I ported/remade UIMask for 3.0

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3 years 3 months ago - 3 years 3 months ago #1 by luluco250
Did anyone ever get around to do this? I never saw it in the repo.
Well here's my own implementation of it:


Get it here: my.mixtape.moe/lohljv.zip

Simply place the techniques "UIMask_Top" and "UIMask_Bottom" on the top and bottom of your effects pipeline respectively.
Note: you can place the bottom technique just after the last HUD-damaging effect. Aka you can place it before color grading like LUT so it won't affect the look and feel of your effects pipeline much.

Uses a texture called "UIMask.png" from your textures folder, you can use previous masks from 2.0 with no issues as long as they're in the same resolution as your game's resolution (your monitor resolution).

Includes an optional preprocessor flag "UIMASK_TOGGLEKEY", if set to a keycode you'll be able to toggle the effect by pressing it's key.
For a list of compatible keycodes refer to: msdn.microsoft.com/en-us/library/windows...375731(v=vs.85).aspx

Is there demand for it to be on the official repository? If so I'll pull request it.

Edit:
Forgot to mention, but this does not include the "auto mask" feature from the original UIMask.
It never really worked for me so I didn't see much use in porting it.
The following user(s) said Thank You: crosire, andrew, WalterDasTrevas, NoMansReshade, Rudy102, mickdekkers, SurfNSlide

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3 years 3 months ago #2 by WalterDasTrevas
Thanks a lot, man, I love you!! :woohoo:

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3 years 3 months ago #3 by hunt1hunt
I LOVE YOU FOR YOUR GOOD SHADER,THANK YOU!

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3 years 3 months ago #4 by luluco250
Here's a question for you guys, I'm implementing multi-channel masking so you can have separate HUD masks for separate occasions.
It takes Numpad 7-9 by default, each key toggles a color channel mask (the one in the red channel is enabled by default).

In no way does it affect old masks, they still work just as well, but the great thing about this is that we can have more advanced masks that can cover different HUDs like:
-Normal - Red Channel
-Inventory - Green Channel
-Dialog - Blue Channel

Here's an example mask I'm using in Morrowind that follows that exact setup:


So should this be enabled by default (which will take those numpad keys by default, which could be problematic for users unaware of that) or it be a simple preprocess flag that can be enabled by an user that wants to use such feature?
Again, this will not affect simple, black/white masks, they'll work regardless the same way.
The following user(s) said Thank You: WalterDasTrevas, mickdekkers

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3 years 3 months ago #5 by NoMansReshade
Good job, man! One day I hope to be a shader god like you XD

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3 years 3 months ago #6 by WalterDasTrevas
Marvelous! Thanks a lot!! :lol:

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2 years 2 months ago #7 by hunt1hunt
hi,thank you very much ,how can you release multi-channel masking.fx?

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2 years 2 months ago #8 by hunt1hunt
hi,thank you a lot!! :lol:how can you release multi-channel masking.fx?

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2 years 2 months ago - 2 years 2 months ago #9 by hunt1hunt
#ifndef UIMASK_MULTICHANNEL
#define UIMASK_MULTICHANNEL 1//0 set 1 enable UIMASK_MULTICHANNEL
#endif

Warning: Spoiler! [ Click to expand ]

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2 years 2 months ago - 2 years 2 months ago #10 by hunt1hunt
#ifndef UIMASK_MULTICHANNEL
#define UIMASK_MULTICHANNEL 1//0 set 1 enable UIMASK_MULTICHANNEL
#endif

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