Pirate Shaders For Reshade3 (Yar!)
- andrew
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- Kleio420
could you if you find the time redo how the debug output of your ao shader works as its somewhat hard for me to tell whats actually getting shade and whats not guess im just used to how the debug output on all the other ao shaders looks,just wondering would it be possible to add some type of debanding filter into the tonemap shader to filter out some artifacts that games generally have then use something like a bilateral blur(or something similar) to cover up any noise created by it ?PirateKitty wrote: Just got lucky I was checking the forums.
Are there any effects you guys would like to see?
Already adding DoF and volumetric scatter, which should be removed from AO.
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- PirateKitty
- Topic Author
The debug on AO should be fairly intuitive.But I suppose I could try to make it better.
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- PirateKitty
- Topic Author
This example is a bit extreme to show the bokeh off. The DoF is at half resolution.
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- Elimina
PirateKitty wrote: Photorealistic DoF should be coming in the next version.Still a few things left to code and then cleanup.
This example is a bit extreme to show the bokeh off. The DoF is at half resolution.
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- Martigen
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- PirateKitty
- Topic Author
DoF has been added. Old SSAO config moved to Pirate_Depth.cfg, it now has the settings for the preprocess, ao and dof.
Correct order for the depth effects should be:
-PreProcess
-SSAO
-Everything else
-DoF
I recommend you put DoF last, but you might get neat results by using other effects on top of it. So experiment. Just make sure its after Preprocess for it to work correctly.
Things to note:
-Blur between camera and focal point isn't photorealistic, main reason for that is speed.
-The lens are hexagonal, the only reason behind this is, again, render speed.
Check github, either download master.zip or from the release.
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- moriz1
Failed to compile '...\reshade-shaders\Shaders\Pirate_Depth.fx':
...\Pirate_Depth_DOF.fxh(246, 46): error X3004: undeclared identifier 'Frametime'
...\Pirate_Depth_DOF.fxh(246, 56): error X3000: syntax error: unexpected '/'
i found that the variable "Frametime" was commented out in Pirate_Global.fxh. uncommenting it out results in these errors:
| ERROR | Failed to compile '...\Pirate_Depth.fx':
...\Shader@0x0000020A15BB7E80(137,24-55): error X4579: NaN and infinity literals not allowed by shader model
...\reshade-shaders\Shaders\Pirate_Depth_SSAO.fxh(369, 8): error: internal shader compilation failed
...\Shader@0x0000020A5BF760A0(119,14-38): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
...\Shader@0x0000020A5BF760A0(119,14-38): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
...\Shader@0x0000020A5BF760A0(119,14-38): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
...\Shader@0x0000020A02388940(125,14-38): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
...\Shader@0x0000020A02388940(125,14-38): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
...\Shader@0x0000020A02388940(125,14-38): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
...\Shader@0x0000020A02382C00(125,14-38): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
...\Shader@0x0000020A02382C00(125,14-38): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
...\Shader@0x0000020A02382C00(125,14-38): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop
i CAN get it to compile if i set reshade to performance mode, but the warnings remain.
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- PirateKitty
- Topic Author
As for the rest, it seems your video card has issue with variable loops. I added a toggle named DEPTH_AO_LOOP_FIX in the Pirate_Depth.cfg file. Try turning that to 1 and recompiling to see if it fixes that.
Check github for the fixes.
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- Kleio420
i see you did update the debug view for ssao appreciate it much easier to see then prior,few games i play couldnt tell what type of depth buffer it was using and it was very hard to see any changes with how debug view looked beforePirateKitty wrote:
DoF has been added. Old SSAO config moved to Pirate_Depth.cfg, it now has the settings for the preprocess, ao and dof.
Correct order for the depth effects should be:
-PreProcess
-SSAO
-Everything else
-DoF
.
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- PirateKitty
- Topic Author
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- Kleio420
the witcher 3 is one said game that acts weird with your shaders , pretty sure witcher 3 is a log depth but when enabled doesnt find anything in the buffer only works with all default options there are a few other games that dont work correctly with the buffer type either maybe its a bug on your end possibly ?PirateKitty wrote: It's best to use the depth debug for that.
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- Uncle Crassius
Kleio420 wrote:
the witcher 3 is one said game that acts weird with your shaders , pretty sure witcher 3 is a log depth but when enabled doesnt find anything in the buffer only works with all default options there are a few other games that dont work correctly with the buffer type either maybe its a bug on your end possibly ?PirateKitty wrote: It's best to use the depth debug for that.
Don't use logarithmic depth, it's just inverted. Yes, the compatibility list shows something different, but that seems obsolete. Set Farplane to 0.005 and it should work.
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- PirateKitty
- Topic Author
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- Kleio420
yea your value helps to fix the issue of nothing showing correctly , game seems to use both log/inverted anyway thanks for the help those who repliedUncle Crassius wrote:
Kleio420 wrote:
the witcher 3 is one said game that acts weird with your shaders , pretty sure witcher 3 is a log depth but when enabled doesnt find anything in the buffer only works with all default options there are a few other games that dont work correctly with the buffer type either maybe its a bug on your end possibly ?PirateKitty wrote: It's best to use the depth debug for that.
Don't use logarithmic depth, it's just inverted. Yes, the compatibility list shows something different, but that seems obsolete. Set Farplane to 0.005 and it should work.
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- GP-Unity
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- PirateKitty
- Topic Author
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- GP-Unity
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- GP-Unity
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- PirateKitty
- Topic Author
I might add a random function to it in the future if it seems to keep being an issue.
On other news, I recommend using "Value" as the luma mode for the DoF shader.
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