MasterEffect ReBorn official thread
- Marty McFly
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- fuze
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- Marty McFly
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fuze wrote: About fog, can you make a fog shader that would just set the depth buffer output to screen blending mode?
That would be no proper fog because fog also scatters. I'd need to run bloom generation algorithm twice which I won't do.
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- SunBroDave
Marty, maybe you can give us a shader that's just your bloom (complete with bloom threshold) so that we can still use that version of bloom in conjunction with the framework? Then you'd be free to modify bloom in the full MasterEffect package so that you can add in new effects like fog. Even though we're used to using the bloom that's there (personally it's one of my favorite effects) I'd say we all definitely want you to move MasterEffect forward, so maybe this would be a reasonable compromise?Marty McFly wrote: No I cannot ignore it because bloom threholding is done before blurring, after blurring looks odd. The better way is using a curve function on final bloom texture anyways. Good then, no fog or anything like this.
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- Marty McFly
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- jas01
SunBroDave wrote:
Marty, maybe you can give us a shader that's just your bloom (complete with bloom threshold) so that we can still use that version of bloom in conjunction with the framework? Then you'd be free to modify bloom in the full MasterEffect package so that you can add in new effects like fog.Marty McFly wrote: No I cannot ignore it because bloom threholding is done before blurring, after blurring looks odd. The better way is using a curve function on final bloom texture anyways. Good then, no fog or anything like this.
I guess that this is not possible. I mean that there will still be some incompatibilities. Propably this doesn't metter where he will locate his bloom. (In Master Effect or in CustomFX from Framework). I personally like to have new shaders than this parameter from oryginally bloom (anyway he is great)
I'm really sorry for my poor grammar. :<
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- Koklusz
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- Ganossa
Koklusz wrote: How would bloom shader work then anyway? Would threshold be fixed at one value, or would it work like some kind of HDR, changing threshold depending on overall screen brightens or/and color? Because later would be actually be neat.
That feature is already covered with GemFX in the framework.
In the current release it is not working 100% correct but in the dev build/next release it works perfectly and also covers all other lighting effects, including the ported bloom from ME.
That feature however is totally independent from the threshold cause one is a trigger and the other one is an eye adaptation effect.
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- brussell
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- Elimina
fuze wrote: About fog, can you make a fog shader that would just set the depth buffer output to screen blending mode?
Since we are all talking about implementing fog, I would like to post a picture that happened to my Watch Dogs after I installed ReShade. So, I'm pretty sure it is the save games fault, and not ReShade, but here is the pic right when I installed rehshade
i.imgur.com/gVN3IE4h.jpg
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- Quentin-Tarantino
I was only starting to love it and then it was took away from me
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- Quentin-Tarantino
Elimina wrote:
fuze wrote: About fog, can you make a fog shader that would just set the depth buffer output to screen blending mode?
Since we are all talking about implementing fog, I would like to post a picture that happened to my Watch Dogs after I installed ReShade. So, I'm pretty sure it is the save games fault, and not ReShade, but here is the pic right when I installed rehshade
i.imgur.com/gVN3IE4h.jpg
That's a nice mistake Watch Dogs meets Silent Hill
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- Frankie
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- huss93
sorry for english ..........french
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- helge
I just set up the reshade program in combination with the Master Effects a couple of days ago and it works just fine, exept one thing: Ambient Occlusion. No matter which option of AO I choose, I always get the same bug: The shadowing shines through all the objects, they seem to get transparent for those dark spots. Probably hard to spot on a screenshot, but more than noticeable and very annoying especially in motion. This is, by the way, for Assassin's Creed II and Brotherhood, (currently I don't have any other Dx9 games to test, doesn't work in other dx version, right?). I tried a couple of things, mostly shutting down every single other program that was running, disabling Uplay Overlay, run as administrator and so on... Unfortunately nothing helped. I hope, someone has some suggestions on how to resolve that issue, cause I would really love to use that great tool, but without AO it's only worth half, that effect really does a lot for the visuals of a game.
PS: Windows 7, newest AMD drivers installed, newest ReShade and MasterEffect files also.
PPS: I'm German and if I am not mistaken, at least the creator of MasterEffects is German too. I'm fine with English and this way everybody can understand this, but I just wanted to let you know, German would also be an option, if things get tricky or something.
And oh, by the way, is it somehow possible to keep the effects away from the HUD and menue? Especially with Bloom it's rather annoying.
Thanks in advance!
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- Marty McFly
- Topic Author
I don't know how TXAA/TAA works (comparing older pictures - that I know but not more), there is no actual source code for that and I'm generally bad at reproducing code from some paper explaining how it works (except I comprehend it to 100% - I wouldn't be able to write an AO shader from scratch but a DOF shader is possible (Magic DOF approach is from some paper)).
huss93
No.
helge
AO in games works l is in the middle of a render chain so light sprites (called 2dfx, 2D rendered textures like the car headlights) are rendered on top of it. These light sprites don't write to depth buffer so they are basically invisible for the depth buffer. Same goes for any lighting effect like flares, bloom, fog and so on. Now ReShade calls the depth info of these pixels where the light sprites or bloom or whatever is and applies AO on top of it.
We essentially have no option to prevent AO from darkening light sprites or whatever, except luminance consideration, lowering the AO amount if the source pixel has a specific brightness. Problem is here that fog isn't actually very bright, the luminance consideration doesn't only save light sprites from occluding but also bright game objects, some light sprites aren't bright (red car light for example) and so on.
We would need to place AO before rendering those effects but that is close to impossible on a generic base. Even ENB which is made for dedicated games can't do it always. In GTA IV for example, it renders AO before light sprites etc but in GTASA for example, you can really see the AO though car burnout smoke, fire, sun haze and so on because the ENB version for SA doesn't take care of that.
The closest we get is as I said, luminance consideration and I MasterEffect has this option already. AO_LUMINANCE_CONSIDERATION enables this option. If a pixel is brighter than the AO_LUMINANCE_LOWER value, AO starts to get less until a pixel is brighter than AO_LUMINANCE_UPPER - pixels that have a higher luminance than this value get no AO at all. 1.0 equals 255 255 255 color, the brightest possible in LDR colorspace.
For effects inside MasterEffect, I take care of this - AO gets applied at the very beginning, before DOF, before lighting, before flares, before bloom. That's why it took me a long while to setup the effect chain properly and that's the reason why ME structure is so complex, every effect takes care of each other effect - grayscale is applied after chromatic abberation because CA would create colored offsets which contradict the definition of grayscaled image.
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- Wicked Sick
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- helge
Thanks for those explanations, but I think you didn't quite get my problem right. It's not the 2D objects that are my problem, it is everything. The AO effect shines through all the 3D objects, like the protagonists model for instance. I can see those black shadows through walls, buildings, persons etc.
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- BrandonHortman
Wicked Sick wrote: The bloom issue that people are reporting, in which thread is it being addressed? I am asking because I'd like to follow. Sorry for bother you.
I brough it up earlier here in the Framework thread: reshade.me/forum/shader-presentation/516...19-1281?start=6#4229
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- Wicked Sick
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