Shaders by Ioxa for ReShade 3.0
- Ioxa
- Topic Author
Download Shaders by Ioxa for ReShade 3.0 *UPDATED 4/22/2017*
I've updated some of the shaders and posted them on GitHub, see this post for more info. *UPDATED 8/9/2017*
Diffuse Glow
Gives bright areas a softer/hazier look. Similar to bloom but doesn't spread the light into darker areas.
Surface Sharpen
A sharpening filter based on my Surface Blur shader. It sharpens the image without creating halos around objects.
Chromatic Aberration
A chromatic aberration shader with some options to smooth the effect. Also has options for offsetting the color channels individually to create different types of CA.
Unsharp Mask
A very simple sharpening filter that many people are probably familiar with.
Color Filter
Tints the image with the selected color or colors. The color can be applied to the entire image or specific areas using an adjustable threshold mask. There are also a number of blend modes available which will change the way the color is applied to the image. There are 6 filters active but it can be expanded up to 10 filters by adding "ActiveColorFilters=10" to the Preprocessor Definitions in the Settings tab. The number of active filters can also be reduced by using the same definition with lower value.
Gaussian Bloom
It's not the same as the version in ReShade 2.0 but it should look the same with some adjustments. I'm still working on this so let me know if you are having trouble replicating the look from old presets and I'll see if I can find a solution. There is also a preprocessor setting to adjust the texture scale, "GaussBloomTexScale=0.5". 0.5 is the default, it cuts the texture size in half. The only other settings that may work would be 0.25 or 1.0 but you can try other values to find a good balance between quality and performance.
Clarity2
A test version of my Clarity shader. I've changed the way the ClarityOffset setting works, this should now allow for a larger blur radius at a lower performance cost. The shader no longer creates any additional textures and I have added a couple additional settings. Let me know if this version has a lower performance cost for you compared to the original.
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- GP-Unity
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- Ioxa
- Topic Author
What settings are you using? I'd like to try them out and see if I can make any changes to the shader to improve on that look.GP-Unity wrote: Been using diffuse glow and surface sharpen. Impressed at the results so far, will definitely continue using them. I've actually used diffuse glow to give brighter areas a warmer, darker and more saturated look, adds nicely to the overall lighting in games.
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- GP-Unity
[Diffuse Glow.fx]
BlurRadius=2.000000
DebugMode=0.000000
BlendMode=1.000000
ThresholdMaskType=3.000000
Threshold=0.600000
Strength=0.470000
ThresholdRange=0.800000
GlowPower=1.000000
GrainStrength=0.000000
GlowSaturation=0.680000
Without diffuse glow (some other effects enabled):
After diffuse glow:
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- NoMansReshade
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- DeMondo
Failed to compile '\RS3\Shaders\DiffuseGlow.fx':
\RS3\Shaders\DiffuseGlow.fx(1, 1): error X3000: syntax error: unexpected '{'
How can I fix this?
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- Ioxa
- Topic Author
GP-Unity wrote: Settings:
[Diffuse Glow.fx]
BlurRadius=2.000000
DebugMode=0.000000
BlendMode=1.000000
ThresholdMaskType=3.000000
Threshold=0.600000
Strength=0.470000
ThresholdRange=0.800000
GlowPower=1.000000
GrainStrength=0.000000
GlowSaturation=0.680000
Without diffuse glow (some other effects enabled):
After diffuse glow:
Ok, I see whats going on. The warm screen blend mode sends dark pixels into negative territory, so when it gets blended with the original image it is actually removing weaker colors from it. Thats why the red line near the bottom of your screenshot get redder, the weaker colors have been removed. I'll try using some different blend modes and see what kind of results I can get.
Glad you were able to find a use for it!NoMansReshade wrote: I originally thought that diffuse glow was useless... But I realize now that when correctly loaded (before bloom), it can be used as a tool to push certain areas into the blooms threshold without making everything too bright!!!!!! Great shader, thanks!
Looks like there is an extra brace at the top of your file. Since you're getting the same error with all 4 shaders I'm guessing the fx file you used was not completely blank or you're picking up an extra brace somehow when copying the code.DeMondo wrote: Thank you Ioxa for your shaders, although I receive an error for all these 4 shaders:
Failed to compile '\RS3\Shaders\DiffuseGlow.fx':
\RS3\Shaders\DiffuseGlow.fx(1, 1): error X3000: syntax error: unexpected '{'
How can I fix this?
Try deleting the brace ({) at the very top of the shader files. If that doesn't fix it try copying the code again.
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- Insomnia
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- Ioxa
- Topic Author
For now I uploaded the color filter shader to drop box and I'll upload the rest when I get a chance.
Download Color Filter
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- crosire
Should work again now.Ioxa wrote: it seems like the site is having issues with using spoilers and/or code.
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- Insomnia
Ioxa wrote: I tried to add another shader but it seems like the site is having issues with using spoilers and/or code. I can't even expand the spoilers on the original shaders I posted.
For now I uploaded the color filter shader to drop box and I'll upload the rest when I get a chance.
Download Color Filter
Thanks for doing this.
I half-ported it a week ago, but was unable to add the mode switches to the GUI due to incompetens.
Edit: Seeing how much you actually added to make it work makes me realise how much I really failed lol.
