Gaussian Blur / Bloom / Unsharpmask
- Sh1nRa358
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- Ioxa
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If you're using it with the new framework you can choose when it runs in the effect ordering section in ReShade.fx. Everything will run in the order it is listed so just place the #include line between the effects you want to run before and after.Sh1nRa358 wrote: Any way you can make an option to allow this to do passes before the other shaders or after the other shaders?
To do that in the old version open up GAUSS_settings.h and scroll to the bottom, there is an option to add .fx files that run before and after the gaussian effects. The compatibility option will run SweetFX or MasterEffect before the gaussian effects, set that to 0 and add the file names manually if you want SweetFX or MasterEffect to run after the gaussian effects.
The best way would be to use the new framework because you can choose individual effects to run it between instead of entire shader packs.
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- Sh1nRa358
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- Ioxa
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Not sure about that one... If I had to guess I would think it would be best to run AA last. You should probably test it and see what looks best to you.Sh1nRa358 wrote: So what do you think would be the best placement as far as not having the gaussian repixelate jaggies: before or after any AA?
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- Wicked Sick
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- Ioxa
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No problem! Glad its working out for you! And lets both thank Boulotaur2024 for making this in the first place, I don't think I could go back to playing games without it. Hopefully he will give it a proper port someday because I don't think I will ever get the bloom working right.Wicked Sick wrote: Hey, Ioxa, I just wanted to say to you a big thanks. Your sharpening with the Framework is gorgeous. Great work, thank you a lot.
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- Wicked Sick
My very first post in this forum was to ask about the Boulotaur2024's gausian.
I also can't see myself playing without ReShade now.
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- vfxninjaeditor
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- Wicked Sick
I am not so fond of presets but I really like to use them as a base. There are many people that do wonderful jobs and I like to mimic them. But in the end, I always do what appeals me more.
So, in short, I can't say anything to you but to try for yourself.
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- Quentin-Tarantino
vfxninjaeditor wrote: Hey guys, just a quick question. I have never used the gaussian shader before. Could you help me with some recommendations? Any common settings you like to use?
When i was using SweetFX 1.5.1 the Version that had the Sin City shader included
Found here: www.mediafire.com/download/de9y6nc02cfz0fh/SinCityFX.rar
I used {Gaussian Unsharpmask}
Gaussian Blur settings
#define GaussEffect 1 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 2 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 0 //[0 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 3 //[0|1|2|3] Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy, 3 = Sekta
#define GaussThreshold 0.5 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.3 //[0.00 to 1.00] Amount of effect blended into the final image
Metal Gear Solid V: Ground Zeroes using {Gaussian Unsharpmask}
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- vfxninjaeditor
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- Ioxa
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Quality is really more like radius, it will blur the already blurred image again which makes the blur wider. For sharpening it is probably best to keep it at 0 because higher settings will make the halo larger. For blur and bloom it could be helpful but I usually keep it at 0 or 1.vfxninjaeditor wrote: okay, so what about quality? I see there are 12 levels. It's hard to tell if there is a big difference. I believe I can notice a significant frame drop going from 1 to 2.
In the original there were 4 levels of quality, each step up added multiple blur passes with the highest setting being 12 passes. Because the performance hit from each level was so high I decided to split them up so each level added 1 more pass. Each blur pass is 22 texture fetches, thats why you are seeing that frame drop.
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- Sh1nRa358
E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\/ReShade/CustomFX_settings.cfg(54): error: Redefining defined variable "BloomStrength"
from file E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\ReShade/CustomFX/ColorCorrection.h, line 4,
from file E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\ReShade.fx, line 47.
E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\/ReShade/CustomFX_settings.cfg(56): error: Redefining defined variable "GaussBloomWarmth"
from file E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\ReShade/CustomFX/ColorCorrection.h, line 4,
from file E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\ReShade.fx, line 47.
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- Ioxa
- Topic Author
Those are redefinition errors. The reason you're getting them is because this shader is included in the CustomFX in the framework. A quick fix would be to open CustomFX_settings.cfg in the ReShade folder and delete all the gaussian blur settings. I don't have time to test it right now but that should fix it.Sh1nRa358 wrote: I don't know if this has been updated to make it look like it did when it was first released but could you make me that version again for the newest reshade if it has not? I'm getting this error when I updated to the newest framework:
E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\/ReShade/CustomFX_settings.cfg(54): error: Redefining defined variable "BloomStrength"
from file E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\ReShade/CustomFX/ColorCorrection.h, line 4,
from file E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\ReShade.fx, line 47.
E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\/ReShade/CustomFX_settings.cfg(56): error: Redefining defined variable "GaussBloomWarmth"
from file E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\ReShade/CustomFX/ColorCorrection.h, line 4,
from file E:\Users\\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation 2\ReShade.fx, line 47.
You may also want to open ReShade.fx and put a couple slashes (//) in front of the line that says #include EFFECT(CustomFX, Gaussian). Otherwise it may run the shader using the settings in that file I made for you.
When I get a chance I'm going to take a look at the bloom in the shader because it looks off right now. I'll let you know if it looks like it did in the older version when I'm done.
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- Sh1nRa358
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- BornDownUnder
How would one decrease the contrast amount applied when using the unsharpmask portion of the shader?
Also are you still working on this shader & hopefully the inclusion of image sharpening?
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- Ioxa
- Topic Author
There is a clamp for the sharpening in the shader file. Look for the line that says "#define sharp_clampG 0.035". Lowering that value should decrease the contrast.
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- BornDownUnder
Images below are comparison, time frame ~6am morning in-game (final results are still a work in progress):
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- Ioxa
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- BornDownUnder
Many thanks again for the info!
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