**toomighty wrote:** Yo'all

I'm trying to find the shaders but noluck for the paint shader. It seems that the cell shader was deleted from repository but I managed somehow to get the file

raw.githubusercontent.com/crosire/reshad...0/Shaders/Outline.fx (for reshade 3)

So now I'm looking for the paint shader but I can't find it on reshade 3 options... Any suggestion?

On the other hand I was wondering about if the following images are achievable?

imgur.com/a/1wHhe#0
Regards

JPulowski

crosire

OtisInf

Marty McFly

kingeric1992

NattyDread

Just drop Outline.fx into ../reshade-shaders/Shaders/ folder and it should be good to go. As for the paint shader i believe Crosire chose not to include it in the repository due to its performance-heavy nature since it is not that well suited for real-time tweaking. But I'll do a port for those who would like to use it. I'll submit it here after I am done.

**Update:** Here it is. Just save it as Paint.fx and drop it into ../reshade-shaders/Shaders/.

/**
* Basic kuwahara filtering by Jan Eric Kyprianidis <www.kyprianidis.com>
* https://code.google.com/p/gpuakf/source/browse/glsl/kuwahara.glsl
*
* Copyright (C) 2009-2011 Computer Graphics Systems Group at the
* Hasso-Plattner-Institut, Potsdam, Germany <www.hpi3d.de>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* Paint effect shader for ENB by kingeric1992
* http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=3244#p53168
*
* Modified and optimized for ReShade by JPulowski
* https://reshade.me/forum/shader-presentation/261
*
* Do not distribute without giving credit to the original author(s).
*
* 1.0 - Initial release/port
* 1.0a - Modified the code to make it compatible with SweetFX 2.0 Preview 7 and new Operation Piggyback which should give some performance increase
* 1.1 - Removed SweetFX Operation Piggyback compatibility
* Added Framework compatibility
* 1.2 - Rewritten and optimized some parts of the code
* 1.3 - Port to ReShade 3.x
*/
uniform int PaintRadius <
ui_type = "drag";
ui_min = 0; ui_max = 20;
ui_tooltip = "Amount of effect. Higher values require more performance.";
> = 2;
#include "ReShade.fxh"
float3 PS_ModePaint(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float4 col;
float3 lumcoeff = float3(0.2126, 0.7152, 0.0722) * 9.0; // Multiplied by total number of available intensity levels
float4 col0 = 0.0; float4 col1 = 0.0; float4 col2 = 0.0; float4 col3 = 0.0; float4 col4 = 0.0;
float4 col5 = 0.0; float4 col6 = 0.0; float4 col7 = 0.0; float4 col8 = 0.0; float4 col9 = 0.0;
for (int i = -PaintRadius; i <= PaintRadius; i++) {
for (int j = -PaintRadius; j <= PaintRadius; j++) {
col.rgb = tex2D(ReShade::BackBuffer, texcoord + ReShade::PixelSize * float2(i, j)).rgb;
col.a = round(dot(col.rgb, lumcoeff)) + 1.0; // Store intensity in alpha channel and increase it by 1, so we can count
// values between 0.0 - 1.0
col0 += col.a == 1.0 ? col : 0.0;
col1 += col.a == 2.0 ? col : 0.0;
col2 += col.a == 3.0 ? col : 0.0;
col3 += col.a == 4.0 ? col : 0.0;
col4 += col.a == 5.0 ? col : 0.0;
col5 += col.a == 6.0 ? col : 0.0;
col6 += col.a == 7.0 ? col : 0.0;
col7 += col.a == 8.0 ? col : 0.0;
col8 += col.a == 9.0 ? col : 0.0;
col9 += col.a == 10.0 ? col : 0.0;
}
}
// Calculate intensity count
col1.a /= 2.0;
col2.a /= 3.0;
col3.a /= 4.0;
col4.a /= 5.0;
col5.a /= 6.0;
col6.a /= 7.0;
col7.a /= 8.0;
col8.a /= 9.0;
col9.a /= 10.0;
col.a = 0.0;
// Calculate mode
col = col0.a > col.a ? col0 : col;
col = col1.a > col.a ? col1 : col;
col = col2.a > col.a ? col2 : col;
col = col3.a > col.a ? col3 : col;
col = col4.a > col.a ? col4 : col;
col = col5.a > col.a ? col5 : col;
col = col6.a > col.a ? col6 : col;
col = col7.a > col.a ? col7 : col;
col = col8.a > col.a ? col8 : col;
col = col9.a > col.a ? col9 : col;
return col.rgb / col.a;
}
float3 PS_Kuwahara(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float n = pow(PaintRadius, -2.0);
float4 col = 1.0;
// Using vectors instead of arrays, otherwise temp register index gets exceeded very quickly
float4 m0 = 0.0, m1 = 0.0, m2 = 0.0, m3 = 0.0;
float3 s1 = 0.0, s2 = 0.0, s3 = 0.0, s4 = 0.0;
for (int i = 0; i < PaintRadius; i++) {
for (int j = 0; j < PaintRadius; j++) {
col.rgb = tex2D(ReShade::BackBuffer, texcoord + float2(-i, -j) * ReShade::PixelSize).rgb;
m0.rgb += col.rgb;
s1 += col.rgb * col.rgb;
col.rgb = tex2D(ReShade::BackBuffer, texcoord + float2( i, -j) * ReShade::PixelSize).rgb;
m1.rgb += col.rgb;
s2 += col.rgb * col.rgb;
col.rgb = tex2D(ReShade::BackBuffer, texcoord + float2( i, j) * ReShade::PixelSize).rgb;
m2.rgb += col.rgb;
s3 += col.rgb * col.rgb;
col.rgb = tex2D(ReShade::BackBuffer, texcoord + float2(-i, j) * ReShade::PixelSize).rgb;
m3.rgb += col.rgb;
s4 += col.rgb * col.rgb;
}
}
m0.rgb *= n; m1.rgb *= n;
m2.rgb *= n; m3.rgb *= n;
// Sigma2
m0.a = dot(distance(s1.rgb * n, m0.rgb * m0.rgb), 1.0);
m1.a = dot(distance(s2.rgb * n, m1.rgb * m1.rgb), 1.0);
m2.a = dot(distance(s3.rgb * n, m2.rgb * m2.rgb), 1.0);
m3.a = dot(distance(s4.rgb * n, m3.rgb * m3.rgb), 1.0);
col = m0.a < col.a ? m0 : col;
col = m1.a < col.a ? m1 : col;
col = m2.a < col.a ? m2 : col;
col = m3.a < col.a ? m3 : col;
return col.rgb;
}
technique Kuwahara
{
pass Kuwahara
{
VertexShader = PostProcessVS;
PixelShader = PS_Kuwahara;
}
}
technique kingeric1992
{
pass kingericPaint
{
VertexShader = PostProcessVS;
PixelShader = PS_ModePaint;
}
}