Btw, do you know a neat way of separating and break down all parameters into sections? With ENB GUI you can add empty text lines, like string lines that doesn't do anything, just for the sole purpose breaking down the parameters into sections to make it more transparent.
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- Ioxa
- Topic Author
Insomnia wrote:
Ioxa wrote: I tried to add another shader but it seems like the site is having issues with using spoilers and/or code. I can't even expand the spoilers on the original shaders I posted.
For now I uploaded the color filter shader to drop box and I'll upload the rest when I get a chance.
Download Color Filter
Thanks for doing this.
I half-ported it a week ago, but was unable to add the mode switches to the GUI due to incompetens.
Edit: Seeing how much you actually added to make it work makes me realise how much I really failed lol.
Btw, do you know a neat way of separating and break down all parameters into sections? With ENB GUI you can add empty text lines, like string lines that doesn't do anything, just for the sole purpose breaking down the parameters into sections to make it more transparent.
I made a lot of changes to it. You may not be able to get the same results with this version but I think it's a lot better to be able to target specific areas to apply the filter to. Let me know what you think of the changes, I'm open to any ideas to improve on it.
I don't know of any way to break up the settings but I have some ideas that might work, I'll see if I can come up with anything.
And I think I'm hitting a character limit on the original post. I'll try to move everything to GitHub instead of doing this copy paste stuff.
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- Wicked Sick
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- F D B
May I ask why haven't all the shaders been included in the automatic shaders-download when you install the lastest ReShade? It's such a pity!
Just like the HSL Shader someone converted recently. All should be automatically included, in my humble opinion.
Anyways... thank you for doing this, I will try them tonight! I'm specially excited about Color Filter.
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- XIIICaesar
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NoMansReshade wrote: I originally thought that diffuse glow was useless... But I realize now that when correctly loaded (before bloom), it can be used as a tool to push certain areas into the blooms threshold without making everything too bright!!!!!! Great shader, thanks!
Thanks for the tip about this. I'm using it in a similar way now and it's lush. I'm using the normal screen mode, but I took Glow Power into negative numbers. I'm getting the benefits of the bloom shader I have active, but it tempers the results and increases saturation. Looks like it can be used in this way to reduce regular in-game bloom as well.
Thanks for these shaders, Ioxa. Excellent as always. So glad to see the Color Filter up and running proper for 3.0.
Not sure if I've missed this being asked/answered already, but are we able to include these when we distribute our presets, or would you prefer us to direct users to this thread to set them up themselves?
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- Ioxa
- Topic Author
Yup, still at it! Making the most of what little I know. Good to see you're still hanging around here too! Its been a couple years since we were trying to get the gaussian shader to work.Wicked Sick wrote: Ioxa, I am so glad to see that you are still working (:
F D B wrote: Very cool stuff!
May I ask why haven't all the shaders been included in the automatic shaders-download when you install the lastest ReShade? It's such a pity!
Just like the HSL Shader someone converted recently. All should be automatically included, in my humble opinion.
Anyways... thank you for doing this, I will try them tonight! I'm specially excited about Color Filter.
I think the reason for limiting the amount of shaders is because of the time it takes to load them all. Although I'm sure most people here know to delete any unused shaders, there are still people that are new to ReShade that may be turned off by the recompile times when using a lot of shaders. On top of that, the shaders here are still very much works in progress, if I decide to change something it could cause problems with any presets that were using older versions.
Good to hear the shaders are working well for you! I had given up on the gaussian bloom shader because I can't get it to look like Boulotaur2024's original shader, I think there may have been some additional code in the injector and I just don't know enough about coding this stuff to fill in the blanks. But it seems like a few people were happy with the version in ReShade 2.0 so I can port that over. There are some settings that won't carry over to 3.0 very well though so I'll have to rework some stuff, hopefully it won't look too different.XIIICaesar wrote: Hey Ioxa. Your SurfaceSharpen is great. More fine tuning than Luma IMO. I also actually replaced Ambient Lighting in my presets and Bloom in some by using your Diffuse Glow (when combined with HDR). Also using your CA which is very tweakable. Will you be updating your Gaussian Bloom/Blur/Unsharpen mask to ReShade 3.x as well? I have a ton of presets that I use that I've been converting over to the new v3.x BUT a lot of them use your Gauss shader. Many thanks for your hard work. I know Gaussian Blur has but not Gaussian Bloom. Not sure on unsharp..... but Gauss Bloom is the main one I need.
I would recommend including these shaders with any presets you use them with. Since these are all works in progress things may change from one version to the next which may cause problems with any existing presets.amoebae wrote: Not sure if I've missed this being asked/answered already, but are we able to include these when we distribute our presets, or would you prefer us to direct users to this thread to set them up themselves?
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- Wicked Sick
Ioxa, I am so glad to see that you are still working (:
Yup, still at it! Making the most of what little I know. Good to see you're still hanging around here too! Its been a couple years since we were trying to get the gaussian shader to work.
Yes, time sure does fly ^^ This is going to be a fond memory for me (:
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- XIIICaesar
**Also**
Even though I know it's no Gaussian Bloom I did manage to, as far as I can tell, get CeeJay's SweetFX Bloom working. GUI and all. I posted it in the ReShade 3.x shader port request thread.
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- Ioxa
- Topic Author
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