these in the new release I'd be grateful for any help with finding where I might configure them.
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- Tidias
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- jijidasu
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