Gaussian Blur / Bloom / Unsharpmask
- Wicked Sick
Moving the files to the Witcher's directory bore the same results.
It's a pastbin link here, maybe this can help?
pastebin.com/XKxLBQvT
Must be an issue with the Witcher only, not all 32bit games. Just tried it with FEAR 1 and worked fine by using the Gauss renamed to "ReShade.fx", exception was the effect 1 as before, tho.
EDIT:
Also worked with a OpenGL 64 bit game, Transistor.
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- Ioxa
- Topic Author
Thanks for testing it out, at least I know it isn't completely broken. I'll upload a new version soon to fix that error. I also have one other thing I want to try that might fix the issue with Witcher 2. It'll probably be a few days before I can get to it though.
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- Wicked Sick
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- Ioxa
- Topic Author
EDIT: Updated this again because I realized that would only work with dx10/11 games. Install is still similar, just have to rename MasterEffects .fx file if using the two together.
Download
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- Wicked Sick
i.imgur.com/nGyfFpq.png
If I recall well, I once used it, an older version long ago, both ReShade and your modified Gauss, and worked normally with this game.
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- Ioxa
- Topic Author
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- Ioxa
- Topic Author
Added an option to chain additional .fx files. If using an older version of MasterEffect the file name can be added in the bottom section of GAUSS_settings.h, it would look something like this.
//---- Chain Additional .fx files ----
//-- This file will run BEFORE the Gaussian effects --
#define USE_EFFECT1 1 //[0 or 1] 0 = off, 1 = on.
#define FX_FILE1 "ReShadeME.fx" //File name must be in "quotes"
In most cases chaining additional files will cause problems but if you have a file that is compatible with SweetFX and/or MasterEffect it should work.
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- Ioxa
- Topic Author
Bloom Test Download
Also experimenting with the HDR shader from SweetFX to see how it looks with the gaussian blur passes instead of the smaller blur passes it uses in SweetFX. Turns out it looks about the same, probably not worth the difference in performance cost. But its in that file if anyone wants to take a look.
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- Ioxa
- Topic Author
EDIT: Just tried this with the new framework and it seems to be working fine (aside from the toggle key not working). Set compatibility to 0 and rename the ReShade.fx file that comes with the new framework (I changed the name to ReShadeFW.fx), add it to GAUSS_settings.h, and set USE_EFFECT to 1. It should look something like this,
//---- Leave the following lines here if moving definitions to SweetFX_settings.txt ----
#define Compatibility 0 //0 = off, 1 = SweetFX, 2 = MasterEffect
//---- Chain Additional .fx files ----
//-- This file will run BEFORE the Gaussian effects --
#define USE_EFFECT1 1 //[0 or 1] 0 = off, 1 = on.
#define FX_FILE1 "ReShadeFW.fx" //File name must be in "quotes"
Pictures of the WIP HDR effect. Too dark? Too Bright? Any feedback to help me adjust it is appreciated!
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- Sh1nRa358
(88, 23): error X3004: undeclared identifier 'colorGammaSampler'
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- MaxG3D
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- Ioxa
- Topic Author
Sh1nRa358 wrote: How do I install the custom fx you gave me into the framework version? It gives me this error:
(88, 23): error X3004: undeclared identifier 'colorGammaSampler'
Try this one.
Put the include line in the Effect Ordering section in ReShade.fx.
MaxG3D wrote: I don't see any HDR, just some contrast.
I guess thats pretty much all it is, just increased contrast between bright and dark areas to show more detail. I'm trying to get a look similar to these pictures but I don't really have an eye for this stuff. What do you think would help get me closer to that look?
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- BillyAlt
That said, in order to get the look you're going for, you want local contrast and micro contrast. Left 4 Dead actually uses local contrast if you look closely.
Here: www.l4d.com/blog/post.php?id=1962
At the bottom of the post, you can find a video of the first person eating a bottle of pills. Directly after, you can see the local contrast max out. That's the kind of effect you're looking for, right?
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- Ioxa
- Topic Author
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- BillyAlt
However, I decided to play with the LumaSharpen settings and I got somewhat close to what you're looking for.
Here is my configuration as of writing this:
// -- Sharpening --
#define sharp_strength 2 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 1 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 4 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 6.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.
It looks pretty bad (well, the inner photographer in me thinks it looks bad) when I was messing with it in Payday 2, but it is a start and I'm willing to bet you can get close to the look you want by playing with these settings. Start with mine as a base, and play with them.
Here is a Unity shader that also features that local contrast look you're going for: docs.unity3d.com/Manual/script-ContrastEnhance.html
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- Ioxa
- Topic Author
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- Ioxa
- Topic Author
I tested it with a few different effects turned on and didn't get any errors but let me know if you run into any.
Install Instructions
1. Copy the ReShade folder to the same folder that ReShade was installed to and merge it with the existing folder.
2. Open ReShade.fx and add the line "#include EFFECT(CustomFX, Gaussian)" in the Effect Ordering section.
3. Find Gauss_Settings.cfg in the ReShade folder and open it to adjust the settings.
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- Ganossa
Ioxa wrote: I ported this to the new framework. Download
I tested it with a few different effects turned on and didn't get any errors but let me know if you run into any.
Install Instructions
1. Copy the ReShade folder to the same folder that ReShade was installed to and merge it with the existing folder.
2. Open ReShade.fx and add the line "#include EFFECT(CustomFX, Gaussian)" in the Effect Ordering section.
3. Find Gauss_Settings.cfg in the ReShade folder and open it to adjust the settings.
If you do not mind, I would verify and include it into the next release.
I still need to write on the dev tutorial for the framework
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- Ioxa
- Topic Author
LuciferHawk wrote: If you do not mind, I would verify and include it into the next release.
I still need to write on the dev tutorial for the framework
I don't mind at all. If you're going to include it in a release you may want to look back at Boulotaur2024's originals to see where I have made mistakes, as I'm sure I have made a lot. In it's current state it's a mix between the DX9 and DX11 versions and there are some parts of the bloom that I can't figure out, maybe you could get it all working correctly.
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- BillyAlt
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