PirateKitty's shaders (For Reshade2)
- PirateKitty
- Topic Author
Here are my original ENB shaders if you're curious:
Toon Shader
Post Process shaders
Bloom
DoF
Effects:
- Curve based contrast
- Vibrance
- Luma Sharpen
- FXAA
- Vignette
- Tonemap
- Eye/Light Adaptation
- Bloom
- Borders
- Posterize
- Black & White
- Unsharp Mask
- Flashlight
- AO, GI and Scatter
They're all programmed by me and designed to be customizable and fast. I put toggles where it matters and made it clear what impacts performance. If I'm not too lazy, I will transfer these to ReShade 3 when it's officially released. No promises, but I might add other effects later, such as AO, DoF, Tonemapping, etc. A friend already request vignettes, so that might be next.
Download Link
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- Drogean
not sure why you're re-inventing the wheel though when most of those are already working in No Mans Sky. The stuff like Gaussian/Bloom/AO/Ambient light are the ones that are broken
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- PirateKitty
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Not all wheels are made the same.Drogean wrote: not sure why you're re-inventing the wheel
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- Daemonjax
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- PirateKitty
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I was working on depth based shaders today, but NMS depth breaks too easily and starts showing the silhouette of a creature at random. I might have to use another game to finish them.
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- PirateKitty
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- PirateKitty
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- abrad1212
Compiling Effect ... Succeeded
Loading Effect ...
and then It keeps loading and loading
Here is opengl32.dll log
any help would be nice
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- PirateKitty
- Topic Author
But if this is on NMS and you have the script extender launcher, it's known that reshade doesn't work with that.
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- Marty McFly
PirateKitty Nice work on those shaders! Though the vibrance shader is 1:1 identical to the SweetFX one so you really reinvented the wheel there
Looking forward to your AO/IL solution to see how it performs compared to MXAO.
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- PirateKitty
- Topic Author
I also noticed I forgot to do something on the curves and feel dumb, so I fixed that for the next version.
I based it partially on HBAO. It's the first iteration, so it's a bit slow and it's too high frequency. I sill have work to do on it so it will look better and hopefully run faster.
Edit: There is a 'bug' with bloom that won't let it compile on certain games. I derped, but that will be fixed on the next version with AO.
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- PirateKitty
- Topic Author
Here's one example of it in NMS:
Without AO/IL
Couple different quality settings:
And their masks:
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- PirateKitty
- Topic Author
Just need to optimize things. I wanted to make sure GI was looking pretty first and currently it's running separate from AO. It's eating 10fps from NMS, so that's a nono. If I have time I will finish tonight.
(not that NMS is optimized to begin with, this same code on Grimrock2 takes only 2 fps)
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- PirateKitty
- Topic Author
Lemme know if there are any bugs or something. Takes a lot of fiddling to make the depth buffer and AO look proper in any given game, so good luck!
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- AlfalfaX
nice shaders. Gonna test it a bit.
Do you recommend using them with some other mods like the Instagram filter removal mod? Or just stock NMS?
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- PirateKitty
- Topic Author
Also, be aware that NMS's depth buffer is pretty broken, so the AO/GI only works in planets and breaks (til you restart the game) if you scan anything. I've only been using NMS to actually program it, I don't use the AO when playing normally in it.
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- mindu
Something I noticed with fastFXAA it barely removes any jaggies with default settings, but if I don't USETHRESHOLD then makes everything blurry
Is there any possibility to port TAA to ReShade? it looks interesting in the paper but I don't know if this is even possible to do with ReShade.
de45xmedrsdbp.cloudfront.net/Resources/f...A_small-59732822.pdf
bitbucket.org/Unity-Technologies/cinemat...e-effects/branch/taa
github.com/gokselgoktas/temporal-anti-al...d07f2d6fd6ead82e202d
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- PirateKitty
- Topic Author
Threshold is used to avoid it blurring text, which looks bad. It takes a bit of setup for it to look good depending on the contrast you're getting in your game.
Here's the original comparison image - staticdelivery.nexusmods.com/mods/110/im...481-2-1383691713.gif
It does a decent enough job, but I made it to be fast primarily. I might give it a second look to add more quality options.
It's possible to port TAA, but do I want to? No
It's meant to simulate shutter speed and doesn't have anything to do with jaggies. It's a motion blur essentially and to me that looks bad way more often than it looks good, specially when it's used on low FPS games. It can remove jaggies in slow moving grass (for example), but that's a byproduct, not the main purpose.
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- mindu
About TAA I honestly don't know how it really works, but since your explanation I agree with you I definitely don't want that either (but I had to ask because they put it so pretty in presentations...)
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- PirateKitty
- Topic Author
As for my FXAA, I tried it on KSP with no threshold and 0.5 strength to avoid AAing the UI, it looks quite decent. Just gotta realize that there are some jaggies that no screenspace AA will ever remove, only MSAA (And similar resolution based aa) or changing internal resolution can deal with those. What I can do is add a second pass to smooth out the blur, but I think that's a bit unnecessary. I will test it out and see how it looks.
If your game is running at >60FPS, TAA does look nice, you get a very natural motion blur, but that's a rarity with AAA games being so sluggish.
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